v0.13.0.11
This commit is contained in:
@@ -265,6 +265,37 @@ namespace Barotrauma
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}
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}
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public void UnequipEmptyItems(Item parentItem, bool avoidDroppingInSea = true) => UnequipEmptyItems(Character, parentItem, avoidDroppingInSea);
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public void UnequipContainedItems(Item parentItem, Func<Item, bool> predicate = null, bool avoidDroppingInSea = true) => UnequipContainedItems(Character, parentItem, predicate, avoidDroppingInSea);
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public static void UnequipEmptyItems(Character character, Item parentItem, bool avoidDroppingInSea = true) => UnequipContainedItems(character, parentItem, it => it.Condition <= 0, avoidDroppingInSea);
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public static void UnequipContainedItems(Character character, Item parentItem, Func<Item, bool> predicate, bool avoidDroppingInSea = true)
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{
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var inventory = parentItem.OwnInventory;
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if (inventory == null) { return; }
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if (predicate == null || inventory.AllItems.Any(predicate))
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{
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foreach (Item containedItem in inventory.AllItemsMod)
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{
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if (containedItem == null) { continue; }
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if (predicate == null || predicate(containedItem))
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{
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if (character.Submarine != Submarine.MainSub && avoidDroppingInSea)
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{
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// If we are outside of main sub, try to put the item in the inventory instead dropping it in the sea.
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if (character.Inventory.TryPutItem(containedItem, character, CharacterInventory.anySlot))
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{
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continue;
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}
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}
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containedItem.Drop(character);
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}
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}
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}
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}
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public void ReequipUnequipped()
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{
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foreach (var item in unequippedItems)
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@@ -232,8 +232,7 @@ namespace Barotrauma
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public bool IsWithinSector(Vector2 worldPosition)
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{
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if (sectorRad >= MathHelper.TwoPi) return true;
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if (sectorRad >= MathHelper.TwoPi) { return true; }
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Vector2 diff = worldPosition - WorldPosition;
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return MathUtils.GetShortestAngle(MathUtils.VectorToAngle(diff), MathUtils.VectorToAngle(sectorDir)) <= sectorRad * 0.5f;
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}
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@@ -12,6 +12,10 @@ namespace Barotrauma
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{
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public enum AIState { Idle, Attack, Escape, Eat, Flee, Avoid, Aggressive, PassiveAggressive, Protect, Observe, Freeze, Follow }
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public enum AttackPattern { Straight, Sweep, Circle }
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public enum CirclePhase { Start, CloseIn, FallBack, Advance, Strike }
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partial class EnemyAIController : AIController
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{
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public static bool DisableEnemyAI;
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@@ -49,6 +53,7 @@ namespace Barotrauma
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private float updateMemoriesTimer;
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private float attackLimbResetTimer;
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private bool IsAttackRunning => AttackingLimb != null && AttackingLimb.attack.IsRunning;
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private bool IsCoolDownRunning => AttackingLimb != null && AttackingLimb.attack.CoolDownTimer > 0;
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public float CombatStrength => AIParams.CombatStrength;
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private float Sight => AIParams.Sight;
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@@ -71,6 +76,23 @@ namespace Barotrauma
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Reverse = _attackingLimb != null && _attackingLimb.attack.Reverse;
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}
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}
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private double lastAttackUpdateTime;
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private Attack _activeAttack;
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public Attack ActiveAttack
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{
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get
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{
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if (_activeAttack == null) { return null; }
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return lastAttackUpdateTime > Timing.TotalTime - _activeAttack.Duration ? _activeAttack : null;
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}
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private set
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{
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_activeAttack = value;
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lastAttackUpdateTime = Timing.TotalTime;
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}
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}
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private AITargetMemory selectedTargetMemory;
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private float targetValue;
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@@ -91,8 +113,17 @@ namespace Barotrauma
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private float avoidTimer;
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private float observeTimer;
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private float sweepTimer;
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public bool StayInsideLevel = true;
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private float circleRotation;
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private float circleDir;
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private bool inverseDir;
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private bool breakCircling;
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private float circleRotationSpeed;
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private Vector2 circleOffset;
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private float circleFallbackDistance;
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private float strikeTimer;
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private float aggressionIntensity;
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private CirclePhase CirclePhase;
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private float currentAttackIntensity;
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private readonly IEnumerable<Body> myBodies;
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@@ -141,9 +172,21 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// The monster won't try to damage these submarines
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/// </summary>
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public HashSet<Submarine> UnattackableSubmarines
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{
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get;
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private set;
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} = new HashSet<Submarine>();
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public bool IsTargetingPlayerTeam => IsTargetInPlayerTeam(SelectedAiTarget);
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public bool IsBeingChasedBy(Character c) => c.AIController is EnemyAIController enemyAI && enemyAI.SelectedAiTarget?.Entity is Character && (enemyAI.State == AIState.Aggressive || enemyAI.State == AIState.Attack);
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private bool IsBeingChased => SelectedAiTarget?.Entity is Character targetCharacter && IsBeingChasedBy(targetCharacter);
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private bool IsTargetInPlayerTeam(AITarget target) => target?.Entity?.Submarine != null && target.Entity.Submarine.Info.IsPlayer || target?.Entity is Character targetCharacter && targetCharacter.IsOnPlayerTeam;
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private bool reverse;
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public bool Reverse
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{
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@@ -241,7 +284,7 @@ namespace Barotrauma
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colliderLength = size.Y;
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requiredHoleCount = (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderWidth) / Structure.WallSectionSize);
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avoidLookAheadDistance = Math.Max(colliderWidth * 3, 1.5f);
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avoidLookAheadDistance = Math.Max(Math.Max(colliderWidth, colliderLength) * 3, 1.5f);
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myBodies = Character.AnimController.Limbs.Select(l => l.body.FarseerBody);
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}
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@@ -267,7 +310,7 @@ namespace Barotrauma
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private CharacterParams.TargetParams GetTargetParams(AITarget aiTarget) => GetTargetParams(GetTargetingTag(aiTarget));
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private string GetTargetingTag(AITarget aiTarget)
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{
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if (aiTarget.Entity == null) { return null; }
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if (aiTarget?.Entity == null) { return null; }
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string targetingTag = null;
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if (aiTarget.Entity is Character targetCharacter)
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{
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@@ -346,6 +389,7 @@ namespace Barotrauma
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{
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if (DisableEnemyAI) { return; }
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base.Update(deltaTime);
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UpdateTriggers(deltaTime);
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bool ignorePlatforms = Character.AnimController.TargetMovement.Y < -0.5f && (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
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if (steeringManager == insideSteering)
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@@ -431,7 +475,7 @@ namespace Barotrauma
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{
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updateTargetsTimer -= deltaTime;
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}
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else if (avoidTimer <= 0)
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else if (avoidTimer <= 0 || activeTriggers.Any() && returnTimer <= 0)
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{
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CharacterParams.TargetParams targetingParams = null;
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UpdateTargets(Character, out targetingParams);
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@@ -583,7 +627,7 @@ namespace Barotrauma
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if (c.IsDead || c.Removed) { return false; }
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if (!IsFriendly(Character, c)) { return true; }
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// Only apply the threshold to friendly characters
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return a.Damage >= selectedTargetingParams.Threshold;
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return a.Damage >= selectedTargetingParams.DamageThreshold;
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}
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Character attacker = targetCharacter.LastAttackers.LastOrDefault(IsValid)?.Character;
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if (attacker != null)
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@@ -721,7 +765,7 @@ namespace Barotrauma
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{
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var location = memory.Location;
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float dist = Vector2.DistanceSquared(WorldPosition, location);
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if (dist < 50 * 50)
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if (dist < 50 * 50 || !IsPositionInsideAllowedZone(WorldPosition, out _))
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{
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// Target is gone
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ResetAITarget();
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@@ -1305,7 +1349,7 @@ namespace Barotrauma
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}
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}
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}
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else if (!IsCoolDownRunning)
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else if (!IsAttackRunning && !IsCoolDownRunning)
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{
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// If not, reset the attacking limb, if the cooldown is not running
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// Don't use the property, because we don't want cancel reversing, if we are reversing.
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@@ -1393,27 +1437,221 @@ namespace Barotrauma
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}
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else
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{
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if (selectedTargetingParams.SweepDistance > 0)
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switch (selectedTargetingParams.AttackPattern)
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{
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Vector2 toTarget = attackWorldPos - WorldPosition;
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if (distance <= 0)
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{
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distance = toTarget.Length();
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}
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float amplitude = MathHelper.Lerp(0, selectedTargetingParams.SweepStrength, MathUtils.InverseLerp(selectedTargetingParams.SweepDistance, 0, distance));
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if (amplitude > 0)
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{
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sweepTimer += deltaTime * selectedTargetingParams.SweepSpeed;
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float sin = (float)Math.Sin(sweepTimer) * amplitude;
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steerPos = MathUtils.RotatePointAroundTarget(attackSimPos, SimPosition, MathHelper.ToDegrees(sin));
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}
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else
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{
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sweepTimer = Rand.Range(-1000, 1000) * selectedTargetingParams.SweepSpeed;
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}
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case AttackPattern.Sweep:
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if (selectedTargetingParams.SweepDistance > 0)
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{
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if (distance <= 0)
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{
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distance = (attackWorldPos - WorldPosition).Length();
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}
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float amplitude = MathHelper.Lerp(0, selectedTargetingParams.SweepStrength, MathUtils.InverseLerp(selectedTargetingParams.SweepDistance, 0, distance));
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if (amplitude > 0)
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{
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sweepTimer += deltaTime * selectedTargetingParams.SweepSpeed;
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float sin = (float)Math.Sin(sweepTimer) * amplitude;
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steerPos = MathUtils.RotatePointAroundTarget(attackSimPos, SimPosition, sin);
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}
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else
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{
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sweepTimer = Rand.Range(-1000, 1000) * selectedTargetingParams.SweepSpeed;
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}
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}
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break;
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case AttackPattern.Circle:
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if (IsCoolDownRunning) { break; }
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if (IsAttackRunning && CirclePhase != CirclePhase.Strike) { break; }
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if (selectedTargetingParams == null) { break; }
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var targetSub = SelectedAiTarget.Entity?.Submarine;
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if (targetSub == null) { break; }
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float subSize = Math.Max(targetSub.Borders.Width, targetSub.Borders.Height) / 2;
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float sqrDistToSub = Vector2.DistanceSquared(WorldPosition, targetSub.WorldPosition);
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switch (CirclePhase)
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{
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case CirclePhase.Start:
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currentAttackIntensity = MathUtils.InverseLerp(AIParams.StartAggression, AIParams.MaxAggression, aggressionIntensity * Rand.Range(0.9f, 1.1f));
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inverseDir = false;
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circleDir = GetDirFromHeadingInRadius();
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circleRotation = 0;
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strikeTimer = 0;
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blockCheckTimer = 0;
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breakCircling = false;
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float minRotationSpeed = 0.01f * selectedTargetingParams.CircleRotationSpeed;
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float maxRotationSpeed = 0.5f * selectedTargetingParams.CircleRotationSpeed;
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float minFallBackDistance = selectedTargetingParams.CircleStartDistance * 0.5f;
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float maxFallBackDistance = selectedTargetingParams.CircleStartDistance;
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// The lower the rotation speed, the slower the progression. Also the distance to the target stays longer.
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// So basically if the value is higher, the creature will strike the sub more quickly and with more precision.
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circleRotationSpeed = MathHelper.Lerp(minRotationSpeed, maxRotationSpeed, currentAttackIntensity * Rand.Range(0.9f, 1.1f));
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circleFallbackDistance = MathHelper.Lerp(maxFallBackDistance, minFallBackDistance, currentAttackIntensity * Rand.Range(0.9f, 1.1f));
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circleOffset = Rand.Vector(MathHelper.Lerp(selectedTargetingParams.CircleMaxRandomOffset, 0, currentAttackIntensity * Rand.Range(0.9f, 1.1f)));
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canAttack = false;
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aggressionIntensity = Math.Clamp(aggressionIntensity, AIParams.StartAggression, AIParams.MaxAggression);
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if (targetSub.Borders.Width < 1000)
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{
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breakCircling = true;
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CirclePhase = CirclePhase.CloseIn;
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}
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else if (sqrDistToSub > MathUtils.Pow2(subSize + selectedTargetingParams.CircleStartDistance))
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{
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CirclePhase = CirclePhase.CloseIn;
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}
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else if (sqrDistToSub < MathUtils.Pow2(subSize + circleFallbackDistance))
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{
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CirclePhase = CirclePhase.FallBack;
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}
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else
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{
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CirclePhase = CirclePhase.Advance;
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}
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break;
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case CirclePhase.CloseIn:
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if (AttackingLimb != null && distance > 0 && distance < AttackingLimb.attack.Range * GetStrikeDistanceMultiplier(targetSub.Velocity))
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{
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strikeTimer = AttackingLimb.attack.CoolDown;
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CirclePhase = CirclePhase.Strike;
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}
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else if (!breakCircling && sqrDistToSub <= MathUtils.Pow2(subSize + selectedTargetingParams.CircleStartDistance / 2) && targetSub.Velocity.LengthSquared() <= MathUtils.Pow2(GetTargetMaxSpeed()))
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{
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CirclePhase = CirclePhase.Advance;
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}
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canAttack = false;
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break;
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case CirclePhase.FallBack:
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bool isBlocked = !UpdateFallBack(attackWorldPos, deltaTime, followThrough: false, checkBlocking: true);
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if (isBlocked || sqrDistToSub > MathUtils.Pow2(subSize + circleFallbackDistance))
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{
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CirclePhase = CirclePhase.Advance;
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break;
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}
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return;
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case CirclePhase.Advance:
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Vector2 subSpeed = targetSub.Velocity;
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float requiredDistMultiplier = 1;
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// If the target sub is moving fast, just steer towards the target until close enough to strike
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if (breakCircling || subSpeed.LengthSquared() > MathUtils.Pow2(GetTargetMaxSpeed()) || sqrDistToSub > MathUtils.Pow2(subSize + selectedTargetingParams.CircleStartDistance * 1.2f))
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{
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CirclePhase = CirclePhase.CloseIn;
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}
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else
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{
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circleRotation += deltaTime * circleRotationSpeed * circleDir;
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if (circleRotation < -360)
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{
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circleRotation += 360;
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}
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else if (circleRotation > 360)
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{
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circleRotation -= 360;
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}
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Vector2 targetPos = attackSimPos + circleOffset;
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if (Vector2.DistanceSquared(SimPosition, targetPos) < 100)
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{
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// Too close to the target point
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// When the offset position is outside of the sub it happens that the creature sometimes reaches the target point,
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// which makes it continue circling around the point (as supposed)
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// But when there is some offset and the offset is too near, this is not what we want.
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if (AttackingLimb != null && sqrDistToSub < MathUtils.Pow2(subSize + circleFallbackDistance))
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{
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CirclePhase = CirclePhase.Strike;
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strikeTimer = AttackingLimb.attack.CoolDown;
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}
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else
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{
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CirclePhase = CirclePhase.Start;
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}
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break;
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}
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steerPos = MathUtils.RotatePointAroundTarget(SimPosition, targetPos, circleRotation);
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requiredDistMultiplier = GetStrikeDistanceMultiplier(subSpeed);
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if (IsBlocked(deltaTime, steerPos))
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{
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if (!inverseDir)
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{
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// First try changing the direction
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circleDir = -circleDir;
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inverseDir = true;
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}
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else if (circleRotationSpeed < 1)
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{
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// Then try increasing the rotation speed to change the movement curve
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circleRotationSpeed *= 1.1f;
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}
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else if (circleOffset.LengthSquared() > 0.1f)
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{
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// Then try removing the offset
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circleOffset = Vector2.Zero;
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}
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else
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{
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// If we still fail, just steer towards the target
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breakCircling = true;
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}
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}
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}
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if (AttackingLimb != null && distance > 0 && distance < AttackingLimb.attack.Range * requiredDistMultiplier && IsFacing(margin: MathHelper.Lerp(0.5f, 0.9f, currentAttackIntensity)))
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{
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strikeTimer = AttackingLimb.attack.CoolDown;
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CirclePhase = CirclePhase.Strike;
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}
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canAttack = false;
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break;
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case CirclePhase.Strike:
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strikeTimer -= deltaTime;
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// just continue the movement forward to make it possible to evade the attack
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steerPos = SimPosition + Steering;
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if (strikeTimer <= 0)
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{
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CirclePhase = CirclePhase.Start;
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aggressionIntensity += AIParams.AggressionCumulation;
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}
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break;
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}
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break;
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bool IsFacing(float margin)
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{
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float offset = steeringLimb.Params.GetSpriteOrientation() - MathHelper.PiOver2;
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Vector2 forward = VectorExtensions.Forward(steeringLimb.body.TransformedRotation - offset * Character.AnimController.Dir);
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return Vector2.Dot(Vector2.Normalize(attackWorldPos - WorldPosition), forward) > margin;
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}
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float GetStrikeDistanceMultiplier(Vector2 subSpeed)
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{
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float requiredDistMultiplier = 2;
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bool isHeading = Steering != null && Vector2.Dot(Vector2.Normalize(attackWorldPos - WorldPosition), Vector2.Normalize(Steering)) > 0.9f;
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if (isHeading)
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{
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requiredDistMultiplier = selectedTargetingParams.CircleStrikeDistanceMultiplier;
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float subSpeedHorizontal = Math.Abs(subSpeed.X);
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if (subSpeedHorizontal > 1)
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{
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// Reduce the required distance if the target is moving.
