Unstable 0.15.15.0 (and the one before it I forgor)
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+34
-25
@@ -27,6 +27,7 @@ namespace Barotrauma
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public bool isFollowOrderObjective;
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public bool mimic;
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public bool SpeakIfFails { get; set; } = true;
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public bool DebugLogWhenFails { get; set; } = true;
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public bool UsePathingOutside { get; set; } = true;
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public float extraDistanceWhileSwimming;
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@@ -61,6 +62,9 @@ namespace Barotrauma
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}
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}
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// TODO: Currently we never check the visibility (to the end node), which is actually unintentional.
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// I don't think it has caused any issues so far, so let's keep defaulting to false for now, because the less we do raycasts the better.
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// However, if there are cases where the bots attempt to go through walls (select the end node that is behind an obstacle), we should set this true.
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public bool CheckVisibility { get; set; }
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public bool IgnoreIfTargetDead { get; set; }
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public bool AllowGoingOutside { get; set; }
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@@ -77,7 +81,7 @@ namespace Barotrauma
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public override bool AllowOutsideSubmarine => AllowGoingOutside;
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public override bool AllowInAnySub => true;
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public string DialogueIdentifier { get; set; }
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public string DialogueIdentifier { get; set; } = "dialogcannotreachtarget";
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public string TargetName { get; set; }
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public ISpatialEntity Target { get; private set; }
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@@ -149,7 +153,10 @@ namespace Barotrauma
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private void SpeakCannotReach()
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target}", Color.Yellow);
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if (DebugLogWhenFails)
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{
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target}", Color.Yellow);
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}
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#endif
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective && DialogueIdentifier != null && SpeakIfFails)
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{
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@@ -170,17 +177,12 @@ namespace Barotrauma
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Abandon = true;
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return;
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}
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if (Target == character || character.SelectedBy != null && HumanAIController.IsFriendly(character.SelectedBy))
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if (cannotFollow || Target == character || character.SelectedBy != null && HumanAIController.IsFriendly(character.SelectedBy))
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{
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// Wait
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character.AIController.SteeringManager.Reset();
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return;
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}
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if (cannotFollow)
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{
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// Wait
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character.AIController.SteeringManager.Reset();
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}
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if (!character.IsClimbing)
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{
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character.SelectedConstruction = null;
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@@ -211,26 +213,33 @@ namespace Barotrauma
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}
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bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
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bool isInside = character.CurrentHull != null;
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bool targetIsOutside = (Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
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if (isInside && targetIsOutside && !AllowGoingOutside)
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bool hasOutdoorNodes = insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes;
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if (isInside && hasOutdoorNodes && !AllowGoingOutside)
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{
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Abandon = true;
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}
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else if (HumanAIController.IsCurrentPathNullOrUnreachable)
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else if (HumanAIController.SteeringManager == PathSteering)
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{
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waitUntilPathUnreachable -= deltaTime;
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SteeringManager.Reset();
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if (waitUntilPathUnreachable < 0)
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if (HumanAIController.IsCurrentPathNullOrUnreachable)
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{
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SteeringManager.Reset();
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if (waitUntilPathUnreachable < 0)
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{
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waitUntilPathUnreachable = pathWaitingTime;
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if (repeat)
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{
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SpeakCannotReach();
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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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}
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}
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else if (HumanAIController.HasValidPath(requireNonDirty: true, requireUnfinished: false))
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{
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waitUntilPathUnreachable = pathWaitingTime;
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if (repeat)
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{
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SpeakCannotReach();
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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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}
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}
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if (!Abandon)
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@@ -238,16 +247,16 @@ namespace Barotrauma
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if (getDivingGearIfNeeded && !character.LockHands)
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{
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Character followTarget = Target as Character;
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bool needsDivingSuit = !isInside || targetIsOutside;
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bool needsDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit);
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bool needsDivingSuit = (!isInside || hasOutdoorNodes) && character.NeedsAir && !character.HasAbilityFlag(AbilityFlags.ImmuneToPressure);
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bool needsDivingGear = (needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit)) && character.NeedsAir;
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if (mimic)
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{
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if (HumanAIController.HasDivingSuit(followTarget))
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if (HumanAIController.HasDivingSuit(followTarget) && character.NeedsAir)
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{
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needsDivingGear = true;
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needsDivingSuit = true;
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}
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else if (HumanAIController.HasDivingMask(followTarget))
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else if (HumanAIController.HasDivingMask(followTarget) && character.NeedsAir)
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{
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needsDivingGear = true;
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}
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