v1.0.20.1 (summer patch)
This commit is contained in:
+48
-12
@@ -13,6 +13,8 @@ namespace Barotrauma
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public override bool AllowOutsideSubmarine => true;
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public override bool AllowInAnySub => true;
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private readonly HashSet<Character> charactersWithMinorInjuries = new HashSet<Character>();
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private const float vitalityThreshold = 75;
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private const float vitalityThresholdForOrders = 90;
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public static float GetVitalityThreshold(AIObjectiveManager manager, Character character, Character target)
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@@ -23,17 +25,34 @@ namespace Barotrauma
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}
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else
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{
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// When targeting player characters, always treat them when ordered, else use the threshold so that minor/non-severe damage is ignored.
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// If we ignore any damage when the player orders a bot to do healings, it's observed to cause confusion among the players.
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// On the other hand, if the bots too eagerly heal characters when it's not necessary, it's inefficient and can feel frustrating, because it can't be controlled.
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return character == target || manager.HasOrder<AIObjectiveRescueAll>() ? (target.IsPlayer && target.HealthPercentage < 100 ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
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return character == target || manager.HasOrder<AIObjectiveRescueAll>() ? vitalityThresholdForOrders : vitalityThreshold;
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}
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}
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public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier) { }
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protected override bool Filter(Character target) => IsValidTarget(target, character);
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protected override bool Filter(Character target)
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{
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if (!IsValidTarget(target, character, requireTreatableAfflictions: false)) { return false; }
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if (GetTreatableAfflictions(target).Any())
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{
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return true;
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}
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else
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{
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//the target might be at a low enough health to be considered a valid target,
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//but if all afflictions are below treatment thresholds, the bot won't (and shouldn't) treat them
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// -> make the bot speak to make it clear the bot intentionally ignores very minor injuries
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if (!charactersWithMinorInjuries.Contains(character))
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{
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character.Speak(TextManager.GetWithVariable("dialogignoreminorinjuries", "[targetname]", target.Name).Value,
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null, 1.0f, $"notreatableafflictions{target.Name}".ToIdentifier(), 10.0f);
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charactersWithMinorInjuries.Add(character);
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}
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return false;
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}
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}
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protected override IEnumerable<Character> GetList() => Character.CharacterList;
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@@ -68,7 +87,7 @@ namespace Barotrauma
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float vitality = 100;
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vitality -= character.Bleeding * 2;
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vitality += Math.Min(character.Oxygen, 0);
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foreach (Affliction affliction in GetTreatableAfflictions(character))
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foreach (Affliction affliction in GetTreatableAfflictions(character, ignoreTreatmentThreshold: true))
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{
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float strength = character.CharacterHealth.GetPredictedStrength(affliction, predictFutureDuration: 10.0f);
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vitality -= affliction.GetVitalityDecrease(character.CharacterHealth, strength) / character.MaxVitality * 100;
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@@ -84,12 +103,19 @@ namespace Barotrauma
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return Math.Clamp(vitality, 0, 100);
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}
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public static IEnumerable<Affliction> GetTreatableAfflictions(Character character)
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public static IEnumerable<Affliction> GetTreatableAfflictions(Character character, bool ignoreTreatmentThreshold = false)
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{
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var allAfflictions = character.CharacterHealth.GetAllAfflictions();
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foreach (Affliction affliction in allAfflictions)
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{
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if (affliction.Prefab.IsBuff || affliction.Strength < affliction.Prefab.TreatmentThreshold) { continue; }
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if (affliction.Prefab.IsBuff) { continue; }
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if (!ignoreTreatmentThreshold)
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{
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//other afflictions of the same type increase the "treatability"
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// e.g. we might want to ignore burns below 5%, but not if the character has them on all limbs
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float totalAfflictionStrength = character.CharacterHealth.GetTotalAdjustedAfflictionStrength(affliction);
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if (totalAfflictionStrength < affliction.Prefab.TreatmentThreshold) { continue; }
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}
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if (affliction.Prefab.TreatmentSuitability.None(kvp => kvp.Value > 0)) { continue; }
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if (allAfflictions.Any(otherAffliction => affliction.Prefab.IgnoreTreatmentIfAfflictedBy.Contains(otherAffliction.Identifier))) { continue; }
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yield return affliction;
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@@ -102,7 +128,7 @@ namespace Barotrauma
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protected override void OnObjectiveCompleted(AIObjective objective, Character target)
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=> HumanAIController.RemoveTargets<AIObjectiveRescueAll, Character>(character, target);
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public static bool IsValidTarget(Character target, Character character)
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public static bool IsValidTarget(Character target, Character character, bool requireTreatableAfflictions = true)
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{
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if (target == null || target.IsDead || target.Removed) { return false; }
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if (target.IsInstigator) { return false; }
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@@ -112,7 +138,7 @@ namespace Barotrauma
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{
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if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target))
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{
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return false;
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return false;
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}
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if (!humanAI.ObjectiveManager.HasOrder<AIObjectiveRescueAll>())
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{
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@@ -127,6 +153,10 @@ namespace Barotrauma
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return false;
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}
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}
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if (requireTreatableAfflictions && GetTreatableAfflictions(target).None())
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{
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return false;
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}
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}
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else
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{
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@@ -159,5 +189,11 @@ namespace Barotrauma
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}
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return character.GetDamageDoneByAttacker(target) <= 0;
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}
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public override void Reset()
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{
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base.Reset();
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charactersWithMinorInjuries.Clear();
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}
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}
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}
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