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requiredDistMultiplier -= MathHelper.Lerp(0, Math.Max(selectedTargetingParams.CircleStrikeDistanceMultiplier - 1, 1), Math.Clamp(subSpeedHorizontal / 10, 0, 1));
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if (requiredDistMultiplier < 2)
|
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{
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requiredDistMultiplier = 2;
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||||
}
|
||||
}
|
||||
}
|
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return requiredDistMultiplier;
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}
|
||||
|
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float GetDirFromHeadingInRadius()
|
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{
|
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Vector2 heading = VectorExtensions.Forward(Character.AnimController.Collider.Rotation);
|
||||
float angle = MathUtils.VectorToAngle(heading);
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return angle > MathHelper.Pi || angle < -MathHelper.Pi ? -1 : 1;
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||||
}
|
||||
|
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float GetTargetMaxSpeed() => Character.ApplyTemporarySpeedLimits(Character.AnimController.CurrentSwimParams.MovementSpeed * 0.3f);
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}
|
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SteeringManager.SteeringSeek(steerPos, 10);
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
|
||||
if (SelectedAiTarget?.Entity is Character || distance == 0 || distance > ConvertUnits.ToDisplayUnits(avoidLookAheadDistance * 2))
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 30);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (canAttack)
|
||||
@@ -1433,6 +1671,10 @@ namespace Barotrauma
|
||||
IgnoreTarget(SelectedAiTarget);
|
||||
}
|
||||
}
|
||||
else if (IsAttackRunning)
|
||||
{
|
||||
AttackingLimb.attack.ResetAttackTimer();
|
||||
}
|
||||
}
|
||||
|
||||
private readonly List<Limb> attackLimbs = new List<Limb>();
|
||||
@@ -1596,9 +1838,9 @@ namespace Barotrauma
|
||||
bool retaliate = !isFriendly && SelectedAiTarget != attacker.AiTarget && attacker.Submarine == Character.Submarine;
|
||||
bool avoidGunFire = AIParams.AvoidGunfire && attacker.Submarine != Character.Submarine;
|
||||
|
||||
if (State == AIState.Attack && !IsCoolDownRunning)
|
||||
if (State == AIState.Attack && !IsAttackRunning && !IsCoolDownRunning)
|
||||
{
|
||||
// Don't retaliate or escape while performing an attack
|
||||
// Don't retaliate or escape while performing an attack/under cooldown
|
||||
retaliate = false;
|
||||
avoidGunFire = false;
|
||||
}
|
||||
@@ -1633,6 +1875,9 @@ namespace Barotrauma
|
||||
private bool UpdateLimbAttack(float deltaTime, Limb attackingLimb, Vector2 attackSimPos, float distance = -1, Limb targetLimb = null)
|
||||
{
|
||||
if (SelectedAiTarget?.Entity == null) { return false; }
|
||||
|
||||
ActiveAttack = attackingLimb?.attack;
|
||||
|
||||
if (wallTarget != null)
|
||||
{
|
||||
// If the selected target is not the wall target, make the wall target the selected target.
|
||||
@@ -1665,8 +1910,22 @@ namespace Barotrauma
|
||||
return false;
|
||||
}
|
||||
|
||||
private readonly float blockCheckInterval = 0.1f;
|
||||
private float blockCheckTimer;
|
||||
private bool isBlocked;
|
||||
private bool IsBlocked(float deltaTime, Vector2 steerPos, Category collisionCategory = Physics.CollisionLevel)
|
||||
{
|
||||
blockCheckTimer -= deltaTime;
|
||||
if (blockCheckTimer <= 0)
|
||||
{
|
||||
blockCheckTimer = blockCheckInterval;
|
||||
isBlocked = Submarine.PickBodies(SimPosition, steerPos, collisionCategory: collisionCategory).Any();
|
||||
}
|
||||
return isBlocked;
|
||||
}
|
||||
|
||||
private Vector2? attackVector = null;
|
||||
private void UpdateFallBack(Vector2 attackWorldPos, float deltaTime, bool followThrough)
|
||||
private bool UpdateFallBack(Vector2 attackWorldPos, float deltaTime, bool followThrough, bool checkBlocking = false)
|
||||
{
|
||||
if (attackVector == null)
|
||||
{
|
||||
@@ -1683,6 +1942,11 @@ namespace Barotrauma
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
|
||||
}
|
||||
if (checkBlocking)
|
||||
{
|
||||
return !IsBlocked(deltaTime, SimPosition + attackDir * (avoidLookAheadDistance / 2));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -1816,6 +2080,7 @@ namespace Barotrauma
|
||||
targetValue = 0;
|
||||
selectedTargetMemory = null;
|
||||
targetingParams = null;
|
||||
bool isAnyTargetClose = false;
|
||||
|
||||
foreach (AITarget aiTarget in AITarget.List)
|
||||
{
|
||||
@@ -1896,10 +2161,21 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
// Ignore all structures and items inside wrecks
|
||||
if (aiTarget.Entity.Submarine != null && aiTarget.Entity.Submarine.Info.IsWreck) { continue; }
|
||||
// Ignore the target if it's a room and the character is already inside a sub
|
||||
if (character.CurrentHull != null && aiTarget.Entity is Hull) { continue; }
|
||||
// Ignore all structures, items, and hulls inside wrecks and beacons
|
||||
if (aiTarget.Entity.Submarine != null)
|
||||
{
|
||||
if (aiTarget.Entity.Submarine.Info.IsWreck || aiTarget.Entity.Submarine.Info.IsBeacon || UnattackableSubmarines.Contains(aiTarget.Entity.Submarine))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (aiTarget.Entity is Hull hull)
|
||||
{
|
||||
// Ignore the target if it's a room and the character is already inside a sub
|
||||
if (character.CurrentHull != null) { continue; }
|
||||
// Ignore ruins
|
||||
if (hull.Submarine == null) { continue; }
|
||||
}
|
||||
|
||||
Door door = null;
|
||||
if (aiTarget.Entity is Item item)
|
||||
@@ -1914,6 +2190,14 @@ namespace Barotrauma
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (door == null)
|
||||
{
|
||||
// Ignore items inside ruins, unless we are in the same hull. We can't target the ruin walls.
|
||||
if (item.Submarine == null && item.CurrentHull != Character.CurrentHull)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
foreach (var prio in AIParams.Targets)
|
||||
{
|
||||
if (item.HasTag(prio.Tag))
|
||||
@@ -2092,11 +2376,17 @@ namespace Barotrauma
|
||||
if (targetParams.IgnoreInside && character.CurrentHull != null) { continue; }
|
||||
if (targetParams.IgnoreOutside && character.CurrentHull == null) { continue; }
|
||||
if (targetParams.IgnoreIncapacitated && targetCharacter != null && targetCharacter.IsIncapacitated) { continue; }
|
||||
if (targetParams.IgnoreIfNotInSameSub)
|
||||
{
|
||||
if (aiTarget.Entity.Submarine != Character.Submarine) { continue; }
|
||||
var targetHull = targetCharacter != null ? targetCharacter.CurrentHull : aiTarget.Entity is Item it ? it.CurrentHull : null;
|
||||
if ((targetHull == null) != (character.CurrentHull == null)) { continue; }
|
||||
}
|
||||
if (targetParams.State == AIState.Observe || targetParams.State == AIState.Eat)
|
||||
{
|
||||
if (targetCharacter != null && targetCharacter.Submarine != Character.Submarine)
|
||||
{
|
||||
// Don't allow to target characters that are inside a different submarine / outside when we are inside.
|
||||
// Never allow observing or eating characters that are inside a different submarine / outside when we are inside.
|
||||
continue;
|
||||
}
|
||||
}
|
||||
@@ -2129,18 +2419,16 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!aiTarget.IsWithinSector(WorldPosition)) { continue; }
|
||||
Vector2 toTarget = aiTarget.WorldPosition - character.WorldPosition;
|
||||
float dist = toTarget.Length();
|
||||
|
||||
float nonModifiedDist = dist;
|
||||
//if the target has been within range earlier, the character will notice it more easily
|
||||
if (targetMemories.ContainsKey(aiTarget))
|
||||
{
|
||||
dist *= 0.9f;
|
||||
}
|
||||
|
||||
if (!CanPerceive(aiTarget, dist)) { continue; }
|
||||
if (!aiTarget.IsWithinSector(WorldPosition)) { continue; }
|
||||
|
||||
//if the target is very close, the distance doesn't make much difference
|
||||
// -> just ignore the distance and attack whatever has the highest priority
|
||||
@@ -2152,6 +2440,48 @@ namespace Barotrauma
|
||||
// Inside the sub, treat objects that are up or down, as they were farther away.
|
||||
dist *= 3;
|
||||
}
|
||||
|
||||
if (targetParams.AttackPattern == AttackPattern.Circle)
|
||||
{
|
||||
if (Character.Submarine == null && aiTarget.Entity?.Submarine != null && !isAnyTargetClose)
|
||||
{
|
||||
if (Submarine.MainSubs.Contains(aiTarget.Entity.Submarine))
|
||||
{
|
||||
// Prioritize targets that are near the horizontal center of the sub, but only when none of the targets is reachable.
|
||||
float horizontalDistanceToSubCenter = Math.Abs(aiTarget.WorldPosition.X - aiTarget.Entity.Submarine.WorldPosition.X);
|
||||
dist *= MathHelper.Lerp(1f, 5f, MathUtils.InverseLerp(0, 10000, horizontalDistanceToSubCenter));
|
||||
}
|
||||
else
|
||||
{
|
||||
dist *= 5;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Don't target characters that are outside of the allowed zone, unless chasing or escaping.
|
||||
switch (targetParams.State)
|
||||
{
|
||||
case AIState.Escape:
|
||||
case AIState.Avoid:
|
||||
break;
|
||||
default:
|
||||
if (targetParams.State == AIState.Attack)
|
||||
{
|
||||
// In the attack state allow going into non-allowed zone only when chasing a target.
|
||||
if (State == targetParams.State && SelectedAiTarget == aiTarget) { break; }
|
||||
}
|
||||
if (!IsPositionInsideAllowedZone(aiTarget.WorldPosition, out _))
|
||||
{
|
||||
// If we have recently been damaged by the target (or another player/bot in the same team) allow targeting it even when we are in the idle state.
|
||||
bool isTargetInPlayerTeam = IsTargetInPlayerTeam(aiTarget);
|
||||
if (Character.LastAttackers.None(a => a.Damage > 0 && a.Character != null && (a.Character == aiTarget.Entity || a.Character.IsOnPlayerTeam && isTargetInPlayerTeam)))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
valueModifier *= targetMemory.Priority / (float)Math.Sqrt(dist);
|
||||
|
||||
if (valueModifier > targetValue)
|
||||
@@ -2181,7 +2511,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
if (targetCharacter.Submarine != Character.Submarine)
|
||||
if (targetCharacter.Submarine != Character.Submarine || (targetCharacter.CurrentHull == null) != (Character.CurrentHull == null))
|
||||
{
|
||||
if (targetCharacter.Submarine != null)
|
||||
{
|
||||
@@ -2195,30 +2525,21 @@ namespace Barotrauma
|
||||
}
|
||||
else if (Character.CurrentHull != null)
|
||||
{
|
||||
// Target outside, but we are inside -> Check if we can get to the target.
|
||||
// Only check if we are not already targeting the character.
|
||||
// If we are, keep the target (unless we choose another).
|
||||
// Target outside, but we are inside -> Ignore the target but allow to keep target that is currently selected.
|
||||
if (SelectedAiTarget?.Entity != targetCharacter)
|
||||
{
|
||||
foreach (var gap in Character.CurrentHull.ConnectedGaps)
|
||||
{
|
||||
var door = gap.ConnectedDoor;
|
||||
if (door == null)
|
||||
{
|
||||
var wall = gap.ConnectedWall;
|
||||
if (wall != null)
|
||||
{
|
||||
for (int j = 0; j < wall.Sections.Length; j++)
|
||||
{
|
||||
WallSection section = wall.Sections[j];
|
||||
if (!CanPassThroughHole(wall, j) && section?.gap != null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (targetCharacter.Submarine == null && Character.Submarine == null)
|
||||
{
|
||||
// Ignore the target when it's far enough and blocked by the level geometry, because the steering avoidance probably can't get us to the target.
|
||||
if (dist > Math.Clamp(ConvertUnits.ToDisplayUnits(colliderLength) * 10, 1000, 5000))
|
||||
{
|
||||
if (Submarine.PickBodies(SimPosition, targetCharacter.SimPosition, collisionCategory: Physics.CollisionLevel).Any())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2227,6 +2548,10 @@ namespace Barotrauma
|
||||
selectedTargetMemory = targetMemory;
|
||||
targetValue = valueModifier;
|
||||
targetingParams = targetParams;
|
||||
if (!isAnyTargetClose)
|
||||
{
|
||||
isAnyTargetClose = ConvertUnits.ToDisplayUnits(colliderLength) > nonModifiedDist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2355,12 +2680,12 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!Character.AnimController.CanEnterSubmarine && wallTarget == null)
|
||||
if (!Character.AnimController.CanEnterSubmarine && wallTarget == null && selectedTargetingParams?.AttackPattern == AttackPattern.Straight)
|
||||
{
|
||||
if (closestBody.UserData is Structure w && w.Submarine != null || closestBody.UserData is Item i && i.Submarine != null)
|
||||
if (closestBody.UserData is Structure w && w.Submarine != null && w.Submarine == SelectedAiTarget.Entity?.Submarine ||
|
||||
closestBody.UserData is Item i && i.Submarine != null && i.Submarine == SelectedAiTarget.Entity?.Submarine)
|
||||
{
|
||||
// Cannot reach the target, because it's blocked by a disabled wall or a door
|
||||
State = AIState.Idle;
|
||||
IgnoreTarget(SelectedAiTarget);
|
||||
ResetAITarget();
|
||||
}
|
||||
@@ -2489,6 +2814,44 @@ namespace Barotrauma
|
||||
private readonly float stateResetCooldown = 10;
|
||||
private float stateResetTimer;
|
||||
private bool isStateChanged;
|
||||
private readonly Dictionary<AITrigger, CharacterParams.TargetParams> activeTriggers = new Dictionary<AITrigger, CharacterParams.TargetParams>();
|
||||
private readonly HashSet<AITrigger> inactiveTriggers = new HashSet<AITrigger>();
|
||||
|
||||
public void LaunchTrigger(AITrigger trigger)
|
||||
{
|
||||
if (trigger.IsTriggered) { return; }
|
||||
if (activeTriggers.ContainsKey(trigger)) { return; }
|
||||
if (activeTriggers.ContainsValue(selectedTargetingParams))
|
||||
{
|
||||
if (!trigger.AllowToOverride) { return; }
|
||||
var existingTrigger = activeTriggers.FirstOrDefault(kvp => kvp.Value == selectedTargetingParams && kvp.Key.AllowToBeOverridden);
|
||||
if (existingTrigger.Key == null) { return; }
|
||||
activeTriggers.Remove(existingTrigger.Key);
|
||||
}
|
||||
trigger.Launch();
|
||||
activeTriggers.Add(trigger, selectedTargetingParams);
|
||||
ChangeParams(selectedTargetingParams, trigger.State);
|
||||
}
|
||||
|
||||
private void UpdateTriggers(float deltaTime)
|
||||
{
|
||||
foreach (var triggerObject in activeTriggers)
|
||||
{
|
||||
AITrigger trigger = triggerObject.Key;
|
||||
trigger.UpdateTimer(deltaTime);
|
||||
if (!trigger.IsActive)
|
||||
{
|
||||
trigger.Reset();
|
||||
ResetParams(triggerObject.Value);
|
||||
inactiveTriggers.Add(trigger);
|
||||
}
|
||||
}
|
||||
foreach (AITrigger trigger in inactiveTriggers)
|
||||
{
|
||||
activeTriggers.Remove(trigger);
|
||||
}
|
||||
inactiveTriggers.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the target's state to the original value defined in the xml.
|
||||
@@ -2504,11 +2867,7 @@ namespace Barotrauma
|
||||
tempParams.Values.ForEach(t => AIParams.RemoveTarget(t));
|
||||
tempParams.Remove(tag);
|
||||
}
|
||||
targetParams.Reset();
|
||||
ResetAITarget();
|
||||
// Enforce the idle state so that we don't keep following the target if there's one
|
||||
State = AIState.Idle;
|
||||
PreviousState = AIState.Idle;
|
||||
ResetParams(targetParams);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
@@ -2520,6 +2879,27 @@ namespace Barotrauma
|
||||
private readonly Dictionary<string, CharacterParams.TargetParams> modifiedParams = new Dictionary<string, CharacterParams.TargetParams>();
|
||||
private readonly Dictionary<string, CharacterParams.TargetParams> tempParams = new Dictionary<string, CharacterParams.TargetParams>();
|
||||
|
||||
private void ChangeParams(CharacterParams.TargetParams targetParams, AIState state, float? priority = null)
|
||||
{
|
||||
if (targetParams == null) { return; }
|
||||
if (priority.HasValue)
|
||||
{
|
||||
targetParams.Priority = priority.Value;
|
||||
}
|
||||
targetParams.State = state;
|
||||
}
|
||||
|
||||
private void ResetParams(CharacterParams.TargetParams targetParams)
|
||||
{
|
||||
targetParams?.Reset();
|
||||
if (selectedTargetingParams == targetParams || State == AIState.Idle)
|
||||
{
|
||||
ResetAITarget();
|
||||
State = AIState.Idle;
|
||||
PreviousState = AIState.Idle;
|
||||
}
|
||||
}
|
||||
|
||||
private void ChangeParams(string tag, AIState state, float? priority = null, bool onlyExisting = false)
|
||||
{
|
||||
if (!AIParams.TryGetTarget(tag, out CharacterParams.TargetParams targetParams))
|
||||
@@ -2622,6 +3002,7 @@ namespace Barotrauma
|
||||
{
|
||||
SetStateResetTimer();
|
||||
}
|
||||
blockCheckTimer = 0;
|
||||
}
|
||||
|
||||
private void SetStateResetTimer() => stateResetTimer = stateResetCooldown * Rand.Range(0.75f, 1.25f);
|
||||
@@ -2673,37 +3054,64 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsPositionInsideAllowedZone(Vector2 pos, out Vector2 targetDir)
|
||||
{
|
||||
targetDir = Vector2.Zero;
|
||||
if (Level.Loaded == null) { return true; }
|
||||
if (AIParams.AvoidAbyss)
|
||||
{
|
||||
if (pos.Y < Level.Loaded.AbyssStart)
|
||||
{
|
||||
// Too far down
|
||||
targetDir = Vector2.UnitY;
|
||||
}
|
||||
}
|
||||
else if (AIParams.StayInAbyss)
|
||||
{
|
||||
if (pos.Y > Level.Loaded.AbyssStart)
|
||||
{
|
||||
// Too far up
|
||||
targetDir = -Vector2.UnitY;
|
||||
}
|
||||
else if (pos.Y < Level.Loaded.AbyssEnd)
|
||||
{
|
||||
// Too far down
|
||||
targetDir = Vector2.UnitY;
|
||||
}
|
||||
}
|
||||
float margin = 30000;
|
||||
if (pos.X < -margin)
|
||||
{
|
||||
// Too far left
|
||||
targetDir = Vector2.UnitX;
|
||||
}
|
||||
else if (pos.X > Level.Loaded.Size.X + margin)
|
||||
{
|
||||
// Too far right
|
||||
targetDir = -Vector2.UnitX;
|
||||
}
|
||||
return targetDir == Vector2.Zero;
|
||||
}
|
||||
|
||||
private Vector2 returnDir;
|
||||
private float returnTimer;
|
||||
private void SteerInsideLevel(float deltaTime)
|
||||
{
|
||||
if (SteeringManager is IndoorsSteeringManager || !StayInsideLevel) { return; }
|
||||
if (SteeringManager is IndoorsSteeringManager) { return; }
|
||||
if (Level.Loaded == null) { return; }
|
||||
Point levelSize = Level.Loaded.Size;
|
||||
float returnTime = 10;
|
||||
if (WorldPosition.Y < 0)
|
||||
if (State == AIState.Attack && returnTimer <= 0) { return; }
|
||||
float returnTime = 5;
|
||||
if (!IsPositionInsideAllowedZone(WorldPosition, out Vector2 targetDir))
|
||||
{
|
||||
// Too far down
|
||||
returnDir = targetDir;
|
||||
returnTimer = returnTime * Rand.Range(0.75f, 1.25f);
|
||||
returnDir = Vector2.UnitY;
|
||||
}
|
||||
if (WorldPosition.X < 0)
|
||||
{
|
||||
// Too far left
|
||||
returnTimer = returnTime * Rand.Range(0.75f, 1.25f);
|
||||
returnDir = Vector2.UnitX;
|
||||
}
|
||||
if (WorldPosition.X > levelSize.X)
|
||||
{
|
||||
// Too far right
|
||||
returnTimer = returnTime * Rand.Range(0.75f, 1.25f);
|
||||
returnDir = -Vector2.UnitX;
|
||||
}
|
||||
if (returnTimer > 0)
|
||||
{
|
||||
returnTimer -= deltaTime;
|
||||
SteeringManager.Reset();
|
||||
SteeringManager.SteeringManual(deltaTime, returnDir * 2);
|
||||
SteeringManager.SteeringManual(deltaTime, returnDir * 10);
|
||||
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, 15);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace Barotrauma
|
||||
|
||||
private readonly AIObjectiveManager objectiveManager;
|
||||
|
||||
private float sortTimer;
|
||||
public float SortTimer { get; set; }
|
||||
private float crouchRaycastTimer;
|
||||
private float reactTimer;
|
||||
private float unreachableClearTimer;
|
||||
@@ -52,6 +52,30 @@ namespace Barotrauma
|
||||
private readonly float obstacleRaycastInterval = 1;
|
||||
private float obstacleRaycastTimer;
|
||||
|
||||
private readonly float enemyCheckInterval = 0.2f;
|
||||
private readonly float enemySpotDistanceOutside = 1500;
|
||||
private readonly float enemySpotDistanceInside = 1000;
|
||||
private float enemycheckTimer;
|
||||
|
||||
/// <summary>
|
||||
/// How far other characters can hear reports done by this character (e.g. reports for fires, intruders). Defaults to infinity.
