0.15.21.0
This commit is contained in:
@@ -726,6 +726,7 @@ namespace Barotrauma
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if (!item.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(item, Character, new List<InvSlotType>() { InvSlotType.Any }) && Character.Submarine?.TeamID == Character.TeamID )
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{
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if (item.AllowedSlots.Contains(InvSlotType.Bag) && Character.Inventory.TryPutItem(item, Character, new List<InvSlotType>() { InvSlotType.Bag })) { continue; }
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findItemState = FindItemState.OtherItem;
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if (FindSuitableContainer(item, out Item targetContainer))
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{
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@@ -877,8 +878,7 @@ namespace Barotrauma
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if (target.CurrentHull != hull || !target.Enabled) { continue; }
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if (AIObjectiveFightIntruders.IsValidTarget(target, Character))
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{
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bool arrested = AIObjectiveFightIntruders.ShouldArrest(target, Character) && target.HasEquippedItem("handlocker");
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if (!arrested && AddTargets<AIObjectiveFightIntruders, Character>(Character, target) && newOrder == null)
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if (!target.IsArrested && AddTargets<AIObjectiveFightIntruders, Character>(Character, target) && newOrder == null)
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{
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var orderPrefab = Order.GetPrefab("reportintruders");
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newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
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@@ -1871,7 +1871,7 @@ namespace Barotrauma
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float enemyFactor = 1;
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if (!ignoreEnemies)
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{
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bool isValidTarget(Character e) => IsActive(e) && !IsFriendly(character, e);
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bool isValidTarget(Character e) => IsActive(e) && !IsFriendly(character, e) && !e.IsArrested;
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int enemyCount = visibleHulls == null ?
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Character.CharacterList.Count(e => isValidTarget(e) && e.CurrentHull == hull) :
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Character.CharacterList.Count(e => isValidTarget(e) && visibleHulls.Contains(e.CurrentHull));
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@@ -26,8 +26,9 @@ namespace Barotrauma
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private float findPathTimer;
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private const float buttonPressCooldown = 3;
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private float checkDoorsTimer;
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private float buttonPressCooldown;
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private float buttonPressTimer;
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public SteeringPath CurrentPath
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{
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@@ -98,7 +99,7 @@ namespace Barotrauma
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base.Update(speed);
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float step = 1.0f / 60.0f;
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checkDoorsTimer -= step;
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buttonPressCooldown -= step;
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buttonPressTimer -= step;
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findPathTimer -= step;
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}
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@@ -120,10 +121,18 @@ namespace Barotrauma
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{
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steering += base.DoSteeringSeek(targetSimPos, weight);
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}
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public void SteeringSeek(Vector2 target, float weight, float minGapWidth = 0, Func<PathNode, bool> startNodeFilter = null, Func<PathNode, bool> endNodeFilter = null, Func<PathNode, bool> nodeFilter = null, bool checkVisiblity = true)
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{
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steering += CalculateSteeringSeek(target, weight, minGapWidth, startNodeFilter, endNodeFilter, nodeFilter, checkVisiblity);
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if (buttonPressTimer > 0 && lastDoor.door != null && lastDoor.state && !lastDoor.door.IsOpen)
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{
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// We have pressed the button and are waiting for the door to open -> Hold still until we can press the button again.
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Reset();
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}
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else
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{
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steering += CalculateSteeringSeek(target, weight, minGapWidth, startNodeFilter, endNodeFilter, nodeFilter, checkVisiblity);
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}
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}
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/// <summary>
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@@ -612,18 +621,17 @@ namespace Barotrauma
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float closestDist = 0;
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bool canAccess = CanAccessDoor(door, button =>
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{
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if (currentWaypoint == null) { return true; }
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// Check that the button is on the right side of the door. If the door is open, doesn't matter
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if (!door.IsOpen)
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// Check that the button is on the right side of the door.
