(24bcea40e) Fix the ai checks about door buttons. Don't aim at targets that cannot be seen.
This commit is contained in:
@@ -330,24 +330,22 @@ namespace Barotrauma
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{
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float squaredDistance = Vector2.DistanceSquared(character.Position, Enemy.Position);
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character.CursorPosition = Enemy.Position;
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float engageDistance = 500;
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if (squaredDistance > engageDistance * engageDistance) { return; }
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bool canSeeTarget = character.CanSeeCharacter(Enemy);
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if (!canSeeTarget && character.CurrentHull != Enemy.CurrentHull) { return; }
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if (Weapon.RequireAimToUse)
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{
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bool isOperatingButtons = false;
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float engageDistance = 500;
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if (SteeringManager == PathSteering)
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{
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var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
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if (door != null && !door.IsOpen)
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{
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var buttons = door.Item.GetComponents<Controller>();
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if (buttons.None())
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{
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buttons = door.Item.GetConnectedComponents<Controller>(true);
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}
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isOperatingButtons = buttons.Any();
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isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
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}
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}
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if (!isOperatingButtons && character.SelectedConstruction == null && (Enemy.CurrentHull == character.CurrentHull || squaredDistance < engageDistance * engageDistance))
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if (!isOperatingButtons && character.SelectedConstruction == null)
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{
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character.SetInput(InputType.Aim, false, true);
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}
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+1
-6
@@ -102,12 +102,7 @@ namespace Barotrauma
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var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
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if (door != null && !door.IsOpen)
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{
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var buttons = door.Item.GetComponents<Controller>();
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if (buttons.None())
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{
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buttons = door.Item.GetConnectedComponents<Controller>(true);
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}
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isOperatingButtons = buttons.Any();
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isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
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}
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}
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if (!isOperatingButtons)
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@@ -350,12 +350,7 @@ namespace Barotrauma.Items.Components
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var door = indoorSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
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if (door != null && !door.IsOpen)
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{
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var buttons = door.Item.GetComponents<Controller>();
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if (buttons.None())
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{
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buttons = door.Item.GetConnectedComponents<Controller>(true);
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}
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isOperatingButtons = buttons.Any();
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isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
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}
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}
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if (!isOperatingButtons)
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@@ -867,6 +867,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -212,33 +212,6 @@ namespace Barotrauma.Items.Components
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}
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}
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public Vector2? PosToMaintain
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{
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get { return posToMaintain; }
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set { posToMaintain = value; }
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}
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struct ObstacleDebugInfo
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{
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public Vector2 Point1;
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public Vector2 Point2;
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public Vector2? Intersection;
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public float Dot;
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public Vector2 AvoidStrength;
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public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
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{
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Point1 = edge.Point1;
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Point2 = edge.Point2;
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Intersection = intersection;
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Dot = dot;
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AvoidStrength = avoidStrength;
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}
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}
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//edge point 1, edge point 2, avoid strength
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private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
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@@ -1360,6 +1360,10 @@ namespace Barotrauma
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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if (!broken)
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
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@@ -778,6 +778,25 @@ namespace Barotrauma
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}
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}
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public string DisplayName
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{
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get;
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private set;
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}
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
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}
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}
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public override Rectangle Rect
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{
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get
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@@ -162,21 +162,6 @@ namespace Barotrauma
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get { return binding; }
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}
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public void SetState()
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{
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hit = binding.IsHit();
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if (hit) hitQueue = true;
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held = binding.IsDown();
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if (held) heldQueue = true;
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}
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#endif
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public KeyOrMouse State
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{
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get { return binding; }
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}
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public void SetState()
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{
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hit = binding.IsHit();
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