|
||||
/// </summary>
|
||||
public float ReportRange { get; set; } = float.PositiveInfinity;
|
||||
|
||||
private float _aimSpeed = 1;
|
||||
public float AimSpeed
|
||||
{
|
||||
get { return _aimSpeed; }
|
||||
set { _aimSpeed = Math.Max(value, 0.01f); }
|
||||
}
|
||||
|
||||
private float _aimAccuracy = 1;
|
||||
public float AimAccuracy
|
||||
{
|
||||
get { return _aimAccuracy; }
|
||||
set { _aimAccuracy = Math.Clamp(value, 0f, 1f); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// List of previous attacks done to this character
|
||||
/// </summary>
|
||||
@@ -64,18 +88,6 @@ namespace Barotrauma
|
||||
|
||||
public AIObjectiveManager ObjectiveManager => objectiveManager;
|
||||
|
||||
public Order CurrentOrder
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public string CurrentOrderOption
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float CurrentHullSafety { get; private set; } = 100;
|
||||
|
||||
private readonly Dictionary<Character, float> structureDamageAccumulator = new Dictionary<Character, float>();
|
||||
@@ -119,12 +131,9 @@ namespace Barotrauma
|
||||
outsideSteering = new SteeringManager(this);
|
||||
objectiveManager = new AIObjectiveManager(c);
|
||||
reactTimer = GetReactionTime();
|
||||
sortTimer = Rand.Range(0f, sortObjectiveInterval);
|
||||
InitProjSpecific();
|
||||
SortTimer = Rand.Range(0f, sortObjectiveInterval);
|
||||
}
|
||||
|
||||
partial void InitProjSpecific();
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (DisableCrewAI || Character.Removed) { return; }
|
||||
@@ -171,23 +180,63 @@ namespace Barotrauma
|
||||
bool IsCloseEnoughToTargetSub(float threshold) => SelectedAiTarget?.Entity?.Submarine is Submarine sub && sub != null && Vector2.DistanceSquared(Character.WorldPosition, sub.WorldPosition) < MathUtils.Pow(Math.Max(sub.Borders.Size.X, sub.Borders.Size.Y) / 2 + threshold, 2);
|
||||
bool hasValidPath = HasValidPath();
|
||||
|
||||
if (Character.Submarine == null && hasValidPath)
|
||||
if (Character.Submarine == null)
|
||||
{
|
||||
obstacleRaycastTimer -= deltaTime;
|
||||
if (obstacleRaycastTimer <= 0)
|
||||
if (hasValidPath)
|
||||
{
|
||||
obstacleRaycastTimer = obstacleRaycastInterval;
|
||||
// Swimming outside and using the path finder -> check that the path is not blocked with anything (the path finder doesn't know about other subs).
|
||||
foreach (var connectedSub in Submarine.MainSub.GetConnectedSubs())
|
||||
obstacleRaycastTimer -= deltaTime;
|
||||
if (obstacleRaycastTimer <= 0)
|
||||
{
|
||||
if (connectedSub == Submarine.MainSub) { continue; }
|
||||
Vector2 rayStart = SimPosition - connectedSub.SimPosition;
|
||||
Vector2 dir = PathSteering.CurrentPath.CurrentNode.WorldPosition - WorldPosition;
|
||||
Vector2 rayEnd = rayStart + dir.ClampLength(Character.AnimController.Collider.GetLocalFront().Length() * 5);
|
||||
if (Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true) != null)
|
||||
obstacleRaycastTimer = obstacleRaycastInterval;
|
||||
// Swimming outside and using the path finder -> check that the path is not blocked with anything (the path finder doesn't know about other subs).
|
||||
foreach (var connectedSub in Submarine.MainSub.GetConnectedSubs())
|
||||
{
|
||||
PathSteering.CurrentPath.Unreachable = true;
|
||||
break;
|
||||
if (connectedSub == Submarine.MainSub) { continue; }
|
||||
Vector2 rayStart = SimPosition - connectedSub.SimPosition;
|
||||
Vector2 dir = PathSteering.CurrentPath.CurrentNode.WorldPosition - WorldPosition;
|
||||
Vector2 rayEnd = rayStart + dir.ClampLength(Character.AnimController.Collider.GetLocalFront().Length() * 5);
|
||||
if (Submarine.CheckVisibility(rayStart, rayEnd, ignoreSubs: true) != null)
|
||||
{
|
||||
PathSteering.CurrentPath.Unreachable = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Character.Submarine == null || !IsOnFriendlyTeam(Character.TeamID, Character.Submarine.TeamID))
|
||||
{
|
||||
// Spot enemies while staying outside or inside an enemy ship.
|
||||
enemycheckTimer -= deltaTime;
|
||||
if (enemycheckTimer < 0)
|
||||
{
|
||||
enemycheckTimer = enemyCheckInterval * Rand.Range(0.75f, 1.25f);
|
||||
if (!objectiveManager.IsCurrentObjective<AIObjectiveCombat>())
|
||||
{
|
||||
float closestDistance = 0;
|
||||
Character closestEnemy = null;
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if (c.Submarine != Character.Submarine) { continue; }
|
||||
if (c.Removed || c.IsDead || c.IsIncapacitated) { continue; }
|
||||
if (IsFriendly(c)) { continue; }
|
||||
Vector2 toTarget = c.WorldPosition - WorldPosition;
|
||||
float dist = toTarget.LengthSquared();
|
||||
float maxDistance = Character.Submarine == null ? enemySpotDistanceOutside : enemySpotDistanceInside;
|
||||
if (dist > maxDistance * maxDistance) { continue; }
|
||||
Vector2 forward = VectorExtensions.Forward(Character.AnimController.Collider.Rotation);
|
||||
forward.X *= Character.AnimController.Dir;
|
||||
if (Vector2.Dot(toTarget, forward) < 0.2f) { continue; }
|
||||
if (!Character.CanSeeCharacter(c)) { continue; }
|
||||
if (dist < closestDistance || closestEnemy == null)
|
||||
{
|
||||
closestEnemy = c;
|
||||
closestDistance = dist;
|
||||
}
|
||||
}
|
||||
if (closestEnemy != null)
|
||||
{
|
||||
AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive, closestEnemy);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -216,14 +265,14 @@ namespace Barotrauma
|
||||
CheckCrouching(deltaTime);
|
||||
Character.ClearInputs();
|
||||
|
||||
if (sortTimer > 0.0f)
|
||||
if (SortTimer > 0.0f)
|
||||
{
|
||||
sortTimer -= deltaTime;
|
||||
SortTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
objectiveManager.SortObjectives();
|
||||
sortTimer = sortObjectiveInterval;
|
||||
SortTimer = sortObjectiveInterval;
|
||||
}
|
||||
objectiveManager.UpdateObjectives(deltaTime);
|
||||
|
||||
@@ -240,14 +289,14 @@ namespace Barotrauma
|
||||
{
|
||||
if (Character.CurrentHull != null)
|
||||
{
|
||||
if (Character.TeamID == CharacterTeamType.FriendlyNPC)
|
||||
if (Character.IsOnPlayerTeam)
|
||||
{
|
||||
// Outpost npcs don't inform each other about threads, like crew members do.
|
||||
VisibleHulls.ForEach(h => RefreshHullSafety(h));
|
||||
VisibleHulls.ForEach(h => PropagateHullSafety(Character, h));
|
||||
}
|
||||
else
|
||||
{
|
||||
VisibleHulls.ForEach(h => PropagateHullSafety(Character, h));
|
||||
// Outpost npcs don't inform each other about threats, like crew members do.
|
||||
VisibleHulls.ForEach(h => RefreshHullSafety(h));
|
||||
}
|
||||
}
|
||||
if (Character.SpeechImpediment < 100.0f)
|
||||
@@ -367,9 +416,11 @@ namespace Barotrauma
|
||||
|
||||
if (isCarrying)
|
||||
{
|
||||
if (findItemState == FindItemState.DivingSuit && ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>())
|
||||
if (findItemState != FindItemState.OtherItem)
|
||||
{
|
||||
if (ObjectiveManager.GetActiveObjective() is AIObjectiveGoTo gotoObjective && NeedsDivingGearOnPath(gotoObjective))
|
||||
var decontain = ObjectiveManager.GetActiveObjectives<AIObjectiveDecontainItem>().LastOrDefault();
|
||||
if (decontain != null && decontain.TargetItem != null && decontain.TargetItem.HasTag(AIObjectiveFindDivingGear.HEAVY_DIVING_GEAR) &&
|
||||
ObjectiveManager.GetActiveObjective() is AIObjectiveGoTo gotoObjective && NeedsDivingGearOnPath(gotoObjective))
|
||||
{
|
||||
// Don't try to put the diving suit in a locker if the suit would be needed in any hull in the path to the locker.
|
||||
gotoObjective.Abandon = true;
|
||||
@@ -384,14 +435,17 @@ namespace Barotrauma
|
||||
// Diving gear
|
||||
if (oxygenLow || findItemState != FindItemState.OtherItem)
|
||||
{
|
||||
if (!NeedsDivingGear(Character.CurrentHull, out bool needsSuit) || !needsSuit || oxygenLow)
|
||||
bool needsGear = NeedsDivingGear(Character.CurrentHull, out _);
|
||||
if (!needsGear || oxygenLow)
|
||||
{
|
||||
bool shouldKeepTheGearOn = Character.AnimController.HeadInWater
|
||||
|| Character.Submarine == null
|
||||
|| Character.Submarine.TeamID != Character.TeamID
|
||||
|| ObjectiveManager.IsCurrentObjective<AIObjectiveFindSafety>()
|
||||
|| ObjectiveManager.CurrentOrder is AIObjectiveGoTo goTo && goTo.Target == Character // wait order
|
||||
|| ObjectiveManager.CurrentObjective.GetSubObjectivesRecursive(true).Any(o => o.KeepDivingGearOn);
|
||||
bool shouldKeepTheGearOn =
|
||||
Character.AnimController.InWater ||
|
||||
Character.AnimController.HeadInWater ||
|
||||
Character.CurrentHull == null ||
|
||||
Character.Submarine.TeamID != Character.TeamID ||
|
||||
ObjectiveManager.IsCurrentObjective<AIObjectiveFindSafety>() ||
|
||||
ObjectiveManager.CurrentOrder is AIObjectiveGoTo goTo && goTo.Target == Character || // wait order
|
||||
ObjectiveManager.CurrentObjective.GetSubObjectivesRecursive(true).Any(o => o.KeepDivingGearOn);
|
||||
if (oxygenLow && Character.CurrentHull.Oxygen > 0)
|
||||
{
|
||||
shouldKeepTheGearOn = false;
|
||||
@@ -717,17 +771,11 @@ namespace Barotrauma
|
||||
targetHull = hull;
|
||||
}
|
||||
}
|
||||
foreach (var ballastFlora in MapCreatures.Behavior.BallastFloraBehavior.EntityList)
|
||||
if (IsBallastFloraNoticeable(Character, hull))
|
||||
{
|
||||
if (ballastFlora.Parent?.Submarine != Character.Submarine) { continue; }
|
||||
if (!ballastFlora.HasBrokenThrough) { continue; }
|
||||
// Don't react to the first two branches, because they are usually in the very edges of the room.
|
||||
if (ballastFlora.Branches.Count(b => !b.Removed && b.Health > 0 && b.CurrentHull == hull) > 2)
|
||||
{
|
||||
var orderPrefab = Order.GetPrefab("reportballastflora");
|
||||
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
|
||||
targetHull = hull;
|
||||
}
|
||||
var orderPrefab = Order.GetPrefab("reportballastflora");
|
||||
newOrder = new Order(orderPrefab, hull, null, orderGiver: Character);
|
||||
targetHull = hull;
|
||||
}
|
||||
if (!isFighting)
|
||||
{
|
||||
@@ -784,16 +832,31 @@ namespace Barotrauma
|
||||
identifier: newOrder.Prefab.Identifier + (targetHull?.DisplayName ?? "null"),
|
||||
minDurationBetweenSimilar: 60.0f);
|
||||
}
|
||||
else if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
|
||||
else if (Character.IsOnPlayerTeam && GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.AddOrder(newOrder, newOrder.FadeOutTime))
|
||||
{
|
||||
Character.Speak(newOrder.GetChatMessage("", targetHull?.DisplayName, givingOrderToSelf: false), ChatMessageType.Order);
|
||||
#if SERVER
|
||||
GameMain.Server.SendOrderChatMessage(new OrderChatMessage(newOrder, "", targetHull, null, Character));
|
||||
GameMain.Server.SendOrderChatMessage(new OrderChatMessage(newOrder, "", CharacterInfo.HighestManualOrderPriority, targetHull, null, Character));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static bool IsBallastFloraNoticeable(Character character, Hull hull)
|
||||
{
|
||||
foreach (var ballastFlora in MapCreatures.Behavior.BallastFloraBehavior.EntityList)
|
||||
{
|
||||
if (ballastFlora.Parent?.Submarine != character.Submarine) { continue; }
|
||||
if (!ballastFlora.HasBrokenThrough) { continue; }
|
||||
// Don't react to the first two branches, because they are usually in the very edges of the room.
|
||||
if (ballastFlora.Branches.Count(b => !b.Removed && b.Health > 0 && b.CurrentHull == hull) > 2)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public static void ReportProblem(Character reporter, Order order)
|
||||
{
|
||||
if (reporter == null || order == null) { return; }
|
||||
@@ -807,6 +870,8 @@ namespace Barotrauma
|
||||
|
||||
private void UpdateSpeaking()
|
||||
{
|
||||
if (!Character.IsOnPlayerTeam) { return; }
|
||||
|
||||
if (Character.Oxygen < 20.0f)
|
||||
{
|
||||
Character.Speak(TextManager.Get("DialogLowOxygen"), null, Rand.Range(0.5f, 5.0f), "lowoxygen", 30.0f);
|
||||
@@ -885,7 +950,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (attacker == null || attacker.IsDead || attacker.Removed)
|
||||
{
|
||||
// Don't react on the damage if there's no attacker.
|
||||
// Don't react to the damage if there's no attacker.
|
||||
// We might consider launching the retreat combat objective in some cases, so that the bot does not just stand somewhere getting damaged and dying.
|
||||
// But fires and enemies should already be handled by the FindSafetyObjective.
|
||||
return;
|
||||
@@ -893,12 +958,17 @@ namespace Barotrauma
|
||||
//if (Character.LastDamageSource == null) { return; }
|
||||
//AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
|
||||
}
|
||||
else if (realDamage <= 0 && (attacker.IsBot || attacker.TeamID == Character.TeamID))
|
||||
if (realDamage <= 0 && (attacker.IsBot || attacker.TeamID == Character.TeamID))
|
||||
{
|
||||
// Don't react on damage that is entirely based on karma penalties (medics, poisons etc), unless applier is player
|
||||
// Don't react to damage that is entirely based on karma penalties (medics, poisons etc), unless applier is player
|
||||
return;
|
||||
}
|
||||
else if (IsFriendly(attacker))
|
||||
if (attacker.Submarine == null && Character.Submarine != null)
|
||||
{
|
||||
// Don't react to attackers that are outside of the sub (e.g. AoE attacks)
|
||||
return;
|
||||
}
|
||||
if (IsFriendly(attacker))
|
||||
{
|
||||
if (attacker.AnimController.Anim == Barotrauma.AnimController.Animation.CPR && attacker.SelectedCharacter == Character)
|
||||
{
|
||||
@@ -911,7 +981,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (cumulativeDamage > 1)
|
||||
{
|
||||
// Don't retaliate on damage done by human ai, because we know it's accidental
|
||||
// Don't retaliate on damage done by friendly NPC, because we know it's accidental
|
||||
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, attacker);
|
||||
}
|
||||
}
|
||||
@@ -921,49 +991,29 @@ namespace Barotrauma
|
||||
// Inform other NPCs
|
||||
if (cumulativeDamage > 1)
|
||||
{
|
||||
foreach (Character otherCharacter in Character.CharacterList)
|
||||
{
|
||||
if (otherCharacter == Character || otherCharacter.IsDead || otherCharacter.IsUnconscious || otherCharacter.Removed ||
|
||||
otherCharacter.Info?.Job == null || otherCharacter.TeamID != CharacterTeamType.FriendlyNPC ||
|
||||
!(otherCharacter.AIController is HumanAIController otherHumanAI) ||
|
||||
otherCharacter.IsInstigator)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (!otherHumanAI.IsFriendly(Character)) { continue; }
|
||||
bool isWitnessing = otherHumanAI.VisibleHulls.Contains(Character.CurrentHull) || otherHumanAI.VisibleHulls.Contains(attacker.CurrentHull);
|
||||
if (otherCharacter.IsSecurity)
|
||||
{
|
||||
// Alert all the security officers magically
|
||||
float delay = isWitnessing ? GetReactionTime() * 2 : Rand.Range(2.0f, 5.0f, Rand.RandSync.Unsynced);
|
||||
otherHumanAI.AddCombatObjective(DetermineCombatMode(otherCharacter, cumulativeDamage), attacker, delay);
|
||||
}
|
||||
else if (isWitnessing)
|
||||
{
|
||||
var mode = Character.CombatAction != null ? Character.CombatAction.WitnessReaction : AIObjectiveCombat.CombatMode.Retreat;
|
||||
// Other witnesses retreat to safety
|
||||
otherHumanAI.AddCombatObjective(mode, attacker, GetReactionTime());
|
||||
}
|
||||
}
|
||||
InformOtherNPCs(cumulativeDamage);
|
||||
}
|
||||
if (Character.IsBot)
|
||||
{
|
||||
if (ObjectiveManager.CurrentObjective is AIObjectiveFightIntruders) { return; }
|
||||
if (Character.IsSecurity)
|
||||
if (attacker.IsPlayer)
|
||||
{
|
||||
if (attacker.TeamID != Character.TeamID && cumulativeDamage > 1 || cumulativeDamage > 10)
|
||||
if (Character.IsSecurity)
|
||||
{
|
||||
Character.Speak(TextManager.Get("dialogattackedbyfriendlysecurityarrest"), null, 0.50f, "attackedbyfriendlysecurityarrest", minDurationBetweenSimilar: 30.0f);
|
||||
if (attacker.TeamID != Character.TeamID && cumulativeDamage > 1 || cumulativeDamage > 10)
|
||||
{
|
||||
Character.Speak(TextManager.Get("dialogattackedbyfriendlysecurityarrest"), null, 0.50f, "attackedbyfriendlysecurityarrest", minDurationBetweenSimilar: 30.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
Character.Speak(TextManager.Get("dialogattackedbyfriendlysecurityresponse"), null, 0.50f, "attackedbyfriendlysecurityresponse", minDurationBetweenSimilar: 30.0f);
|
||||
}
|
||||
}
|
||||
else
|
||||
else if (!Character.IsInstigator && cumulativeDamage > 1)
|
||||
{
|
||||
Character.Speak(TextManager.Get("dialogattackedbyfriendlysecurityresponse"), null, 0.50f, "attackedbyfriendlysecurityresponse", minDurationBetweenSimilar: 30.0f);
|
||||
Character.Speak(TextManager.Get("DialogAttackedByFriendly"), null, 0.50f, "attackedbyfriendly", minDurationBetweenSimilar: 30.0f);
|
||||
}
|
||||
}
|
||||
else if (!Character.IsInstigator && cumulativeDamage > 1)
|
||||
{
|
||||
Character.Speak(TextManager.Get("DialogAttackedByFriendly"), null, 0.50f, "attackedbyfriendly", minDurationBetweenSimilar: 30.0f);
|
||||
}
|
||||
if (cumulativeDamage > 1 && attacker.TeamID != Character.TeamID)
|
||||
{
|
||||
// If the attacker is using a low damage and high frequency weapon like a repair tool, we shouldn't use any delay.