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if (nextWaypoint != null)
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{
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if (door.LinkedGap.IsHorizontal)
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{
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int dir = Math.Sign((nextWaypoint ?? currentWaypoint).WorldPosition.X - door.Item.WorldPosition.X);
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int dir = Math.Sign((nextWaypoint).WorldPosition.X - door.Item.WorldPosition.X);
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if (button.Item.WorldPosition.X * dir > door.Item.WorldPosition.X * dir) { return false; }
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}
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else
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{
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int dir = Math.Sign((nextWaypoint ?? currentWaypoint).WorldPosition.Y - door.Item.WorldPosition.Y);
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int dir = Math.Sign((nextWaypoint).WorldPosition.Y - door.Item.WorldPosition.Y);
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if (button.Item.WorldPosition.Y * dir > door.Item.WorldPosition.Y * dir) { return false; }
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}
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}
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@@ -637,7 +645,7 @@ namespace Barotrauma
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});
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if (canAccess)
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{
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bool pressButton = buttonPressCooldown <= 0 || lastDoor.door != door || lastDoor.state != shouldBeOpen;
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bool pressButton = buttonPressTimer <= 0 || lastDoor.door != door || lastDoor.state != shouldBeOpen;
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if (door.HasIntegratedButtons)
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{
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if (pressButton && character.CanSeeTarget(door.Item))
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@@ -645,11 +653,11 @@ namespace Barotrauma
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if (door.Item.TryInteract(character, forceSelectKey: true))
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{
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lastDoor = (door, shouldBeOpen);
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buttonPressCooldown = 3;
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buttonPressTimer = buttonPressCooldown;
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}
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else
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{
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buttonPressCooldown = 0;
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buttonPressTimer = 0;
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}
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}
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break;
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@@ -663,11 +671,11 @@ namespace Barotrauma
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if (closestButton.Item.TryInteract(character, forceSelectKey: true))
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{
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lastDoor = (door, shouldBeOpen);
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buttonPressCooldown = 3;
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buttonPressTimer = buttonPressCooldown;
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}
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else
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{
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buttonPressCooldown = 0;
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buttonPressTimer = 0;
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}
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}
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break;
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+15
-5
@@ -111,7 +111,7 @@ namespace Barotrauma
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public CombatMode Mode { get; private set; }
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private bool IsOffensiveOrArrest => initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest;
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private bool TargetEliminated => IsEnemyDisabled || Enemy.IsUnconscious && Enemy.Params.Health.ConstantHealthRegeneration <= 0.0f || Enemy.IsHuman && Enemy.HasEquippedItem("handlocker") && !character.IsInstigator;
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private bool TargetEliminated => IsEnemyDisabled || Enemy.IsUnconscious && Enemy.Params.Health.ConstantHealthRegeneration <= 0.0f || Enemy.IsArrested && !character.IsInstigator;
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private bool IsEnemyDisabled => Enemy == null || Enemy.Removed || Enemy.IsDead;
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private float AimSpeed => HumanAIController.AimSpeed;
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@@ -668,6 +668,13 @@ namespace Barotrauma
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{
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if (!Weapon.AllowedSlots.Contains(InvSlotType.Any) || !character.Inventory.TryPutItem(Weapon, character, new List<InvSlotType>() { InvSlotType.Any }))
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{
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if (Weapon.AllowedSlots.Contains(InvSlotType.Bag))
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{
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if (character.Inventory.TryPutItem(Weapon, character, new List<InvSlotType>() { InvSlotType.Bag }))
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{
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return;
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}
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}
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Weapon.Drop(character);
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}
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}
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@@ -680,10 +687,10 @@ namespace Barotrauma
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{
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return false;
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}
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if (!character.HasEquippedItem(Weapon))
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if (!character.HasEquippedItem(Weapon, predicate: IsHandSlotType))
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{
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Weapon.TryInteract(character, forceSelectKey: true);
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var slots = Weapon.AllowedSlots.Where(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
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var slots = Weapon.AllowedSlots.Where(s => IsHandSlotType(s));
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if (character.Inventory.TryPutItem(Weapon, character, slots))
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{