|
||||
@@ -971,12 +1021,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
bool allowOffensive = HasItem(attacker, "handlocker", out _, requireEquipped: true);
|
||||
if (attackResult.Afflictions.Any(a => a is AfflictionHusk))
|
||||
{
|
||||
cumulativeDamage = 100;
|
||||
}
|
||||
// Don't react on minor (accidental) dmg done by characters that are in the same team
|
||||
// Don't react to minor (accidental) dmg done by characters that are in the same team
|
||||
if (cumulativeDamage < 10)
|
||||
{
|
||||
if (!Character.IsSecurity && cumulativeDamage > 1)
|
||||
@@ -986,23 +1031,48 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
AddCombatObjective(DetermineCombatMode(Character, cumulativeDamage, dmgThreshold: 20, allowOffensive: allowOffensive), attacker, GetReactionTime() * 2);
|
||||
AddCombatObjective(DetermineCombatMode(Character, cumulativeDamage, dmgThreshold: 50), attacker, GetReactionTime() * 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (Character.IsBot)
|
||||
else
|
||||
{
|
||||
// Non-friendly
|
||||
AddCombatObjective(DetermineCombatMode(Character, cumulativeDamage: realDamage), attacker);
|
||||
InformOtherNPCs(GetDamageDoneByAttacker(attacker));
|
||||
if (Character.IsBot)
|
||||
{
|
||||
AddCombatObjective(DetermineCombatMode(Character, cumulativeDamage: realDamage), attacker);
|
||||
}
|
||||
}
|
||||
|
||||
AIObjectiveCombat.CombatMode DetermineCombatMode(Character c, float cumulativeDamage, float dmgThreshold = 10, bool allowOffensive = true)
|
||||
void InformOtherNPCs(float cumulativeDamage)
|
||||
{
|
||||
foreach (Character otherCharacter in Character.CharacterList)
|
||||
{
|
||||
if (otherCharacter == Character || otherCharacter.IsDead || otherCharacter.IsUnconscious || otherCharacter.Removed) { continue; }
|
||||
if (otherCharacter.Submarine != Character.Submarine) { continue; }
|
||||
if (otherCharacter.Submarine != attacker.Submarine) { continue; }
|
||||
if (otherCharacter.Info?.Job == null || otherCharacter.IsInstigator) { continue; }
|
||||
if (otherCharacter.IsPlayer) { continue; }
|
||||
if (!(otherCharacter.AIController is HumanAIController otherHumanAI)) { continue; }
|
||||
if (!otherHumanAI.IsFriendly(Character)) { continue; }
|
||||
bool isWitnessing = otherHumanAI.VisibleHulls.Contains(Character.CurrentHull) || otherHumanAI.VisibleHulls.Contains(attacker.CurrentHull);
|
||||
if (!isWitnessing && !CheckReportRange(Character, otherCharacter, ReportRange)) { continue; }
|
||||
var combatMode = DetermineCombatMode(otherCharacter, cumulativeDamage, isWitnessing, dmgThreshold: attacker.TeamID == Character.TeamID ? 50 : 10);
|
||||
float delay = isWitnessing ? GetReactionTime() : Rand.Range(2.0f, 5.0f, Rand.RandSync.Unsynced);
|
||||
otherHumanAI.AddCombatObjective(combatMode, attacker, delay);
|
||||
}
|
||||
}
|
||||
|
||||
AIObjectiveCombat.CombatMode DetermineCombatMode(Character c, float cumulativeDamage, bool isWitnessing = false, float dmgThreshold = 10, bool allowOffensive = true)
|
||||
{
|
||||
if (!IsFriendly(attacker))
|
||||
{
|
||||
return c.IsSecurity ? AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Defensive;
|
||||
return c.AIController is HumanAIController humanAI &&
|
||||
(humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() || humanAI.ObjectiveManager.Objectives.Any(o => o is AIObjectiveFightIntruders))
|
||||
? AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Defensive;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1011,7 +1081,11 @@ namespace Barotrauma
|
||||
{
|
||||
return AIObjectiveCombat.CombatMode.None;
|
||||
}
|
||||
if (Character.IsInstigator && attacker.IsPlayer)
|
||||
else if (isWitnessing && Character.CombatAction != null && !c.IsSecurity)
|
||||
{
|
||||
return Character.CombatAction.WitnessReaction;
|
||||
}
|
||||
else if (Character.IsInstigator && attacker.IsPlayer)
|
||||
{
|
||||
// The guards don't react when the player attacks instigators.
|
||||
return c.IsSecurity ? AIObjectiveCombat.CombatMode.None : (Character.CombatAction != null ? Character.CombatAction.WitnessReaction : AIObjectiveCombat.CombatMode.Retreat);
|
||||
@@ -1029,6 +1103,15 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (c.AIController is HumanAIController humanAI && humanAI.ObjectiveManager.GetActiveObjective<AIObjectiveCombat>()?.Enemy == attacker)
|
||||
{
|
||||
// Already targeting the attacker -> treat as a more serious threat.
|
||||
cumulativeDamage *= 2;
|
||||
}
|
||||
if (attackResult.Afflictions.Any(a => a is AfflictionHusk))
|
||||
{
|
||||
cumulativeDamage = 100;
|
||||
}
|
||||
if (cumulativeDamage > dmgThreshold)
|
||||
{
|
||||
if (c.IsSecurity)
|
||||
@@ -1049,15 +1132,16 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private void AddCombatObjective(AIObjectiveCombat.CombatMode mode, Character attacker, float delay = 0, Func<bool> abortCondition = null, Action onAbort = null, Action onCompleted = null, bool allowHoldFire = false)
|
||||
private void AddCombatObjective(AIObjectiveCombat.CombatMode mode, Character target, float delay = 0, Func<bool> abortCondition = null, Action onAbort = null, Action onCompleted = null, bool allowHoldFire = false)
|
||||
{
|
||||
if (mode == AIObjectiveCombat.CombatMode.None) { return; }
|
||||
if (Character.IsDead || Character.IsIncapacitated) { return; }
|
||||
if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
|
||||
if (Character.IsDead || Character.IsIncapacitated || Character.Removed) { return; }
|
||||
if (!Character.IsBot) { return; }
|
||||
if (ObjectiveManager.Objectives.FirstOrDefault(o => o is AIObjectiveCombat) is AIObjectiveCombat combatObjective)
|
||||
{
|
||||
// Don't replace offensive mode with something else
|
||||
if (combatObjective.Mode == AIObjectiveCombat.CombatMode.Offensive && mode != AIObjectiveCombat.CombatMode.Offensive) { return; }
|
||||
if (combatObjective.Mode != mode || combatObjective.Enemy != attacker || (combatObjective.Enemy == null && attacker == null))
|
||||
if (combatObjective.Mode != mode || combatObjective.Enemy != target || (combatObjective.Enemy == null && target == null))
|
||||
{
|
||||
// Replace the old objective with the new.
|
||||
ObjectiveManager.Objectives.Remove(combatObjective);
|
||||
@@ -1078,9 +1162,12 @@ namespace Barotrauma
|
||||
|
||||
AIObjectiveCombat CreateCombatObjective()
|
||||
{
|
||||
var objective = new AIObjectiveCombat(Character, attacker, mode, objectiveManager)
|
||||
var objective = new AIObjectiveCombat(Character, target, mode, objectiveManager)
|
||||
{
|
||||
HoldPosition = Character.Info?.Job?.Prefab.Identifier == "watchman" || Character.CurrentHull == null && ObjectiveManager.IsCurrentOrder<AIObjectiveGoTo>(),
|
||||
HoldPosition =
|
||||
Character.Info?.Job?.Prefab.Identifier == "watchman" ||
|
||||
Character.CurrentHull == null ||
|
||||
Character.IsOnPlayerTeam && !target.IsPlayer && ObjectiveManager.GetActiveObjective<AIObjectiveGoTo>()?.Target is Character followTarget && followTarget.IsPlayer,
|
||||
abortCondition = abortCondition,
|
||||
allowHoldFire = allowHoldFire,
|
||||
};
|
||||
@@ -1096,11 +1183,20 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void SetOrder(Order order, string option, Character orderGiver, bool speak = true)
|
||||
public void SetOrder(Order order, string option, int priority, Character orderGiver, bool speak = true)
|
||||
{
|
||||
CurrentOrderOption = option;
|
||||
CurrentOrder = order;
|
||||
objectiveManager.SetOrder(order, option, orderGiver, speak);
|
||||
objectiveManager.SetOrder(order, option, priority, orderGiver, speak);
|
||||
}
|
||||
|
||||
public void SetForcedOrder(Order order, string option, Character orderGiver)
|
||||
{
|
||||
var objective = ObjectiveManager.CreateObjective(order, option, orderGiver, false);
|
||||
ObjectiveManager.SetForcedOrder(objective);
|
||||
}
|
||||
|
||||
public void ClearForcedOrder()
|
||||
{
|
||||
ObjectiveManager.ClearForcedOrder();
|
||||
}
|
||||
|
||||
public override void SelectTarget(AITarget target)
|
||||
@@ -1112,7 +1208,7 @@ namespace Barotrauma
|
||||
{
|
||||
base.Reset();
|
||||
objectiveManager.SortObjectives();
|
||||
sortTimer = sortObjectiveInterval;
|
||||
SortTimer = sortObjectiveInterval;
|
||||
float waitDuration = characterWaitOnSwitch;
|
||||
if (ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>())
|
||||
{
|
||||
@@ -1305,7 +1401,7 @@ namespace Barotrauma
|
||||
Character thief = character;
|
||||
bool someoneSpoke = false;
|
||||
|
||||
if (item.SpawnedInOutpost && thief.TeamID != CharacterTeamType.FriendlyNPC && !item.HasTag("handlocker"))
|
||||
if (item.SpawnedInOutpost && !item.AllowStealing && thief.TeamID != CharacterTeamType.FriendlyNPC && !item.HasTag("handlocker"))
|
||||
{
|
||||
foreach (Character otherCharacter in Character.CharacterList)
|
||||
{
|
||||
@@ -1338,6 +1434,9 @@ namespace Barotrauma
|
||||
item.StolenDuringRound = true;
|
||||
otherCharacter.Speak(TextManager.Get("dialogstealwarning"), null, Rand.Range(0.5f, 1.0f), "thief", 10.0f);
|
||||
someoneSpoke = true;
|
||||
#if CLIENT
|
||||
HintManager.OnStoleItem(thief, item);
|
||||
#endif
|
||||
}
|
||||
// React if we are security
|
||||
if (!TriggerSecurity(otherHumanAI))
|
||||
@@ -1354,7 +1453,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (item.OwnInventory?.FindItem(it => it.SpawnedInOutpost, true) is { } foundItem)
|
||||
else if (item.OwnInventory?.FindItem(it => it.SpawnedInOutpost && !item.AllowStealing, true) is { } foundItem)
|
||||
{
|
||||
ItemTaken(foundItem, character);
|
||||
}
|
||||
@@ -1474,7 +1573,7 @@ namespace Barotrauma
|
||||
targetAdded = true;
|
||||
}
|
||||
}
|
||||
});
|
||||
}, range: (caller.AIController as HumanAIController)?.ReportRange ?? float.PositiveInfinity);
|
||||
return targetAdded;
|
||||
}
|
||||
|
||||
@@ -1577,7 +1676,6 @@ namespace Barotrauma
|
||||
dangerousItemsFactor = 0;
|
||||
}
|
||||
}
|
||||
|
||||
float safety = oxygenFactor * waterFactor * fireFactor * enemyFactor * dangerousItemsFactor;
|
||||
return MathHelper.Clamp(safety * 100, 0, 100);
|
||||
}
|
||||
@@ -1624,7 +1722,7 @@ namespace Barotrauma
|
||||
public static bool IsFriendly(Character me, Character other, bool onlySameTeam = false)
|
||||
{
|
||||
bool sameTeam = me.TeamID == other.TeamID;
|
||||
bool friendlyTeam = IsOnFriendlyTeam(GameMain.GameSession?.GameMode, me, other);
|
||||
bool friendlyTeam = IsOnFriendlyTeam(me, other);
|
||||
bool teamGood = sameTeam || friendlyTeam && !onlySameTeam;
|
||||
if (!teamGood) { return false; }
|
||||
bool speciesGood = other.SpeciesName == me.SpeciesName || other.Params.CompareGroup(me.Params.Group);
|
||||
@@ -1640,18 +1738,27 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
private static bool IsOnFriendlyTeam(GameMode mode, Character me, Character other)
|
||||
public static bool IsOnFriendlyTeam(CharacterTeamType myTeam, CharacterTeamType otherTeam)
|
||||
{
|
||||
// Only enemies are in the Team "None"
|
||||
bool friendlyTeam = me.TeamID != CharacterTeamType.None && other.TeamID != CharacterTeamType.None;
|
||||
// When playing a combat mission, we need to be on the same team to be friendlies
|
||||
if (friendlyTeam && mode is MissionMode mm && mm.Mission is CombatMission)
|
||||
if (myTeam == otherTeam) { return true; }
|
||||
|
||||
switch (myTeam)
|
||||
{
|
||||
friendlyTeam = me.TeamID == other.TeamID;
|
||||
case CharacterTeamType.None:
|
||||
case CharacterTeamType.Team1:
|
||||
case CharacterTeamType.Team2:
|
||||
// Only friendly to the same team and friendly NPCs
|
||||
return otherTeam == CharacterTeamType.FriendlyNPC;
|
||||
case CharacterTeamType.FriendlyNPC:
|
||||
// Friendly NPCs are friendly to both teams
|
||||
return otherTeam == CharacterTeamType.Team1 || otherTeam == CharacterTeamType.Team2;
|
||||
default:
|
||||
return true;
|
||||
}
|
||||
return friendlyTeam;
|
||||
}
|
||||
|
||||
public static bool IsOnFriendlyTeam(Character me, Character other) => IsOnFriendlyTeam(me.TeamID, other.TeamID);
|
||||
|
||||
public static bool IsActive(Character other) => other != null && !other.Removed && !other.IsDead && !other.IsUnconscious;
|
||||
|
||||
public static bool IsTrueForAllCrewMembers(Character character, Func<HumanAIController, bool> predicate)
|
||||
@@ -1711,68 +1818,98 @@ namespace Barotrauma
|
||||
return count;
|
||||
}
|
||||
|
||||
public static void DoForEachCrewMember(Character character, Action<HumanAIController> action)
|
||||
public static void DoForEachCrewMember(Character character, Action<HumanAIController> action, float range = float.PositiveInfinity)
|
||||
{
|
||||
if (character == null) { return; }
|
||||
foreach (var c in Character.CharacterList)
|
||||
{
|
||||
if (FilterCrewMember(character, c))
|
||||
if (FilterCrewMember(character, c) && CheckReportRange(character, c, range))
|
||||
{
|
||||
action(c.AIController as HumanAIController);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static bool CheckReportRange(Character character, Character target, float range)
|
||||
{
|
||||
if (float.IsPositiveInfinity(range)) { return true; }
|
||||
if (character.CurrentHull == null || target.CurrentHull == null)
|
||||
{
|
||||
return Vector2.DistanceSquared(character.WorldPosition, target.WorldPosition) <= range * range;
|
||||
}
|
||||
else
|
||||
{
|
||||
return character.CurrentHull.GetApproximateDistance(character.Position, target.Position, target.CurrentHull, range, distanceMultiplierPerClosedDoor: 2) <= range;
|
||||
}
|
||||
}
|
||||
|
||||
private static bool FilterCrewMember(Character self, Character other) => other != null && !other.IsDead && !other.Removed && other.AIController is HumanAIController humanAi && humanAi.IsFriendly(self);
|
||||
|
||||
public static bool IsItemOperatedByAnother(Character character, ItemComponent target, out Character operatingCharacter)
|
||||
{
|
||||
operatingCharacter = null;
|
||||
if (character == null) { return false; }
|
||||
if (target?.Item == null) { return false; }
|
||||
bool isOrder = IsOrderedToOperateThis(character.AIController);
|
||||
foreach (var c in Character.CharacterList)
|
||||
{
|
||||
if (character == null) { continue; }
|
||||
if (c == character) { continue; }
|
||||
if (c.IsDead || c.IsIncapacitated) { continue; }
|
||||
if (c.SelectedConstruction != target.Item) { continue; }
|
||||
if (!IsFriendly(character, c, onlySameTeam: true)) { continue; }
|
||||
operatingCharacter = c;
|
||||
// If the other character is player, don't try to operate
|
||||
if (c.IsPlayer) { return true; }
|
||||
if (c.AIController is HumanAIController controllingHumanAi)
|
||||
if (c.IsPlayer)
|
||||
{
|
||||
Item otherTarget = controllingHumanAi.objectiveManager.GetActiveObjective<AIObjectiveOperateItem>()?.Component.Item ?? c.SelectedConstruction;
|
||||
if (otherTarget != target.Item) { continue; }
|
||||
// If the other character is ordered to operate the item, let him do it
|
||||
if (controllingHumanAi.ObjectiveManager.IsCurrentOrder<AIObjectiveOperateItem>())
|
||||
if (c.SelectedConstruction == target.Item)
|
||||
{
|
||||
// If the other character is player, don't try to operate
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else if (c.AIController is HumanAIController operatingAI)
|
||||
{
|
||||
if (operatingAI.ObjectiveManager.Objectives.None(o => o is AIObjectiveOperateItem operateObjective && operateObjective.Component.Item == target.Item))
|
||||
{
|
||||
// Not targeting the same item.
|
||||
continue;
|
||||
}
|
||||
bool isTargetOrdered = IsOrderedToOperateThis(c.AIController);
|
||||
if (!isOrder && isTargetOrdered)
|
||||
{
|
||||
// If the other bot is ordered to operate the item, let him do it, unless we are ordered too
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (character == null)
|
||||
if (isOrder && !isTargetOrdered)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else if (target is Steering)
|
||||
{
|
||||
// Steering is hard-coded -> cannot use the required skills collection defined in the xml
|
||||
return character.GetSkillLevel("helm") <= c.GetSkillLevel("helm");
|
||||
// We are ordered and the target is not -> allow to operate
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
return target.DegreeOfSuccess(character) <= target.DegreeOfSuccess(c);
|
||||
if (!isTargetOrdered && operatingAI.ObjectiveManager.CurrentOrder == operatingAI.ObjectiveManager.CurrentObjective)
|
||||
{
|
||||
// The other bot is ordered to do something else
|
||||
continue;
|
||||
}
|
||||
if (target is Steering)
|
||||
{
|
||||
// Steering is hard-coded -> cannot use the required skills collection defined in the xml
|
||||
if (character.GetSkillLevel("helm") <= c.GetSkillLevel("helm"))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else if (target.DegreeOfSuccess(character) <= target.DegreeOfSuccess(c))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Shouldn't go here, unless we allow non-humans to operate items
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
return false;
|
||||
bool IsOrderedToOperateThis(AIController ai) => ai is HumanAIController humanAI && humanAI.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateObjective && operateObjective.Component.Item == target.Item;
|
||||
}
|
||||
|
||||
#region Wrappers
|
||||
|
||||
@@ -178,7 +178,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0f &&
|
||||
speaker?.CurrentHull != null &&
|
||||
speaker.TeamID == CharacterTeamType.FriendlyNPC &&
|
||||
(speaker.TeamID == CharacterTeamType.FriendlyNPC || speaker.TeamID == CharacterTeamType.None) &&
|
||||
Character.CharacterList.Any(c => c.TeamID != speaker.TeamID && c.CurrentHull == speaker.CurrentHull))
|
||||
{
|
||||
currentFlags.Add("EnterOutpost");
|
||||
@@ -188,6 +188,11 @@ namespace Barotrauma
|
||||
{
|
||||
currentFlags.Add("Casual");
|
||||
}
|
||||
|
||||
if (GameMain.GameSession.IsCurrentLocationRadiated())
|
||||
{
|
||||
currentFlags.Add("InRadiation");
|
||||
}
|
||||
}
|
||||
|
||||
if (speaker != null)
|
||||
@@ -221,6 +226,19 @@ namespace Barotrauma
|
||||
{
|
||||
currentFlags.Add("CampaignNPC." + speaker.CampaignInteractionType);
|
||||
}
|
||||
|
||||
if (GameMain.GameSession?.GameMode is CampaignMode campaignMode &&
|
||||
(campaignMode.Map?.CurrentLocation?.Type?.Identifier.Equals("abandoned", StringComparison.OrdinalIgnoreCase) ?? false))
|
||||
{
|
||||
if (speaker.TeamID == CharacterTeamType.None)
|
||||
{
|
||||
currentFlags.Add("Bandit");
|
||||
}
|
||||
else if (speaker.TeamID == CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
currentFlags.Add("Hostage");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return currentFlags;
|
||||
|
||||
@@ -68,7 +68,7 @@ namespace Barotrauma
|
||||
if (_abandon)
|
||||
{
|
||||
#if DEBUG
|
||||
if (HumanAIController.debugai && objectiveManager.CurrentOrder == this)
|
||||
if (HumanAIController.debugai && objectiveManager.IsOrder(this) && !objectiveManager.IsCurrentOrder<AIObjectiveGoTo>())
|
||||
{
|
||||
throw new Exception("Order abandoned!");
|
||||
}
|
||||
@@ -230,7 +230,7 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public virtual float GetPriority()
|
||||
{
|
||||
bool isOrder = objectiveManager.CurrentOrder == this;
|
||||
bool isOrder = objectiveManager.IsOrder(this);
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
@@ -239,7 +239,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (isOrder)
|
||||
{
|
||||
Priority = AIObjectiveManager.OrderPriority;
|
||||
Priority = objectiveManager.GetOrderPriority(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -261,7 +261,7 @@ namespace Barotrauma
|
||||
|
||||
public virtual void Update(float deltaTime)
|
||||
{
|
||||
if (objectiveManager.CurrentOrder != this && objectiveManager.WaitTimer <= 0)
|
||||
if (!objectiveManager.IsOrder(this) && objectiveManager.WaitTimer <= 0)
|
||||
{
|
||||
UpdateDevotion(deltaTime);
|
||||
}
|
||||
@@ -430,7 +430,7 @@ namespace Barotrauma
|
||||
subObjectives.Remove(subObjective);
|
||||
if (AbandonWhenCannotCompleteSubjectives)
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
if (objectiveManager.IsOrder(this))
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
+2
-2
@@ -64,7 +64,7 @@ namespace Barotrauma
|
||||
|
||||
private bool IsReady(PowerContainer battery)
|
||||
{
|
||||
if (battery.HasBeenTuned && character.CurrentOrder == null) { return true; }
|
||||
if (battery.HasBeenTuned && character.IsDismissed) { return true; }
|
||||
if (Option == "charge")
|
||||
{
|
||||
return battery.RechargeRatio >= PowerContainer.aiRechargeTargetRatio;
|
||||
@@ -79,7 +79,7 @@ namespace Barotrauma
|
||||
new AIObjectiveOperateItem(battery, character, objectiveManager, Option, false, priorityModifier: PriorityModifier)
|
||||
{
|
||||
IsLoop = false,
|
||||
Override = character.CurrentOrder != null,
|
||||
Override = !character.IsDismissed,
|
||||
completionCondition = () => IsReady(battery)
|
||||
};
|
||||
|
||||
|
||||
+26
-3
@@ -48,21 +48,35 @@ namespace Barotrauma
|
||||
float selectedBonus = isSelected ? 100 - MaxDevotion : 0;
|
||||
float devotion = (CumulatedDevotion + selectedBonus) / 100;
|
||||
float reduction = IsPriority ? 1 : isSelected ? 2 : 3;
|
||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - reduction, 90);
|
||||
float max = AIObjectiveManager.LowestOrderPriority - reduction;
|
||||
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (distanceFactor * PriorityModifier), 0, 1));
|
||||
if (decontainObjective == null)
|
||||
{
|
||||
// Halve the priority until there's a decontain objective (a valid container was found).
|
||||
Priority /= 2;
|
||||
}
|
||||
}
|
||||
return Priority;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
// Only continue when the get item sub objectives have been completed.
|
||||
if (subObjectives.Any()) { return; }
|
||||
if (item.IgnoreByAI)
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (item.ParentInventory != null)
|
||||
{
|
||||
if (item.Container != null && !AIObjectiveCleanupItems.IsValidContainer(item.Container, character, allowUnloading: objectiveManager.HasOrders()))
|
||||
{
|
||||
// Target was picked up or moved by someone.
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Only continue when the get item sub objectives have been completed.
|
||||
if (subObjectives.Any()) { return; }
|
||||
if (HumanAIController.FindSuitableContainer(character, item, ignoredContainers, ref itemIndex, out Item suitableContainer))
|
||||
{
|
||||
itemIndex = 0;
|
||||
@@ -79,6 +93,7 @@ namespace Barotrauma
|
||||
TryAddSubObjective(ref decontainObjective, () => new AIObjectiveDecontainItem(character, item, objectiveManager, targetContainer: suitableContainer.GetComponent<ItemContainer>())
|
||||
{
|
||||
Equip = equip,
|
||||
TakeWholeStack = true,
|
||||
DropIfFails = true
|
||||
},
|
||||
onCompleted: () =>
|
||||
@@ -125,5 +140,13 @@ namespace Barotrauma
|
||||
itemIndex = 0;
|
||||
decontainObjective = null;
|
||||
}
|
||||
|
||||
public void DropTarget()
|
||||
{
|
||||
if (item != null && character.HasItem(item))
|
||||
{
|
||||
item.Drop(character);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+32
-5
@@ -2,6 +2,7 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -29,7 +30,21 @@ namespace Barotrauma
|
||||
this.prioritizedItems.AddRange(prioritizedItems.Where(i => i != null));
|
||||
}
|
||||
|
||||
protected override float TargetEvaluation() => Targets.Any() ? (objectiveManager.CurrentOrder == this ? AIObjectiveManager.OrderPriority : AIObjectiveManager.RunPriority - 1) : 0;
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
if (Targets.None()) { return 0; }
|
||||
if (objectiveManager.IsOrder(this))
|
||||
{
|
||||
float prio = objectiveManager.GetOrderPriority(this);
|
||||
if (subObjectives.All(so => so.SubObjectives.None()))
|
||||
{
|
||||
// If none of the subobjectives have subobjectives, no valid container was found. In this case, let's reduce the priority below the run threshold.
|
||||
prio = Math.Min(prio, AIObjectiveManager.RunPriority - 1);
|
||||
}
|
||||
return prio;
|
||||
}
|
||||
return AIObjectiveManager.RunPriority - 0.5f;
|
||||
}
|
||||
|
||||
protected override bool Filter(Item target)
|
||||
{
|
||||
@@ -65,10 +80,10 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool IsValidContainer(Item item, Character character) =>
|
||||
!item.IgnoreByAI && item.IsInteractable(character) && item.HasTag("allowcleanup") && item.ParentInventory == null && item.OwnInventory != null && item.OwnInventory.AllItems.Any() && IsItemInsideValidSubmarine(item, character);
|
||||
public static bool IsValidContainer(Item item, Character character, bool allowUnloading = true) =>
|
||||
!item.IgnoreByAI && item.IsInteractable(character) && item.HasTag("allowcleanup") && allowUnloading && item.ParentInventory == null && item.OwnInventory != null && item.OwnInventory.AllItems.Any() && IsItemInsideValidSubmarine(item, character);
|
||||
|
||||
public static bool IsValidTarget(Item item, Character character, bool checkInventory)
|
||||
public static bool IsValidTarget(Item item, Character character, bool checkInventory, bool allowUnloading = true)
|
||||
{
|
||||
if (item == null) { return false; }
|
||||
if (item.IgnoreByAI) { return false; }
|
||||
@@ -76,7 +91,7 @@ namespace Barotrauma
|
||||
if (item.SpawnedInOutpost) { return false; }
|
||||
if (item.ParentInventory != null)
|
||||
{
|
||||
if (item.Container == null || !IsValidContainer(item.Container, character)) { return false; }
|
||||
if (item.Container == null || !IsValidContainer(item.Container, character, allowUnloading)) { return false; }
|
||||
}
|
||||
if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
|
||||
var pickable = item.GetComponent<Pickable>();
|
||||
@@ -127,5 +142,17 @@ namespace Barotrauma
|
||||
}
|
||||
return canEquip;
|
||||
}
|
||||
|
||||
public override void OnDeselected()
|
||||
{
|
||||
base.OnDeselected();
|
||||
foreach (var subObjective in SubObjectives)
|
||||
{
|
||||
if (subObjective is AIObjectiveCleanupItem cleanUpObjective)
|
||||
{
|
||||
cleanUpObjective.DropTarget();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+123
-73
@@ -30,6 +30,7 @@ namespace Barotrauma
|
||||
private float holdFireTimer;
|
||||
private bool hasAimed;
|
||||
private bool isLethalWeapon;
|
||||
private bool AllowCoolDown => !IsOffensiveOrArrest || Mode != initialMode;
|
||||
|
||||
public Character Enemy { get; private set; }
|
||||
public bool HoldPosition { get; set; }
|
||||
@@ -79,11 +80,18 @@ namespace Barotrauma
|
||||
private float coolDownTimer;
|
||||
private IEnumerable<Body> myBodies;
|
||||
private float aimTimer;
|
||||
private float reloadTimer;
|
||||
private float spreadTimer;
|
||||
|
||||
private bool canSeeTarget;
|
||||
private float visibilityCheckTimer;
|
||||
private readonly float visibilityCheckInterval = 0.2f;
|
||||
|
||||
private float sqrDistance;
|
||||
private readonly float maxDistance = 2000;
|
||||
private readonly float distanceCheckInterval = 0.2f;
|
||||
private float distanceTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Aborts the objective when this condition is true
|
||||
/// </summary>
|
||||
@@ -108,8 +116,12 @@ namespace Barotrauma
|
||||
public CombatMode Mode { get; private set; }
|
||||
|
||||
private bool IsOffensiveOrArrest => initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest;
|
||||
private bool TargetEliminated => Enemy == null || Enemy.Removed || Enemy.IsUnconscious;
|
||||
private bool TargetEliminated => IsEnemyDisabled || Enemy.IsUnconscious;
|
||||
private bool IsEnemyDisabled => Enemy == null || Enemy.Removed || Enemy.IsDead;
|
||||
|
||||
private float AimSpeed => HumanAIController.AimSpeed;
|
||||
private float AimAccuracy => HumanAIController.AimAccuracy;
|
||||
|
||||
private bool EnemyIsClose() => Enemy != null && character.CurrentHull != null && character.CurrentHull == Enemy.CurrentHull || Vector2.DistanceSquared(character.Position, Enemy.Position) < 500;
|
||||
|
||||
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1, float coolDown = 10.0f)
|
||||
@@ -136,6 +148,8 @@ namespace Barotrauma
|
||||
{
|
||||
Mode = CombatMode.Retreat;
|
||||
}
|
||||
spreadTimer = Rand.Range(-10, 10);
|
||||
HumanAIController.SortTimer = 0;
|
||||
}
|
||||
|
||||
public override float GetPriority()
|
||||
@@ -159,6 +173,10 @@ namespace Barotrauma
|
||||
base.Update(deltaTime);
|
||||
ignoreWeaponTimer -= deltaTime;
|
||||
checkWeaponsTimer -= deltaTime;
|
||||
if (reloadTimer > 0)
|
||||
{
|
||||
reloadTimer -= deltaTime;
|
||||
}
|
||||
if (ignoreWeaponTimer < 0)
|
||||
{
|
||||
ignoredWeapons.Clear();
|
||||
@@ -168,17 +186,25 @@ namespace Barotrauma
|
||||
{
|
||||
findSafety.Priority = 0;
|
||||
}
|
||||
if (!character.IsOnPlayerTeam && !objectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>())
|
||||
{
|
||||
distanceTimer -= deltaTime;
|
||||
if (distanceTimer < 0)
|
||||
{
|
||||
distanceTimer = distanceCheckInterval;
|
||||
sqrDistance = Vector2.DistanceSquared(character.WorldPosition, Enemy.WorldPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool Check()
|
||||
{
|
||||
if (IsOffensiveOrArrest && Mode != initialMode)
|
||||
if (sqrDistance > maxDistance * maxDistance)
|
||||
{
|
||||
Abandon = true;
|
||||
SteeringManager.Reset();
|
||||
return false;
|
||||
// The target escaped from us.
|
||||
return true;
|
||||
}
|
||||
return IsEnemyDisabled || (!IsOffensiveOrArrest && coolDownTimer <= 0);
|
||||
return IsEnemyDisabled || (AllowCoolDown && coolDownTimer <= 0);
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
@@ -186,10 +212,9 @@ namespace Barotrauma
|
||||
if (abortCondition != null && abortCondition())
|
||||
{
|
||||
Abandon = true;
|
||||
SteeringManager.Reset();
|
||||
return;
|
||||
}
|
||||
if (!IsOffensiveOrArrest)
|
||||
if (AllowCoolDown)
|
||||
{
|
||||
coolDownTimer -= deltaTime;
|
||||
}
|
||||
@@ -199,7 +224,11 @@ namespace Barotrauma
|
||||
{
|
||||
OperateWeapon(deltaTime);
|
||||
}
|
||||
if (!HoldPosition && seekAmmunitionObjective == null && seekWeaponObjective == null)
|
||||
if (HoldPosition)
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
}
|
||||
else if (seekAmmunitionObjective == null && seekWeaponObjective == null)
|
||||
{
|
||||
Move(deltaTime);
|
||||
}
|
||||
@@ -431,7 +460,7 @@ namespace Barotrauma
|
||||
priority /= 2;
|
||||
}
|
||||
}
|
||||
if (Enemy.Stun > 1)
|
||||
if (Enemy.IsKnockedDown)
|
||||
{
|
||||
// Enemy is stunned, reduce the priority of stunner weapons.
|
||||
Attack attack = GetAttackDefinition(weapon);
|
||||
@@ -621,7 +650,7 @@ namespace Barotrauma
|
||||
var slots = Weapon.AllowedSlots.Where(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
|
||||
if (character.Inventory.TryPutItem(Weapon, character, slots))
|
||||
{
|
||||
aimTimer = Rand.Range(0.5f, 1f);
|
||||
aimTimer = Rand.Range(0.2f, 0.4f) / AimSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -704,15 +733,12 @@ namespace Barotrauma
|
||||
{
|
||||
IgnoreIfTargetDead = true,
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
TargetName = Enemy.DisplayName
|
||||
TargetName = Enemy.DisplayName,
|
||||
AlwaysUseEuclideanDistance = false
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
SteeringManager.Reset();
|
||||
});
|
||||
onAbandon: () => Abandon = true);
|
||||
if (followTargetObjective == null) { return; }
|
||||
if (Mode == CombatMode.Arrest && Enemy.Stun > 2)
|
||||
if (Mode == CombatMode.Arrest && (Enemy.Stun > 1 || Enemy.IsKnockedDown))
|
||||
{
|
||||
if (HumanAIController.HasItem(character, "handlocker", out _))
|
||||
{
|
||||
@@ -720,8 +746,8 @@ namespace Barotrauma
|
||||
{
|
||||
arrestingRegistered = true;
|
||||
followTargetObjective.Completed += OnArrestTargetReached;
|
||||
followTargetObjective.CloseEnough = 100;
|
||||
}
|
||||
followTargetObjective.CloseEnough = 100;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -737,7 +763,7 @@ namespace Barotrauma
|
||||
SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
if (followTargetObjective != null)
|
||||
if (!arrestingRegistered && followTargetObjective != null)
|
||||
{
|
||||
followTargetObjective.CloseEnough =
|
||||
WeaponComponent is RangedWeapon ? 1000 :
|
||||
@@ -760,7 +786,7 @@ namespace Barotrauma
|
||||
|
||||
private void OnArrestTargetReached()
|
||||
{
|
||||
if (HumanAIController.HasItem(character, "handlocker", out IEnumerable<Item> matchingItems) && Enemy.Stun > 0 && character.CanInteractWith(Enemy))
|
||||
if (HumanAIController.HasItem(character, "handlocker", out IEnumerable<Item> matchingItems) && !Enemy.IsUnconscious && Enemy.IsKnockedDown && character.CanInteractWith(Enemy))
|
||||
{
|
||||
var handCuffs = matchingItems.First();
|
||||
if (!HumanAIController.TakeItem(handCuffs, Enemy.Inventory, equip: true))
|
||||
@@ -780,8 +806,8 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
character.Speak(TextManager.Get("DialogTargetArrested"), null, 3.0f, "targetarrested", 30.0f);
|
||||
IsCompleted = true;
|
||||
}
|
||||
IsCompleted = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -818,25 +844,7 @@ namespace Barotrauma
|
||||
if (WeaponComponent == null) { return false; }
|
||||
if (Weapon.OwnInventory == null) { return true; }
|
||||
// Eject empty ammo
|
||||
if (Weapon.OwnInventory.AllItems.Any(it => it.Condition <= 0.0f))
|
||||
{
|
||||
foreach (Item containedItem in Weapon.OwnInventory.AllItemsMod)
|
||||
{
|
||||
if (containedItem.Condition <= 0)
|
||||
{
|
||||
if (character.Submarine == null)
|
||||
{
|
||||
// If we are outside of main sub, try to put the ammo in the inventory instead dropping it in the sea.