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aimTimer = Rand.Range(0.2f, 0.4f) / AimSpeed;
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@@ -697,6 +704,8 @@ namespace Barotrauma
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}
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}
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return true;
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bool IsHandSlotType(InvSlotType s) => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand);
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}
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private float findHullTimer;
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@@ -903,8 +912,9 @@ namespace Barotrauma
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TryAddSubObjective(ref seekAmmunitionObjective,
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constructor: () => new AIObjectiveContainItem(character, ammunitionIdentifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager)
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{
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ItemCount = Weapon.GetComponent<ItemContainer>().Capacity,
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checkInventory = false
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ItemCount = Weapon.GetComponent<ItemContainer>().Capacity * Weapon.GetComponent<ItemContainer>().MaxStackSize,
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checkInventory = false,
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MoveWholeStack = true
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},
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onCompleted: () => RemoveSubObjective(ref seekAmmunitionObjective),
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onAbandon: () =>
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+3
-1
@@ -186,7 +186,9 @@ namespace Barotrauma
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AllowToFindDivingGear = AllowToFindDivingGear,
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AllowDangerousPressure = AllowDangerousPressure,
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TargetCondition = ConditionLevel,
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ItemFilter = (Item potentialItem) => RemoveEmpty ? container.CanBeContained(potentialItem) : container.Inventory.CanBePut(potentialItem)
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ItemFilter = (Item potentialItem) => RemoveEmpty ? container.CanBeContained(potentialItem) : container.Inventory.CanBePut(potentialItem),
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ItemCount = ItemCount,
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TakeWholeStack = MoveWholeStack
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}, onAbandon: () =>
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{
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Abandon = true;
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+1
-1
@@ -65,7 +65,7 @@ namespace Barotrauma
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if (HumanAIController.IsFriendly(character, target)) { return false; }
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if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
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if (target.HasAbilityFlag(AbilityFlags.IgnoredByEnemyAI)) { return false; }
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if (ShouldArrest(target, character) && target.HasEquippedItem("handlocker")) { return false; }
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if (target.IsArrested) { return false; }
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return true;
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}
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+1
-1
@@ -262,7 +262,7 @@ namespace Barotrauma
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}
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foreach (Character enemy in Character.CharacterList)
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{
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if (!HumanAIController.IsActive(enemy) || HumanAIController.IsFriendly(enemy)) { continue; }
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if (!HumanAIController.IsActive(enemy) || HumanAIController.IsFriendly(enemy) || enemy.IsArrested) { continue; }
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if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
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{
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Vector2 dir = character.Position - enemy.Position;
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+6
-2
@@ -182,8 +182,12 @@ namespace Barotrauma
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{
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if (character.SelectedConstruction != Item)
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{
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if (!Item.TryInteract(character, ignoreRequiredItems: true, forceSelectKey: true) &&
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!Item.TryInteract(character, ignoreRequiredItems: true, forceUseKey: true))
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if (Item.TryInteract(character, ignoreRequiredItems: true, forceSelectKey: true) ||
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Item.TryInteract(character, ignoreRequiredItems: true, forceUseKey: true))
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{
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character.SelectedConstruction = Item;
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}
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else
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{
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Abandon = true;
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}
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@@ -199,7 +199,7 @@ namespace Barotrauma
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foreach (Character potentialCharacter in Character.CharacterList)
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{
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if (!HumanAIController.IsActive(character)) { continue; }
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if (!HumanAIController.IsActive(potentialCharacter)) { continue; }
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if (HumanAIController.IsFriendly(character, potentialCharacter, true) && potentialCharacter.AIController is HumanAIController)
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{
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@@ -621,6 +621,11 @@ namespace Barotrauma
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get { return CharacterHealth.IsUnconscious; }
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}
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public bool IsArrested
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{
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get { return IsHuman && HasEquippedItem("handlocker"); }
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}
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public bool IsPet
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{
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get { return AIController is EnemyAIController enemyController && enemyController.PetBehavior != null; }
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@@ -2043,16 +2048,21 @@ namespace Barotrauma