|
||||
if (character.Inventory.TryPutItem(containedItem, character, CharacterInventory.anySlot))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
containedItem.Drop(character);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HumanAIController.UnequipEmptyItems(Weapon);
|
||||
RelatedItem item = null;
|
||||
Item ammunition = null;
|
||||
string[] ammunitionIdentifiers = null;
|
||||
@@ -869,22 +877,13 @@ namespace Barotrauma
|
||||
if (ammunition != null)
|
||||
{
|
||||
var container = Weapon.GetComponent<ItemContainer>();
|
||||
if (container.Item.ParentInventory == character.Inventory)
|
||||
if (!container.Inventory.TryPutItem(ammunition, null))
|
||||
{
|
||||
if (!container.Inventory.CanBePut(ammunition))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
character.Inventory.RemoveItem(ammunition);
|
||||
if (!container.Inventory.TryPutItem(ammunition, null))
|
||||
if (ammunition.ParentInventory == character.Inventory)
|
||||
{
|
||||
ammunition.Drop(character);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
container.Combine(ammunition, character);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -902,6 +901,15 @@ namespace Barotrauma
|
||||
private void Attack(float deltaTime)
|
||||
{
|
||||
character.CursorPosition = Enemy.WorldPosition;
|
||||
if (AimAccuracy < 1)
|
||||
{
|
||||
spreadTimer += deltaTime * Rand.Range(0.01f, 1f);
|
||||
float shake = Rand.Range(0.95f, 1.05f);
|
||||
float offsetAmount = (1 - AimAccuracy) * Rand.Range(300f, 500f);
|
||||
float distanceFactor = MathUtils.InverseLerp(0, 1000 * 1000, sqrDistance);
|
||||
float offset = (float)Math.Sin(spreadTimer * shake) * offsetAmount * distanceFactor;
|
||||
character.CursorPosition += new Vector2(0, offset);
|
||||
}
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
character.CursorPosition -= character.Submarine.Position;
|
||||
@@ -912,7 +920,11 @@ namespace Barotrauma
|
||||
canSeeTarget = character.CanSeeTarget(Enemy);
|
||||
visibilityCheckTimer = visibilityCheckInterval;
|
||||
}
|
||||
if (!canSeeTarget) { return; }
|
||||
if (!canSeeTarget)
|
||||
{
|
||||
aimTimer = Rand.Range(0.2f, 0.4f) / AimSpeed;
|
||||
return;
|
||||
}
|
||||
if (Weapon.RequireAimToUse)
|
||||
{
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
@@ -928,7 +940,15 @@ namespace Barotrauma
|
||||
aimTimer -= deltaTime;
|
||||
return;
|
||||
}
|
||||
if (Mode == CombatMode.Arrest && isLethalWeapon && Enemy.Stun > 1) { return; }
|
||||
if (reloadTimer > 0) { return; }
|
||||
if (Mode == CombatMode.Arrest)
|
||||
{
|
||||
// If the target is arrested or if it's stunned and we can't lock the target up, consider the objective done.
|
||||
if (Enemy.IsKnockedDown && !HumanAIController.HasItem(character, "handlocker", out _, requireEquipped: false) || HumanAIController.HasItem(Enemy, "handlocker", out _, requireEquipped: true))
|
||||
{
|
||||
IsCompleted = true;
|
||||
}
|
||||
}
|
||||
if (holdFireCondition != null && holdFireCondition()) { return; }
|
||||
float sqrDist = Vector2.DistanceSquared(character.Position, Enemy.Position);
|
||||
if (WeaponComponent is MeleeWeapon meleeWeapon)
|
||||
@@ -963,14 +983,12 @@ namespace Barotrauma
|
||||
}
|
||||
if (closeEnough)
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Weapon.Use(deltaTime, character);
|
||||
UseWeapon(deltaTime);
|
||||
}
|
||||
else if (!character.IsFacing(Enemy.WorldPosition))
|
||||
{
|
||||
// Don't do the facing check if we are close to the target, because it easily causes the character to get stuck here when it flips around.
|
||||
aimTimer = Rand.Range(1f, 1.5f);
|
||||
aimTimer = Rand.Range(1f, 1.5f) / AimSpeed;
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -979,14 +997,15 @@ namespace Barotrauma
|
||||
{
|
||||
if (sqrDist > repairTool.Range * repairTool.Range) { return; }
|
||||
}
|
||||
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4)
|
||||
float aimFactor = MathHelper.PiOver2 * (1 - AimAccuracy);
|
||||
if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4 + aimFactor)
|
||||
{
|
||||
if (myBodies == null)
|
||||
{
|
||||
myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
|
||||
}
|
||||
var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel;
|
||||
var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
|
||||
var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories, allowInsideFixture: true);
|
||||
if (pickedBody != null)
|
||||
{
|
||||
Character target = null;
|
||||
@@ -1000,31 +1019,62 @@ namespace Barotrauma
|
||||
}
|
||||
if (target != null && (target == Enemy || !HumanAIController.IsFriendly(target)))
|
||||
{
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Weapon.Use(deltaTime, character);
|
||||
float reloadTime = 0;
|
||||
if (WeaponComponent is RangedWeapon rangedWeapon)
|
||||
{
|
||||
reloadTime = rangedWeapon.Reload;
|
||||
}
|
||||
if (WeaponComponent is MeleeWeapon mw)
|
||||
{
|
||||
reloadTime = mw.Reload;
|
||||
}
|
||||
aimTimer = reloadTime * Rand.Range(1f, 1.5f);
|
||||
UseWeapon(deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UseWeapon(float deltaTime)
|
||||
{
|
||||
// Never allow to attack characters with deadly weapons while trying to arrest.
|
||||
if (Mode == CombatMode.Arrest && isLethalWeapon) { return; }
|
||||
float reloadTime = 0;
|
||||
if (WeaponComponent is RangedWeapon rangedWeapon)
|
||||
{
|
||||
// If the weapon is just equipped, we can't shoot just yet.
|
||||
if (rangedWeapon.ReloadTimer <= 0)
|
||||
{
|
||||
reloadTime = rangedWeapon.Reload;
|
||||
}
|
||||
}
|
||||
if (WeaponComponent is MeleeWeapon mw)
|
||||
{
|
||||
if (!((HumanoidAnimController)character.AnimController).Crouching)
|
||||
{
|
||||
reloadTime = mw.Reload;
|
||||
}
|
||||
}
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Weapon.Use(deltaTime, character);
|
||||
reloadTimer = Math.Max(reloadTime, reloadTime * Rand.Range(1f, 1.25f) / AimSpeed);
|
||||
}
|
||||
|
||||
private bool ShouldUnequipWeapon =>
|
||||
Weapon != null &&
|
||||
character.Submarine != null &&
|
||||
character.Submarine.TeamID == character.TeamID &&
|
||||
Character.CharacterList.None(c => c.Submarine == character.Submarine && HumanAIController.IsActive(c) && !HumanAIController.IsFriendly(character, c) && HumanAIController.VisibleHulls.Contains(c.CurrentHull));
|
||||
|
||||
protected override void OnCompleted()
|
||||
{
|
||||
base.OnCompleted();
|
||||
if (Weapon != null)
|
||||
if (ShouldUnequipWeapon)
|
||||
{
|
||||
Unequip();
|
||||
}
|
||||
SteeringManager.Reset();
|
||||
}
|
||||
|
||||
protected override void OnAbandon()
|
||||
{
|
||||
base.OnAbandon();
|
||||
if (ShouldUnequipWeapon)
|
||||
{
|
||||
Unequip();
|
||||
}
|
||||
SteeringManager.Reset();
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
|
||||
+26
-30
@@ -34,6 +34,10 @@ namespace Barotrauma
|
||||
public float ConditionLevel { get; set; } = 1;
|
||||
public bool Equip { get; set; }
|
||||
public bool RemoveEmpty { get; set; } = true;
|
||||
public bool RemoveExisting { get; set; }
|
||||
|
||||
public bool MoveWholeStack { get; set; }
|
||||
|
||||
|
||||
public AIObjectiveContainItem(Character character, Item item, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
@@ -102,47 +106,38 @@ namespace Barotrauma
|
||||
}
|
||||
if (character.CanInteractWith(container.Item, checkLinked: false))
|
||||
{
|
||||
if (RemoveEmpty && container.Inventory.AllItems.Any(it => it.Condition <= 0.0f))
|
||||
if (RemoveExisting)
|
||||
{
|
||||
foreach (var emptyItem in container.Inventory.AllItemsMod)
|
||||
{
|
||||
if (emptyItem.Condition <= 0)
|
||||
{
|
||||
emptyItem.Drop(character);
|
||||
}
|
||||
}
|
||||
HumanAIController.UnequipContainedItems(container.Item);
|
||||
}
|
||||
// Contain the item
|
||||
if (ItemToContain.ParentInventory == character.Inventory)
|
||||
else if (RemoveEmpty)
|
||||
{
|
||||
if (!container.Inventory.CanBePut(ItemToContain))
|
||||
HumanAIController.UnequipEmptyItems(container.Item);
|
||||
}
|
||||
Inventory originalInventory = ItemToContain.ParentInventory;
|
||||
var slots = originalInventory?.FindIndices(ItemToContain);
|
||||
if (container.Inventory.TryPutItem(ItemToContain, null))
|
||||
{
|
||||
if (MoveWholeStack && slots != null)
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
character.Inventory.RemoveItem(ItemToContain);
|
||||
if (container.Inventory.TryPutItem(ItemToContain, null))
|
||||
foreach (int slot in slots)
|
||||
{
|
||||
IsCompleted = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
ItemToContain.Drop(character);
|
||||
Abandon = true;
|
||||
foreach (Item item in originalInventory.GetItemsAt(slot).ToList())
|
||||
{
|
||||
container.Inventory.TryPutItem(item, null);
|
||||
}
|
||||
}
|
||||
|
||||
IsCompleted = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (container.Combine(ItemToContain, character))
|
||||
if (ItemToContain.ParentInventory == character.Inventory && character.Submarine == Submarine.MainSub)
|
||||
{
|
||||
IsCompleted = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Abandon = true;
|
||||
ItemToContain.Drop(character);
|
||||
}
|
||||
Abandon = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -151,7 +146,8 @@ namespace Barotrauma
|
||||
{
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
TargetName = container.Item.Name,
|
||||
abortCondition = () => !ItemToContain.IsOwnedBy(character)
|
||||
abortCondition = obj => !ItemToContain.IsOwnedBy(character),
|
||||
SpeakIfFails = !objectiveManager.IsCurrentOrder<AIObjectiveCleanupItems>()
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref goToObjective));
|
||||
|
||||
+7
-1
@@ -22,8 +22,13 @@ namespace Barotrauma
|
||||
public AIObjectiveGetItem GetItemObjective => getItemObjective;
|
||||
public AIObjectiveContainItem ContainObjective => containObjective;
|
||||
|
||||
public Item TargetItem => targetItem;
|
||||
public ItemContainer TargetContainer => targetContainer;
|
||||
|
||||
public bool Equip { get; set; }
|
||||
|
||||
public bool TakeWholeStack { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// If true drops the item when containing the item fails.
|
||||
/// In both cases abandons the objective.
|
||||
@@ -90,7 +95,7 @@ namespace Barotrauma
|
||||
if (getItemObjective == null && !itemToDecontain.IsOwnedBy(character))
|
||||
{
|
||||
TryAddSubObjective(ref getItemObjective,
|
||||
constructor: () => new AIObjectiveGetItem(character, targetItem, objectiveManager, Equip),
|
||||
constructor: () => new AIObjectiveGetItem(character, targetItem, objectiveManager, Equip) { TakeWholeStack = this.TakeWholeStack },
|
||||
onAbandon: () => Abandon = true);
|
||||
return;
|
||||
}
|
||||
@@ -99,6 +104,7 @@ namespace Barotrauma
|
||||
TryAddSubObjective(ref containObjective,
|
||||
constructor: () => new AIObjectiveContainItem(character, itemToDecontain, targetContainer, objectiveManager)
|
||||
{
|
||||
MoveWholeStack = TakeWholeStack,
|
||||
Equip = Equip,
|
||||
RemoveEmpty = false,
|
||||
GetItemPriority = GetItemPriority,
|
||||
|
||||
+3
-3
@@ -35,7 +35,7 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return Priority;
|
||||
}
|
||||
bool isOrder = objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>();
|
||||
bool isOrder = objectiveManager.HasOrder<AIObjectiveExtinguishFires>();
|
||||
if (!isOrder && Character.CharacterList.Any(c => c.CurrentHull == targetHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
|
||||
{
|
||||
// Don't go into rooms with any enemies, unless it's an order
|
||||
@@ -78,7 +78,7 @@ namespace Barotrauma
|
||||
{
|
||||
TryAddSubObjective(ref getExtinguisherObjective, () =>
|
||||
{
|
||||
if (!character.HasEquippedItem("fireextinguisher", allowBroken: false))
|
||||
if (character.IsOnPlayerTeam && !character.HasEquippedItem("fireextinguisher", allowBroken: false))
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogFindExtinguisher"), null, 2.0f, "findextinguisher", 30.0f);
|
||||
}
|
||||
@@ -88,7 +88,7 @@ namespace Barotrauma
|
||||
// If the item is inside an unsafe hull, decrease the priority
|
||||
GetItemPriority = i => HumanAIController.UnsafeHulls.Contains(i.CurrentHull) ? 0.1f : 1
|
||||
};
|
||||
if (objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>())
|
||||
if (objectiveManager.HasOrder<AIObjectiveExtinguishFires>())
|
||||
{
|
||||
getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindfireextinguisher"), null, 0.0f, "dialogcannotfindfireextinguisher", 10.0f);
|
||||
};
|
||||
|
||||
+9
@@ -42,6 +42,15 @@ namespace Barotrauma
|
||||
if (hull.Submarine == null) { return false; }
|
||||
if (character.Submarine == null) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(hull, includingConnectedSubs: true)) { return false; }
|
||||
if (hull.BallastFlora != null) { return false; }
|
||||
foreach (var ballastFlora in MapCreatures.Behavior.BallastFloraBehavior.EntityList)
|
||||
{
|
||||
if (ballastFlora.Parent?.Submarine != character.Submarine) { continue; }
|
||||
if (ballastFlora.Branches.Any(b => !b.Removed && b.Health > 0 && b.CurrentHull == hull))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
+7
-7
@@ -10,6 +10,8 @@ namespace Barotrauma
|
||||
protected override float IgnoreListClearInterval => 30;
|
||||
public override bool IgnoreUnsafeHulls => true;
|
||||
|
||||
protected override float TargetUpdateTimeMultiplier => 0.2f;
|
||||
|
||||
public AIObjectiveFightIntruders(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier) { }
|
||||
|
||||
@@ -48,16 +50,14 @@ namespace Barotrauma
|
||||
|
||||
public static bool IsValidTarget(Character target, Character character)
|
||||
{
|
||||
if (target == null || target.IsDead || target.Removed) { return false; }
|
||||
if (target == null || target.Removed) { return false; }
|
||||
if (target.IsDead || target.IsUnconscious) { return false; }
|
||||
if (target == character) { return false; }
|
||||
if (HumanAIController.IsFriendly(character, target)) { return false; }
|
||||
if (target.Submarine == null) { return false; }
|
||||
if (target.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (character.Submarine == null) { return false; }
|
||||
if (target.CurrentHull == null) { return false; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
|
||||
}
|
||||
if (HumanAIController.IsFriendly(character, target)) { return false; }
|
||||
if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
+54
-35
@@ -1,6 +1,7 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Extensions;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -37,11 +38,11 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
targetItem = character.Inventory.FindItemByTag(gearTag, true);
|
||||
if (targetItem == null || !character.HasEquippedItem(targetItem))
|
||||
if (targetItem == null || !character.HasEquippedItem(targetItem) && targetItem.ContainedItems.Any(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > 0))
|
||||
{
|
||||
TryAddSubObjective(ref getDivingGear, () =>
|
||||
{
|
||||
if (targetItem == null)
|
||||
if (targetItem == null && character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogGetDivingGear"), null, 0.0f, "getdivinggear", 30.0f);
|
||||
}
|
||||
@@ -57,46 +58,78 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!EjectEmptyTanks(character, targetItem, out var containedItems))
|
||||
HumanAIController.UnequipContainedItems(targetItem, it => !it.HasTag("oxygensource"));
|
||||
HumanAIController.UnequipEmptyItems(targetItem);
|
||||
// Seek oxygen that has at least 10% condition left, if we are inside a friendly sub.
|
||||
// The margin helps us to survive, because we might need some oxygen before we can find more oxygen.
|
||||
// When we are venturing outside of our sub, let's just suppose that we have enough oxygen with us and optimize it so that we don't keep switching off half used tanks.
|
||||
float min = character.Submarine != Submarine.MainSub ? 0.01f : MIN_OXYGEN;
|
||||
if (targetItem.OwnInventory != null && targetItem.OwnInventory.AllItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > min))
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError($"{character.Name}: AIObjectiveFindDivingGear failed - the item \"" + targetItem + "\" has no proper inventory");
|
||||
#endif
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (containedItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > MIN_OXYGEN))
|
||||
{
|
||||
// No valid oxygen source loaded.
|
||||
// Seek oxygen that has min 10% condition left.
|
||||
TryAddSubObjective(ref getOxygen, () =>
|
||||
{
|
||||
if (!HumanAIController.HasItem(character, "oxygensource", out _, conditionPercentage: 10))
|
||||
if (character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogGetOxygenTank"), null, 0, "getoxygentank", 30.0f);
|
||||
if (HumanAIController.HasItem(character, "oxygensource", out _, conditionPercentage: min))
|
||||
{
|
||||
character.Speak(TextManager.Get("dialogswappingoxygentank"), null, 0, "swappingoxygentank", 30.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogGetOxygenTank"), null, 0, "getoxygentank", 30.0f);
|
||||
}
|
||||
}
|
||||
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
AllowToFindDivingGear = false,
|
||||
AllowDangerousPressure = true,
|
||||
ConditionLevel = MIN_OXYGEN
|
||||
ConditionLevel = MIN_OXYGEN,
|
||||
RemoveExisting = true
|
||||
};
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
// Try to seek any oxygen sources.
|
||||
getOxygen = null;
|
||||
int remainingTanks = ReportOxygenTankCount();
|
||||
// Try to seek any oxygen sources, even if they have minimal amount of oxygen.
|
||||
TryAddSubObjective(ref getOxygen, () =>
|
||||
{
|
||||
return new AIObjectiveContainItem(character, OXYGEN_SOURCE, targetItem.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
AllowToFindDivingGear = false,
|
||||
AllowDangerousPressure = true
|
||||
AllowDangerousPressure = true,
|
||||
RemoveExisting = true
|
||||
};
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
if (remainingTanks > 0 && !HumanAIController.HasItem(character, "oxygensource", out _, conditionPercentage: 0.01f))
|
||||
{
|
||||
character.Speak(TextManager.Get("dialogcantfindtoxygen"), null, 0, "cantfindoxygen", 30.0f);
|
||||
}
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref getOxygen));
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref getOxygen));
|
||||
onCompleted: () =>
|
||||
{
|
||||
RemoveSubObjective(ref getOxygen);
|
||||
ReportOxygenTankCount();
|
||||
});
|
||||
|
||||
int ReportOxygenTankCount()
|
||||
{
|
||||
int remainingOxygenTanks = Submarine.MainSub.GetItems(false).Count(i => i.HasTag("oxygensource") && i.Condition > 1);
|
||||
if (remainingOxygenTanks == 0)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogOutOfOxygenTanks"), null, 0.0f, "outofoxygentanks", 30.0f);
|
||||
}
|
||||
else if (remainingOxygenTanks < 10)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogLowOnOxygenTanks"), null, 0.0f, "lowonoxygentanks", 30.0f);
|
||||
}
|
||||
return remainingOxygenTanks;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -108,21 +141,7 @@ namespace Barotrauma
|
||||
{
|
||||
containedItems = target.OwnInventory?.AllItems;
|
||||
if (containedItems == null) { return false; }
|
||||
foreach (Item containedItem in target.OwnInventory.AllItemsMod)
|
||||
{
|
||||
if (containedItem.Condition <= 0.0f)
|
||||
{
|
||||
if (actor.Submarine == null)
|
||||
{
|
||||
// If we are outside of main sub, try to put the tank in the inventory instead dropping it in the sea.
|
||||
if (actor.Inventory.TryPutItem(containedItem, actor, CharacterInventory.anySlot))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
containedItem.Drop(actor);
|
||||
}
|
||||
}
|
||||
AIController.UnequipEmptyItems(actor, target);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
+11
-3
@@ -46,19 +46,27 @@ namespace Barotrauma
|
||||
}
|
||||
if (character.CurrentHull == null)
|
||||
{
|
||||
Priority = (objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() || objectiveManager.Objectives.Any(o => o is AIObjectiveCombat)) && HumanAIController.HasDivingSuit(character) ? 0 : 100;
|
||||
Priority = (objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() || objectiveManager.HasActiveObjective<AIObjectiveCombat>()) && HumanAIController.HasDivingSuit(character) ? 0 : 100;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (HumanAIController.NeedsDivingGear(character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character))
|
||||
if (HumanAIController.NeedsDivingGear(character.CurrentHull, out bool needsSuit) &&
|
||||
(needsSuit ?
|
||||
!HumanAIController.HasDivingSuit(character, conditionPercentage: AIObjectiveFindDivingGear.MIN_OXYGEN) :
|
||||
!HumanAIController.HasDivingMask(character, conditionPercentage: AIObjectiveFindDivingGear.MIN_OXYGEN)))
|
||||
{
|
||||
Priority = 100;
|
||||
}
|
||||
else if (objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() && character.Submarine != null && !HumanAIController.IsOnFriendlyTeam(character.TeamID, character.Submarine.TeamID))
|
||||
{
|
||||
// Ordered to follow/hold position inside a hostile sub -> ignore find safety unless we need to find a diving gear
|
||||
Priority = 0;
|
||||
}
|
||||
Priority = MathHelper.Clamp(Priority, 0, 100);
|
||||
if (divingGearObjective != null && !divingGearObjective.IsCompleted && divingGearObjective.CanBeCompleted)
|
||||
{
|
||||
// Boost the priority while seeking the diving gear
|
||||
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
|
||||
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.HighestOrderPriority + 20, 100));
|
||||
}
|
||||
}
|
||||
return Priority;
|
||||
|
||||
+27
-16
@@ -38,7 +38,7 @@ namespace Barotrauma
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
}
|
||||
else if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective<AIObjectiveFixLeak>()?.Leak == Leak))
|
||||
else if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.Character.IsBot && other.ObjectiveManager.GetActiveObjective<AIObjectiveFixLeak>()?.Leak == Leak))
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
@@ -52,7 +52,7 @@ namespace Barotrauma
|
||||
float distanceFactor = isPriority || xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 3000, xDist + yDist * 3.0f));
|
||||
float severity = isPriority ? 1 : AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
|
||||
float reduction = isPriority ? 1 : 2;
|
||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - reduction, 90);
|
||||
float max = AIObjectiveManager.LowestOrderPriority - reduction;
|
||||
float devotion = CumulatedDevotion / 100;
|
||||
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
|
||||
}
|
||||
@@ -67,7 +67,7 @@ namespace Barotrauma
|
||||
TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingequipment", objectiveManager, equip: true, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
|
||||
onAbandon: () =>
|
||||
{
|
||||
if (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>())
|
||||
if (character.IsOnPlayerTeam && objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>())
|
||||
{
|
||||
character.Speak(TextManager.Get("dialogcannotfindweldingequipment"), null, 0.0f, "dialogcannotfindweldingequipment", 10.0f);
|
||||
}
|
||||
@@ -86,23 +86,34 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
// Drop empty tanks
|
||||
if (weldingTool.OwnInventory.AllItems.Any(it => it.Condition <= 0.0f))
|
||||
HumanAIController.UnequipContainedItems(weldingTool, it => !it.HasTag("weldingfuel"));
|
||||
HumanAIController.UnequipEmptyItems(weldingTool);
|
||||
if (weldingTool.OwnInventory != null && weldingTool.OwnInventory.AllItems.None(i => i.HasTag("weldingfuel") && i.Condition > 0.0f))
|
||||
{
|
||||
foreach (Item containedItem in weldingTool.OwnInventory.AllItemsMod)
|
||||
{
|
||||
if (containedItem.Condition <= 0.0f)
|
||||
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfuel", weldingTool.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
|
||||
onAbandon: () =>
|
||||
{
|
||||
containedItem.Drop(character);
|
||||
Abandon = true;
|
||||
ReportWeldingFuelTankCount();
|
||||
},
|
||||
onCompleted: () =>
|
||||
{
|
||||
RemoveSubObjective(ref refuelObjective);
|
||||
ReportWeldingFuelTankCount();
|
||||
});
|
||||
|
||||
void ReportWeldingFuelTankCount()
|
||||
{
|
||||
int remainingOxygenTanks = Submarine.MainSub.GetItems(false).Count(i => i.HasTag("weldingfuel") && i.Condition > 1);
|
||||
if (remainingOxygenTanks == 0)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogOutOfWeldingFuel"), null, 0.0f, "outofweldingfuel", 30.0f);
|
||||
}
|
||||
else if (remainingOxygenTanks < 4)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogLowOnWeldingFuel"), null, 0.0f, "lowonweldingfuel", 30.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (weldingTool.OwnInventory.AllItems.None(i => i.HasTag("weldingfuel") && i.Condition > 0.0f))
|
||||
{
|
||||
TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfuel", weldingTool.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref refuelObjective));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
+6
-2
@@ -42,7 +42,7 @@ namespace Barotrauma
|
||||
if (totalLeaks == 0) { return 0; }
|
||||
int otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveFixLeaks>() && !c.Character.IsIncapacitated, onlyBots: true);
|
||||
bool anyFixers = otherFixers > 0;
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
if (objectiveManager.IsOrder(this))
|
||||
{
|
||||
float ratio = anyFixers ? totalLeaks / (float)otherFixers : 1;
|
||||
return Targets.Sum(t => GetLeakSeverity(t)) * ratio;
|
||||
@@ -72,7 +72,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (gap == null) { return false; }
|
||||
// Don't fix a leak on a wall section set to be ignored
|
||||
if (gap.ConnectedWall?.Sections?.Any(s => s.gap == gap && s.IgnoreByAI) ?? false) { return false; }
|
||||
if (gap.ConnectedWall != null)
|
||||
{
|
||||
if (gap.ConnectedWall.Sections.Any(s => s.gap == gap && s.IgnoreByAI)) { return false; }
|
||||
if (gap.ConnectedWall.MaxHealth <= 0.0f) { return false; }
|
||||
}
|
||||
if (gap.ConnectedWall == null || gap.ConnectedDoor != null || gap.Open <= 0 || gap.linkedTo.All(l => l == null)) { return false; }
|
||||
if (gap.Submarine == null || character.Submarine == null) { return false; }
|
||||
// Don't allow going into another sub, unless it's connected and of the same team and type.
|
||||
|
||||
+83
-11
@@ -10,6 +10,8 @@ namespace Barotrauma
|
||||
{
|
||||
public override string DebugTag => "get item";
|
||||
|
||||
public override bool AbandonWhenCannotCompleteSubjectives => false;
|
||||
|
||||
private readonly bool equip;
|
||||
public HashSet<Item> ignoredItems = new HashSet<Item>();
|
||||
|
||||
@@ -44,6 +46,8 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public bool AllowStealing { get; set; }
|
||||
|
||||
public bool TakeWholeStack { get; set; }
|
||||
|
||||
public AIObjectiveGetItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, bool equip = true, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
@@ -191,8 +195,20 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
Inventory itemInventory = targetItem.ParentInventory;
|
||||
var slots = itemInventory?.FindIndices(targetItem);
|
||||
if (HumanAIController.TakeItem(targetItem, character.Inventory, equip, storeUnequipped: true))
|
||||
{
|
||||
if (TakeWholeStack && slots != null)
|
||||
{
|
||||
foreach (int slot in slots)
|
||||
{
|
||||
foreach (Item item in itemInventory.GetItemsAt(slot).ToList())
|
||||
{
|
||||
HumanAIController.TakeItem(item, character.Inventory, equip: false, storeUnequipped: true);
|
||||
}
|
||||
}
|
||||
}
|
||||
IsCompleted = true;
|
||||
}
|
||||
else
|
||||
@@ -211,9 +227,8 @@ namespace Barotrauma
|
||||
return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: AllowToFindDivingGear, closeEnough: DefaultReach)
|
||||
{
|
||||
// If the root container changes, the item is no longer where it was (taken by someone -> need to find another item)
|
||||
abortCondition = () => targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget,
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
TargetName = (moveToTarget as MapEntity)?.Name ?? (moveToTarget as Character)?.Name ?? moveToTarget.ToString()
|
||||
abortCondition = obj => targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget,
|
||||
SpeakIfFails = false
|
||||
};
|
||||
},
|
||||
onAbandon: () =>
|
||||
@@ -240,13 +255,18 @@ namespace Barotrauma
|
||||
if (targetItem == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item, because neither identifiers nor item was defined.", Color.Red);
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find an item, because neither identifiers nor item was defined.", Color.Red);
|
||||
#endif
|
||||
Abandon = true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
for (int i = 0; i < 10 && currSearchIndex < Item.ItemList.Count - 1; i++)
|
||||
|
||||
float priority = Math.Clamp(objectiveManager.GetCurrentPriority(), 10, 100);
|
||||
bool checkPath = priority >= AIObjectiveManager.LowestOrderPriority && (objectiveManager.IsCurrentOrder<AIObjectiveFixLeaks>() || objectiveManager.CurrentOrder is AIObjectiveGoTo gotoOrder && gotoOrder.followControlledCharacter);
|
||||
bool hasCalledPathFinder = false;
|
||||
int itemsPerFrame = (int)priority;
|
||||
for (int i = 0; i < itemsPerFrame && currSearchIndex < Item.ItemList.Count - 1; i++)
|
||||
{
|
||||
currSearchIndex++;
|
||||
var item = Item.ItemList[currSearchIndex];
|
||||
@@ -259,9 +279,13 @@ namespace Barotrauma
|
||||
if (character.TeamID == CharacterTeamType.FriendlyNPC != item.SpawnedInOutpost) { continue; }
|
||||
}
|
||||
if (!CheckItem(item)) { continue; }
|
||||
if (ignoredContainerIdentifiers != null && item.Container != null)
|
||||
if (item.Container != null)
|
||||
{
|
||||
if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
|
||||
if (item.Container.HasTag("donttakeitems")) { continue; }
|
||||
if (ignoredContainerIdentifiers != null)
|
||||
{
|
||||
if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
|
||||
}
|
||||
}
|
||||
// Don't allow going into another sub, unless it's connected and of the same team and type.
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(item, includingConnectedSubs: true)) { continue; }
|
||||
@@ -287,8 +311,18 @@ namespace Barotrauma
|
||||
float distanceFactor = MathHelper.Lerp(1, 0, MathUtils.InverseLerp(0, 10000, dist));
|
||||
itemPriority *= distanceFactor;
|
||||
itemPriority *= item.Condition / item.MaxCondition;
|
||||
//ignore if the item has a lower priority than the currently selected one
|
||||
// Ignore if the item has a lower priority than the currently selected one
|
||||
if (itemPriority < currItemPriority) { continue; }
|
||||
if (!hasCalledPathFinder && PathSteering != null && checkPath)
|
||||
{
|
||||
// While following the player, let's ensure that there's a valid path to the target before accepting it.
|
||||
// Otherwise it will take some time for us to find a valid item when there are multiple items that we can't reach and some that we can.
|
||||
// This is relatively expensive, so let's do this only when it significantly improves the behavior.
|
||||
// Only allow one path find call per frame.
|
||||
hasCalledPathFinder = true;
|
||||
var path = PathSteering.PathFinder.FindPath(character.SimPosition, item.SimPosition, errorMsgStr: $"AIObjectiveGetItem {character.DisplayName}", nodeFilter: node => node.Waypoint.CurrentHull != null);
|
||||
if (path.Unreachable) { continue; }
|
||||
}
|
||||
currItemPriority = itemPriority;
|
||||
targetItem = item;
|
||||
moveToTarget = rootInventoryOwner ?? item;
|
||||
@@ -303,7 +337,7 @@ namespace Barotrauma
|
||||
if (!(MapEntityPrefab.List.FirstOrDefault(me => me is ItemPrefab ip && identifiersOrTags.Any(id => id == ip.Identifier || ip.Tags.Contains(id))) is ItemPrefab prefab))
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find an item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
|
||||
#endif
|
||||
Abandon = true;
|
||||
}
|
||||
@@ -322,8 +356,9 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}", Color.Yellow);
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find an item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}", Color.Yellow);
|
||||
#endif
|
||||
SpeakCannotFind();
|
||||
Abandon = true;
|
||||
}
|
||||
}
|
||||
@@ -370,11 +405,48 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
private void ResetInternal()
|
||||
{
|
||||
goToObjective = null;
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
targetItem = originalTarget;
|
||||
moveToTarget = targetItem?.GetRootInventoryOwner();
|
||||
isDoneSeeking = false;
|
||||
currSearchIndex = 0;
|
||||
currItemPriority = 0;
|
||||
}
|
||||
|
||||
protected override void OnAbandon()
|
||||
{
|
||||
base.OnAbandon();
|
||||
if (moveToTarget == null) { return; }
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Get item failed to reach {moveToTarget}", Color.Yellow);
|
||||
#endif
|
||||
}
|
||||
|
||||
private void SpeakCannotFind()
|
||||
{
|
||||
// TODO: Use the item name as the variable here.
|
||||
if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective)
|
||||
{
|
||||
string msg = TextManager.Get("dialogcannotfinditem", true);
|
||||
if (msg != null)
|
||||
{
|
||||
character.Speak(msg, identifier: "dialogcannotfinditem", minDurationBetweenSimilar: 20.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: remove?
|
||||
private void SpeakCannotReach()
|
||||
{
|
||||
if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective)
|
||||
{
|
||||
string TargetName = (moveToTarget as MapEntity)?.Name ?? (moveToTarget as Character)?.Name ?? moveToTarget.ToString();
|
||||
string msg = TargetName == null ? TextManager.Get("dialogcannotreachtarget", true) : TextManager.GetWithVariable("dialogcannotreachtarget", "[name]", TargetName, formatCapitals: !(moveToTarget is Character));
|
||||
if (msg != null)
|
||||
{
|
||||
character.Speak(msg, identifier: "dialogcannotreachtarget", minDurationBetweenSimilar: 20.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+49
-29
@@ -23,13 +23,14 @@ namespace Barotrauma
|
||||
/// <summary>
|
||||
/// Aborts the objective when this condition is true
|
||||
/// </summary>
|
||||
public Func<bool> abortCondition;
|
||||
public Func<AIObjectiveGoTo, bool> abortCondition;
|
||||
public Func<PathNode, bool> endNodeFilter;
|
||||
|
||||
public Func<float> priorityGetter;
|
||||
|
||||
public bool followControlledCharacter;
|
||||
public bool mimic;
|
||||
public bool SpeakIfFails { get; set; } = true;
|
||||
|
||||
public float extraDistanceWhileSwimming;
|
||||
public float extraDistanceOutsideSub;
|
||||
@@ -66,6 +67,8 @@ namespace Barotrauma
|
||||
public bool IgnoreIfTargetDead { get; set; }
|
||||
public bool AllowGoingOutside { get; set; }
|
||||
|
||||
public bool AlwaysUseEuclideanDistance { get; set; } = true;
|
||||
|
||||
public override bool AbandonWhenCannotCompleteSubjectives => !repeat;
|
||||
|
||||
public override bool AllowOutsideSubmarine => AllowGoingOutside;
|
||||
@@ -80,19 +83,14 @@ namespace Barotrauma
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
bool isOrder = objectiveManager.CurrentOrder == this;
|
||||
bool isOrder = objectiveManager.IsOrder(this);
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = !isOrder;
|
||||
return Priority;
|
||||
}
|
||||
if (followControlledCharacter && Character.Controlled == null)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = !isOrder;
|
||||
}
|
||||
if (Target is Entity e && e.Removed)
|
||||
if (Target == null || Target is Entity e && e.Removed)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = !isOrder;
|
||||
@@ -114,7 +112,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
Priority = isOrder ? AIObjectiveManager.OrderPriority : 10;
|
||||
Priority = isOrder ? objectiveManager.GetOrderPriority(this) : 10;
|
||||
}
|
||||
}
|
||||
return Priority;
|
||||
@@ -149,7 +147,7 @@ namespace Barotrauma
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target}", Color.Yellow);
|
||||
#endif
|
||||
if (objectiveManager.CurrentOrder != null && DialogueIdentifier != null)
|
||||
if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective && DialogueIdentifier != null && SpeakIfFails)
|
||||
{
|
||||
string msg = TargetName == null ? TextManager.Get(DialogueIdentifier, true) : TextManager.GetWithVariable(DialogueIdentifier, "[name]", TargetName, formatCapitals: !(Target is Character));
|
||||
if (msg != null)
|
||||
@@ -163,13 +161,15 @@ namespace Barotrauma
|
||||
{
|
||||
if (followControlledCharacter)
|
||||
{
|
||||
if (Character.Controlled == null)
|
||||
if (Character.Controlled != null && HumanAIController.IsFriendly(Character.Controlled))
|
||||
{
|
||||
Target = Character.Controlled;
|
||||
}
|
||||
if (Target == null)
|
||||
{
|
||||
Abandon = true;
|
||||
SteeringManager.Reset();
|
||||
return;
|
||||
}
|
||||
Target = Character.Controlled;
|
||||
}
|
||||
if (Target == character || character.SelectedBy != null && HumanAIController.IsFriendly(character.SelectedBy))
|
||||
{
|
||||
@@ -187,7 +187,6 @@ namespace Barotrauma
|
||||
if (e.Removed)
|
||||
{
|
||||
Abandon = true;
|
||||
SteeringManager.Reset();
|
||||
return;
|
||||
}
|
||||
else
|
||||
@@ -199,7 +198,7 @@ namespace Barotrauma
|
||||
if (!followControlledCharacter)
|
||||
{
|
||||
// Abandon if going through unsafe paths. Note ignores unsafe nodes when following an order or when the objective is set to ignore unsafe hulls.