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public bool HasItem(Item item, bool requireEquipped = false, InvSlotType? slotType = null) => requireEquipped ? HasEquippedItem(item, slotType) : item.IsOwnedBy(this);
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public bool HasEquippedItem(Item item, InvSlotType? slotType = null)
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public bool HasEquippedItem(Item item, InvSlotType? slotType = null, Func<InvSlotType, bool> predicate = null)
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{
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if (Inventory == null) { return false; }
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for (int i = 0; i < Inventory.Capacity; i++)
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{
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InvSlotType slot = Inventory.SlotTypes[i];
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if (predicate != null)
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{
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if (!predicate(slot)) { continue; }
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}
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if (slotType.HasValue)
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{
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if (!slotType.Value.HasFlag(Inventory.SlotTypes[i])) { continue; }
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if (!slotType.Value.HasFlag(slot)) { continue; }
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}
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else if (Inventory.SlotTypes[i] == InvSlotType.Any)
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else if (slot == InvSlotType.Any)
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{
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continue;
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}
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@@ -1206,7 +1206,7 @@ namespace Barotrauma
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return (int)(salary * Job.Prefab.PriceMultiplier);
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}
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public void IncreaseSkillLevel(string skillIdentifier, float increase, bool gainedFromApprenticeship = false)
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public void IncreaseSkillLevel(string skillIdentifier, float increase, bool gainedFromAbility = false)
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{
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if (Job == null || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) || Character == null) { return; }
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@@ -1226,7 +1226,7 @@ namespace Barotrauma
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{
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// assume we are getting at least 1 point in skill, since this logic only runs in such cases
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float increaseSinceLastSkillPoint = MathHelper.Max(increase, 1f);
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var abilitySkillGain = new AbilitySkillGain(increaseSinceLastSkillPoint, skillIdentifier, Character, gainedFromApprenticeship);
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var abilitySkillGain = new AbilitySkillGain(increaseSinceLastSkillPoint, skillIdentifier, Character, gainedFromAbility);
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Character.CheckTalents(AbilityEffectType.OnGainSkillPoint, abilitySkillGain);
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foreach (Character character in Character.GetFriendlyCrew(Character))
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{
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@@ -1298,9 +1298,9 @@ namespace Barotrauma
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return Math.Max(GetTotalTalentPoints() - GetUnlockedTalentsInTree().Count(), 0);
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}
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public int GetProgressTowardsNextLevel()
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public float GetProgressTowardsNextLevel()
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{
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return (ExperiencePoints - GetExperienceRequiredForCurrentLevel()) / (GetExperienceRequiredToLevelUp() - GetExperienceRequiredForCurrentLevel());
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return (ExperiencePoints - GetExperienceRequiredForCurrentLevel()) / (float)(GetExperienceRequiredToLevelUp() - GetExperienceRequiredForCurrentLevel());
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}
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public int GetExperienceRequiredForCurrentLevel()
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@@ -1860,16 +1860,16 @@ namespace Barotrauma
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class AbilitySkillGain : AbilityObject, IAbilityValue, IAbilityString, IAbilityCharacter
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{
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public AbilitySkillGain(float value, string abilityString, Character character, bool gainedFromApprenticeship)
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public AbilitySkillGain(float value, string abilityString, Character character, bool gainedFromAbility)
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{
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Value = value;
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String = abilityString;
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Character = character;
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GainedFromApprenticeship = gainedFromApprenticeship;
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GainedFromAbility = gainedFromAbility;
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}
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public Character Character { get; set; }
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public float Value { get; set; }
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public string String { get; set; }
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public bool GainedFromApprenticeship { get; set; }
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public bool GainedFromAbility { get; }
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}
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}
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@@ -959,14 +959,11 @@ namespace Barotrauma
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{
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var affliction = kvp.Key;
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var limbHealth = kvp.Value;
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if (limb != null)
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if (limb != null && affliction.Prefab.IndicatorLimb != limb.type)
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{
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if (limbHealth == null) { continue; }
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int healthIndex = limbHealths.IndexOf(limbHealth);
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Limb targetLimb =
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Character.AnimController.Limbs.LastOrDefault(l => !l.IsSevered && !l.Hidden && l.HealthIndex == healthIndex) ??
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Character.AnimController.MainLimb;
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if (limb != targetLimb) { continue; }
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if (limb.HealthIndex != healthIndex) { continue; }
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}
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float strength = affliction.Strength;
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@@ -9,7 +9,7 @@ namespace Barotrauma
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public string Identifier { get; }
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public const float MaximumSkill = 100.0f;
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public float Level
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{
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get { return level; }
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@@ -18,7 +18,7 @@ namespace Barotrauma
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public void IncreaseSkill(float value, bool increasePastMax)
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{
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level = MathHelper.Clamp(level + value, 0.0f, increasePastMax ? float.MaxValue : MaximumSkill);
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level = MathHelper.Clamp(level + value, 0.0f, increasePastMax ? SkillSettings.Current.MaximumOlympianSkill : MaximumSkill);
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}
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private Sprite icon;
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@@ -96,6 +96,13 @@ namespace Barotrauma
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set;
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}
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[Serialize(500.0f, true)]
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public float MaximumOlympianSkill
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{
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get;
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set;
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}
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private SkillSettings(XElement element)
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{
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SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
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+24
-26
@@ -22,7 +22,7 @@ namespace Barotrauma.Abilities
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private readonly bool ignoreNonHarmfulAttacks;
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public AbilityConditionAttackData(CharacterTalent characterTalent, XElement conditionElement) : base(characterTalent, conditionElement)
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{
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itemIdentifier = conditionElement.GetAttributeString("itemidentifier", "");
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itemIdentifier = conditionElement.GetAttributeString("itemidentifier", string.Empty);
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tags = conditionElement.GetAttributeStringArray("tags", new string[0], convertToLowerInvariant: true);
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ignoreNonHarmfulAttacks = conditionElement.GetAttributeBool("ignorenonharmfulattacks", false);
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@@ -46,15 +46,10 @@ namespace Barotrauma.Abilities
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}
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Item item = attackData?.SourceAttack?.SourceItem;
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if (item == null)
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{
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DebugConsole.AddWarning($"Source Item was not found in {this} for talent {characterTalent.DebugIdentifier}!");
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return false;
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}
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if (!string.IsNullOrEmpty(itemIdentifier))
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{
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if (item.prefab.Identifier != itemIdentifier)
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if (item?.prefab.Identifier != itemIdentifier)
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{
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return false;
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}
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@@ -62,31 +57,34 @@ namespace Barotrauma.Abilities
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if (tags.Any())
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{
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if (!tags.All(t => item.HasTag(t)))
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if (!tags.All(t => item?.HasTag(t) ?? false))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
switch (weapontype)
|
||||
if (weapontype != WeaponType.Any)
|
||||
{
|
||||
// it is possible that an item that has both a melee and a projectile component will return true
|
||||
// even when not used as a melee/ranged weapon respectively
|
||||
// attackdata should contain data regarding whether the attack is melee or not
|
||||
case WeaponType.Melee:
|
||||
return item.GetComponent<MeleeWeapon>() != null;
|
||||
case WeaponType.Ranged:
|
||||
return item.GetComponent<Projectile>() != null;
|
||||
case WeaponType.HandheldRanged:
|
||||
{
|
||||
var projectile = item.GetComponent<Projectile>();
|
||||
return projectile?.Launcher?.GetComponent<Holdable>() != null;
|
||||
}
|
||||
case WeaponType.Turret:
|
||||
{
|
||||
var projectile = item.GetComponent<Projectile>();
|
||||
return projectile?.Launcher?.GetComponent<Turret>() != null;
|
||||
}
|
||||
switch (weapontype)
|
||||
{
|
||||
// it is possible that an item that has both a melee and a projectile component will return true
|
||||
// even when not used as a melee/ranged weapon respectively
|
||||
// attackdata should contain data regarding whether the attack is melee or not
|
||||
case WeaponType.Melee:
|
||||
return item?.GetComponent<MeleeWeapon>() != null;
|
||||
case WeaponType.Ranged:
|
||||
return item?.GetComponent<Projectile>() != null;
|
||||
case WeaponType.HandheldRanged:
|
||||
{
|
||||
var projectile = item?.GetComponent<Projectile>();
|
||||
return projectile?.Launcher?.GetComponent<Holdable>() != null;
|
||||
}
|
||||
case WeaponType.Turret:
|
||||
{
|
||||
var projectile = item?.GetComponent<Projectile>();
|
||||
return projectile?.Launcher?.GetComponent<Turret>() != null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
+6
-3
@@ -5,18 +5,21 @@ namespace Barotrauma.Abilities
|
||||
{
|
||||
class CharacterAbilityGainSimultaneousSkill : CharacterAbility
|
||||
{
|
||||
private string skillIdentifier;
|
||||
private readonly string skillIdentifier;
|
||||
private readonly bool ignoreAbilitySkillGain;
|
||||
|
||||
public CharacterAbilityGainSimultaneousSkill(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
skillIdentifier = abilityElement.GetAttributeString("skillidentifier", "").ToLowerInvariant();
|
||||
ignoreAbilitySkillGain = abilityElement.GetAttributeBool("ignoreabilityskillgain", true);
|
||||
}
|
||||
|
||||
protected override void ApplyEffect(AbilityObject abilityObject)
|
||||
{
|
||||
if ((abilityObject as IAbilityValue)?.Value is float skillIncrease)
|
||||
if (abilityObject is AbilitySkillGain abilitySkillGain)
|
||||
{
|
||||
Character.Info?.IncreaseSkillLevel(skillIdentifier, skillIncrease);
|
||||
if (ignoreAbilitySkillGain && !abilitySkillGain.GainedFromAbility) { return; }
|
||||
Character.Info?.IncreaseSkillLevel(skillIdentifier, abilitySkillGain.Value, gainedFromAbility: true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
+2
-2
@@ -49,11 +49,11 @@ namespace Barotrauma.Abilities
|
||||
{
|
||||
var skill = character.Info?.Job?.Skills?.GetRandom();
|
||||
if (skill == null) { return; }
|
||||
character.Info?.IncreaseSkillLevel(skill.Identifier, skillIncrease);
|
||||
character.Info?.IncreaseSkillLevel(skill.Identifier, skillIncrease, gainedFromAbility: true);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.Info?.IncreaseSkillLevel(skillIdentifier, skillIncrease);
|
||||
character.Info?.IncreaseSkillLevel(skillIdentifier, skillIncrease, gainedFromAbility: true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
-28
@@ -1,28 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Abilities
|
||||
{
|
||||
class CharacterAbilityModifyReduceAffliction : CharacterAbility
|
||||
{
|
||||
float addedAmountMultiplier;
|
||||
public override bool AllowClientSimulation => true;
|
||||
|
||||
public CharacterAbilityModifyReduceAffliction(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
addedAmountMultiplier = abilityElement.GetAttributeFloat("addedamountmultiplier", 0f);
|
||||
}
|
||||
|
||||
protected override void ApplyEffect(AbilityObject abilityObject)
|
||||
{
|
||||
if (abilityObject is AbilityValueAffliction afflictionReduceAmount)
|
||||
{
|
||||
afflictionReduceAmount.Affliction.Strength -= addedAmountMultiplier * afflictionReduceAmount.Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
LogabilityObjectMismatch();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -36,7 +36,7 @@ namespace Barotrauma.Abilities
|
||||
if (GameMain.GameSession?.RoundEnding ?? true)
|
||||
{
|
||||
Item item = new Item(itemPrefab, Character.WorldPosition, Character.Submarine);
|
||||
if (!Character.Inventory.TryPutItem(item, Character))
|
||||
if (!Character.Inventory.TryPutItem(item, Character, item.AllowedSlots))
|
||||
{
|
||||
foreach (Item containedItem in Character.Inventory.AllItemsMod)
|
||||
{
|
||||
|
||||
+6
-2
@@ -6,15 +6,19 @@ namespace Barotrauma.Abilities
|
||||
{
|
||||
class CharacterAbilityApprenticeship : CharacterAbility
|
||||
{
|
||||
private readonly bool ignoreAbilitySkillGain;
|
||||
|
||||
public CharacterAbilityApprenticeship(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
|
||||
{
|
||||
ignoreAbilitySkillGain = abilityElement.GetAttributeBool("ignoreabilityskillgain", true);
|
||||
}
|
||||
|
||||
protected override void ApplyEffect(AbilityObject abilityObject)
|
||||
{
|
||||
if (abilityObject is AbilitySkillGain abilitySkillGain && !abilitySkillGain.GainedFromApprenticeship && abilitySkillGain.Character != Character)
|
||||
if (abilityObject is AbilitySkillGain abilitySkillGain && abilitySkillGain.Character != Character)
|
||||
{
|
||||
Character.Info?.IncreaseSkillLevel(abilitySkillGain.String, 1.0f, gainedFromApprenticeship: true);
|
||||
if (ignoreAbilitySkillGain && !abilitySkillGain.GainedFromAbility) { return; }
|
||||
Character.Info?.IncreaseSkillLevel(abilitySkillGain.String, 1.0f, gainedFromAbility: true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+1
-1
@@ -18,7 +18,7 @@ namespace Barotrauma.Abilities
|
||||
if (skillIdentifier != lastSkillIdentifier)
|
||||
{
|
||||
lastSkillIdentifier = skillIdentifier;
|
||||
Character.Info?.IncreaseSkillLevel(skillIdentifier, 1.0f);
|
||||
Character.Info?.IncreaseSkillLevel(skillIdentifier, 1.0f, gainedFromAbility: true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user