|
||||
bool containsUnsafeNodes = HumanAIController.CurrentOrder == null && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls
|
||||
bool containsUnsafeNodes = character.IsDismissed && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls
|
||||
&& PathSteering != null && PathSteering.CurrentPath != null
|
||||
&& PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
|
||||
if (containsUnsafeNodes || HumanAIController.UnreachableHulls.Contains(targetHull))
|
||||
@@ -249,16 +248,18 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
bool needsEquipment = false;
|
||||
float minOxygen = character.Submarine == null ? 0 : AIObjectiveFindDivingGear.MIN_OXYGEN;
|
||||
if (needsDivingSuit)
|
||||
{
|
||||
needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
|
||||
needsEquipment = !HumanAIController.HasDivingSuit(character, minOxygen);
|
||||
}
|
||||
else if (needsDivingGear)
|
||||
{
|
||||
needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
|
||||
needsEquipment = !HumanAIController.HasDivingGear(character, minOxygen);
|
||||
}
|
||||
if (needsEquipment)
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
if (findDivingGear != null && !findDivingGear.CanBeCompleted)
|
||||
{
|
||||
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
|
||||
@@ -287,9 +288,14 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
float maxGapDistance = 500;
|
||||
Character targetCharacter = Target as Character;
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
if (character.CurrentHull == null)
|
||||
if (character.CurrentHull == null ||
|
||||
followControlledCharacter &&
|
||||
targetCharacter != null && (targetCharacter.CurrentHull == null) != (character.CurrentHull == null) &&
|
||||
Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition) < maxGapDistance * maxGapDistance)
|
||||
{
|
||||
if (seekGapsTimer > 0)
|
||||
{
|
||||
@@ -297,7 +303,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
SeekGaps(maxDistance: 500);
|
||||
SeekGaps(maxGapDistance);
|
||||
seekGapsTimer = seekGapsInterval * Rand.Range(0.1f, 1.1f);
|
||||
if (TargetGap != null)
|
||||
{
|
||||
@@ -326,7 +332,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (TargetGap != null)
|
||||
{
|
||||
if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, TargetGap.FlowTargetHull.WorldPosition, deltaTime))
|
||||
if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, followControlledCharacter ? Target.WorldPosition : TargetGap.FlowTargetHull.WorldPosition, deltaTime))
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
|
||||
return;
|
||||
@@ -346,7 +352,7 @@ namespace Barotrauma
|
||||
float closeEnough = 250;
|
||||
float squaredDistance = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition);
|
||||
bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!mimic ||
|
||||
(Target is Character targetCharacter && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
|
||||
(targetCharacter != null && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
|
||||
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, recursive: false, requireEquipped: true))
|
||||
{
|
||||
// Currently equipped scooter
|
||||
@@ -527,17 +533,24 @@ namespace Barotrauma
|
||||
{
|
||||
Gap selectedGap = null;
|
||||
float selectedDistance = -1;
|
||||
Vector2 toTargetNormalized = Vector2.Normalize(Target.WorldPosition - character.WorldPosition);
|
||||
foreach (Gap gap in Gap.GapList)
|
||||
{
|
||||
if (gap.Open < 1) { continue; }
|
||||
if (gap.FlowTargetHull == null) { continue; }
|
||||
if (gap.Submarine != Target.Submarine) { continue; }
|
||||
float distance = Vector2.DistanceSquared(character.WorldPosition, gap.WorldPosition);
|
||||
if (distance > maxDistance * maxDistance) { continue; }
|
||||
if (selectedGap == null || distance < selectedDistance)
|
||||
if (gap.Submarine == null) { continue; }
|
||||
if (!followControlledCharacter)
|
||||
{
|
||||
if (gap.FlowTargetHull == null) { continue; }
|
||||
if (gap.Submarine != Target.Submarine) { continue; }
|
||||
}
|
||||
Vector2 toGap = gap.WorldPosition - character.WorldPosition;
|
||||
if (Vector2.Dot(Vector2.Normalize(toGap), toTargetNormalized) < 0) { continue; }
|
||||
float squaredDistance = toGap.LengthSquared();
|
||||
if (squaredDistance > maxDistance * maxDistance) { continue; }
|
||||
if (selectedGap == null || squaredDistance < selectedDistance)
|
||||
{
|
||||
selectedGap = gap;
|
||||
selectedDistance = distance;
|
||||
selectedDistance = squaredDistance;
|
||||
}
|
||||
}
|
||||
TargetGap = selectedGap;
|
||||
@@ -554,6 +567,13 @@ namespace Barotrauma
|
||||
//otherwise characters can let go of the ladders too soon once they're close enough to the target
|
||||
if (PathSteering.CurrentPath.NextNode != null) { return false; }
|
||||
}
|
||||
if (!AlwaysUseEuclideanDistance && !character.AnimController.InWater)
|
||||
{
|
||||
float yDiff = Math.Abs(Target.WorldPosition.Y - character.WorldPosition.Y);
|
||||
if (yDiff > CloseEnough) { return false; }
|
||||
float xDiff = Math.Abs(Target.WorldPosition.X - character.WorldPosition.X);
|
||||
return xDiff <= CloseEnough;
|
||||
}
|
||||
return Vector2.DistanceSquared(Target.WorldPosition, character.WorldPosition) < CloseEnough * CloseEnough;
|
||||
}
|
||||
}
|
||||
@@ -569,7 +589,7 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return false;
|
||||
}
|
||||
if (abortCondition != null && abortCondition())
|
||||
if (abortCondition != null && abortCondition(this))
|
||||
{
|
||||
Abandon = true;
|
||||
return false;
|
||||
@@ -617,7 +637,7 @@ namespace Barotrauma
|
||||
|
||||
private void StopMovement()
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
SteeringManager.Reset();
|
||||
if (Target != null)
|
||||
{
|
||||
character.AnimController.TargetDir = Target.WorldPosition.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
|
||||
|
||||
+15
-3
@@ -21,9 +21,9 @@ namespace Barotrauma
|
||||
set
|
||||
{
|
||||
behavior = value;
|
||||
if (behavior == BehaviorType.StayInHull && character.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
if (behavior == BehaviorType.StayInHull && TargetHull == null)
|
||||
{
|
||||
DebugConsole.NewMessage($"AIObjectiveIdle.BehaviorType.StayInHull is implemented only for outpost NPCs. Using passive behavior for {character.Name} ({character.Info.Job.Prefab.Identifier})", color: Color.Red);
|
||||
DebugConsole.AddWarning($"Trying to set a character's behavior type to StayInHull, but target hull is not set. {character.Name} ({character.Info.Job.Prefab.Identifier})");
|
||||
behavior = BehaviorType.Passive;
|
||||
}
|
||||
switch (behavior)
|
||||
@@ -495,7 +495,7 @@ namespace Barotrauma
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.CurrentHull != hull) { continue; }
|
||||
if (AIObjectiveCleanupItems.IsValidTarget(item, character, checkInventory: true) && !ignoredItems.Contains(item))
|
||||
if (AIObjectiveCleanupItems.IsValidTarget(item, character, checkInventory: true, allowUnloading: false) && !ignoredItems.Contains(item))
|
||||
{
|
||||
itemsToClean.Add(item);
|
||||
}
|
||||
@@ -540,5 +540,17 @@ namespace Barotrauma
|
||||
ignoredItems.Clear();
|
||||
autonomousObjectiveRetryTimer = 10;
|
||||
}
|
||||
|
||||
public override void OnDeselected()
|
||||
{
|
||||
base.OnDeselected();
|
||||
foreach (var subObjective in SubObjectives)
|
||||
{
|
||||
if (subObjective is AIObjectiveCleanupItem cleanUpObjective)
|
||||
{
|
||||
cleanUpObjective.DropTarget();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+10
-9
@@ -11,6 +11,7 @@ namespace Barotrauma
|
||||
protected HashSet<T> ignoreList = new HashSet<T>();
|
||||
private float ignoreListTimer;
|
||||
protected float targetUpdateTimer;
|
||||
protected virtual float TargetUpdateTimeMultiplier { get; } = 1;
|
||||
|
||||
private float syncTimer;
|
||||
private readonly float syncTime = 1;
|
||||
@@ -61,7 +62,7 @@ namespace Barotrauma
|
||||
ignoreListTimer += deltaTime;
|
||||
}
|
||||
}
|
||||
if (targetUpdateTimer < 0)
|
||||
if (targetUpdateTimer <= 0)
|
||||
{
|
||||
UpdateTargets();
|
||||
}
|
||||
@@ -69,9 +70,9 @@ namespace Barotrauma
|
||||
{
|
||||
targetUpdateTimer -= deltaTime;
|
||||
}
|
||||
if (syncTimer < 0)
|
||||
if (syncTimer <= 0)
|
||||
{
|
||||
syncTimer = syncTime * Rand.Range(0.9f, 1.1f);
|
||||
syncTimer = Math.Min(syncTime * Rand.Range(0.9f, 1.1f), targetUpdateTimer);
|
||||
// Sync objectives, subobjectives and targets
|
||||
foreach (var objective in Objectives)
|
||||
{
|
||||
@@ -95,7 +96,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
// the timer is set between 1 and 10 seconds, depending on the priority modifier and a random +-25%
|
||||
private float SetTargetUpdateTimer() => targetUpdateTimer = 1 / MathHelper.Clamp(PriorityModifier * Rand.Range(0.75f, 1.25f), 0.1f, 1);
|
||||
private float CalculateTargetUpdateTimer() => targetUpdateTimer = 1 / MathHelper.Clamp(PriorityModifier * Rand.Range(0.75f, 1.25f), 0.1f, 1) * TargetUpdateTimeMultiplier;
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
@@ -139,13 +140,13 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
if (objectiveManager.IsOrder(this))
|
||||
{
|
||||
Priority = ForceOrderPriority ? AIObjectiveManager.OrderPriority : targetValue;
|
||||
Priority = ForceOrderPriority ? objectiveManager.GetOrderPriority(this) : targetValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
|
||||
float max = AIObjectiveManager.LowestOrderPriority - 1;
|
||||
float value = MathHelper.Clamp((CumulatedDevotion + (targetValue * PriorityModifier)) / 100, 0, 1);
|
||||
Priority = MathHelper.Lerp(0, max, value);
|
||||
}
|
||||
@@ -156,7 +157,7 @@ namespace Barotrauma
|
||||
|
||||
protected void UpdateTargets()
|
||||
{
|
||||
SetTargetUpdateTimer();
|
||||
CalculateTargetUpdateTimer();
|
||||
Targets.Clear();
|
||||
FindTargets();
|
||||
CreateObjectives();
|
||||
@@ -167,7 +168,7 @@ namespace Barotrauma
|
||||
foreach (T target in GetList())
|
||||
{
|
||||
// The bots always find targets when the objective is an order.
|
||||
if (objectiveManager.CurrentOrder != this)
|
||||
if (!objectiveManager.IsOrder(this))
|
||||
{
|
||||
// Battery or pump states cannot currently be reported (not implemented) and therefore we must ignore them -> the bots always know if they require attention.
|
||||
bool ignore = this is AIObjectiveChargeBatteries || this is AIObjectivePumpWater;
|
||||
|
||||
+232
-92
@@ -1,6 +1,6 @@
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Networking; // used by the server
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -10,8 +10,8 @@ namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveManager
|
||||
{
|
||||
// TODO: expose
|
||||
public const float OrderPriority = 70;
|
||||
public const float HighestOrderPriority = 70;
|
||||
public const float LowestOrderPriority = 60;
|
||||
public const float RunPriority = 50;
|
||||
// Constantly increases the priority of the selected objective, unless overridden
|
||||
public const float baseDevotion = 5;
|
||||
@@ -25,7 +25,6 @@ namespace Barotrauma
|
||||
|
||||
public HumanAIController HumanAIController => character.AIController as HumanAIController;
|
||||
|
||||
|
||||
private float _waitTimer;
|
||||
/// <summary>
|
||||
/// When set above zero, the character will stand still doing nothing until the timer runs out. Does not affect orders, find safety or combat.
|
||||
@@ -39,26 +38,25 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public AIObjective CurrentOrder { get; private set; }
|
||||
public List<OrderInfo> CurrentOrders { get; } = new List<OrderInfo>();
|
||||
/// <summary>
|
||||
/// The AIObjective in <see cref="CurrentOrders"/> with the highest <see cref="AIObjective.Priority"/>
|
||||
/// </summary>
|
||||
public AIObjective CurrentOrder
|
||||
{
|
||||
get
|
||||
{
|
||||
return ForcedOrder ?? currentOrder;
|
||||
}
|
||||
private set
|
||||
{
|
||||
currentOrder = value;
|
||||
}
|
||||
}
|
||||
private AIObjective currentOrder;
|
||||
public AIObjective ForcedOrder { get; private set; }
|
||||
public AIObjective CurrentObjective { get; private set; }
|
||||
|
||||
public bool IsCurrentOrder<T>() where T : AIObjective => CurrentOrder is T;
|
||||
public bool IsCurrentObjective<T>() where T : AIObjective => CurrentObjective is T;
|
||||
public bool IsActiveObjective<T>() where T : AIObjective => GetActiveObjective() is T;
|
||||
|
||||
public AIObjective GetActiveObjective() => CurrentObjective?.GetActiveObjective();
|
||||
/// <summary>
|
||||
/// Returns the last active objective of the specific type.
|
||||
/// </summary>
|
||||
public T GetActiveObjective<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).LastOrDefault(so => so is T) as T;
|
||||
|
||||
/// <summary>
|
||||
/// Returns all active objectives of the specific type. Creates a new collection -> don't use too frequently.
|
||||
/// </summary>
|
||||
public IEnumerable<T> GetActiveObjectives<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).Where(so => so is T).Select(so => so as T);
|
||||
|
||||
public bool HasActiveObjective<T>() where T : AIObjective => CurrentObjective is T || CurrentObjective != null && CurrentObjective.GetSubObjectivesRecursive().Any(so => so is T);
|
||||
|
||||
public AIObjectiveManager(Character character)
|
||||
{
|
||||
this.character = character;
|
||||
@@ -134,7 +132,13 @@ namespace Barotrauma
|
||||
}
|
||||
var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
|
||||
if (order == null) { continue; }
|
||||
if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC) { continue; }
|
||||
if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
if (Submarine.MainSub != null && Submarine.MainSub.DockedTo.None(s => s.TeamID != CharacterTeamType.FriendlyNPC && s.TeamID != character.TeamID))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
var objective = CreateObjective(order, autonomousObjective.option, character, isAutonomous: true, autonomousObjective.priorityModifier);
|
||||
if (objective != null && objective.CanBeCompleted)
|
||||
{
|
||||
@@ -162,7 +166,11 @@ namespace Barotrauma
|
||||
coroutine = CoroutineManager.InvokeAfter(() =>
|
||||
{
|
||||
//round ended before the coroutine finished
|
||||
#if CLIENT
|
||||
if (GameMain.GameSession == null || Level.Loaded == null && !(GameMain.GameSession.GameMode is TestGameMode)) { return; }
|
||||
#else
|
||||
if (GameMain.GameSession == null || Level.Loaded == null) { return; }
|
||||
#endif
|
||||
DelayedObjectives.Remove(objective);
|
||||
AddObjective(objective);
|
||||
callback?.Invoke();
|
||||
@@ -200,21 +208,34 @@ namespace Barotrauma
|
||||
|
||||
public void UpdateObjectives(float deltaTime)
|
||||
{
|
||||
if (CurrentOrder != null)
|
||||
UpdateOrderObjective(ForcedOrder);
|
||||
|
||||
if (CurrentOrders.Any())
|
||||
{
|
||||
foreach(var order in CurrentOrders)
|
||||
{
|
||||
var orderObjective = order.Objective;
|
||||
UpdateOrderObjective(orderObjective);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateOrderObjective(AIObjective orderObjective)
|
||||
{
|
||||
if (orderObjective == null) { return; }
|
||||
#if DEBUG
|
||||
// Note: don't automatically remove orders here. Removing orders needs to be done via dismissing.
|
||||
if (CurrentOrder.IsCompleted)
|
||||
if (orderObjective.IsCompleted)
|
||||
{
|
||||
DebugConsole.NewMessage($"{character.Name}: ORDER {CurrentOrder.DebugTag} IS COMPLETED. CURRENTLY ALL ORDERS SHOULD BE LOOPING.", Color.Red);
|
||||
DebugConsole.NewMessage($"{character.Name}: ORDER {orderObjective.DebugTag} IS COMPLETED. CURRENTLY ALL ORDERS SHOULD BE LOOPING.", Color.Red);
|
||||
}
|
||||
else if (!CurrentOrder.CanBeCompleted)
|
||||
else if (!orderObjective.CanBeCompleted)
|
||||
{
|
||||
DebugConsole.NewMessage($"{character.Name}: ORDER {CurrentOrder.DebugTag}, CANNOT BE COMPLETED.", Color.Red);
|
||||
DebugConsole.NewMessage($"{character.Name}: ORDER {orderObjective.DebugTag}, CANNOT BE COMPLETED.", Color.Red);
|
||||
}
|
||||
#endif
|
||||
CurrentOrder.Update(deltaTime);
|
||||
orderObjective.Update(deltaTime);
|
||||
}
|
||||
|
||||
if (WaitTimer > 0)
|
||||
{
|
||||
WaitTimer -= deltaTime;
|
||||
@@ -248,7 +269,29 @@ namespace Barotrauma
|
||||
|
||||
public void SortObjectives()
|
||||
{
|
||||
CurrentOrder?.GetPriority();
|
||||
ForcedOrder?.GetPriority();
|
||||
|
||||
AIObjective orderWithHighestPriority = null;
|
||||
float highestPriority = 0;
|
||||
foreach (var currentOrder in CurrentOrders)
|
||||
{
|
||||
var orderObjective = currentOrder.Objective;
|
||||
if (orderObjective == null) { continue; }
|
||||
orderObjective.GetPriority();
|
||||
if (orderWithHighestPriority == null || orderObjective.Priority > highestPriority)
|
||||
{
|
||||
orderWithHighestPriority = orderObjective;
|
||||
highestPriority = orderObjective.Priority;
|
||||
}
|
||||
}
|
||||
#if SERVER
|
||||
if (orderWithHighestPriority != null && orderWithHighestPriority != currentOrder)
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(character, new object[] { NetEntityEvent.Type.ObjectiveManagerOrderState });
|
||||
}
|
||||
#endif
|
||||
CurrentOrder = orderWithHighestPriority;
|
||||
|
||||
for (int i = Objectives.Count - 1; i >= 0; i--)
|
||||
{
|
||||
Objectives[i].GetPriority();
|
||||
@@ -257,6 +300,7 @@ namespace Barotrauma
|
||||
{
|
||||
Objectives.Sort((x, y) => y.Priority.CompareTo(x.Priority));
|
||||
}
|
||||
|
||||
GetCurrentObjective()?.SortSubObjectives();
|
||||
}
|
||||
|
||||
@@ -272,13 +316,19 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void SetOrder(AIObjective objective)
|
||||
public void SetForcedOrder(AIObjective objective)
|
||||
{
|
||||
CurrentOrder = objective;
|
||||
ForcedOrder = objective;
|
||||
}
|
||||
|
||||
public void ClearForcedOrder()
|
||||
{
|
||||
ForcedOrder = null;
|
||||
SortObjectives();
|
||||
}
|
||||
|
||||
private CoroutineHandle speakRoutine;
|
||||
public void SetOrder(Order order, string option, Character orderGiver, bool speak)
|
||||
public void SetOrder(Order order, string option, int priority, Character orderGiver, bool speak)
|
||||
{
|
||||
if (character.IsDead)
|
||||
{
|
||||
@@ -289,8 +339,53 @@ namespace Barotrauma
|
||||
#endif
|
||||
}
|
||||
ClearIgnored();
|
||||
CurrentOrder = CreateObjective(order, option, orderGiver, isAutonomous: false);
|
||||
if (CurrentOrder == null)
|
||||
|
||||
if (order == null || order.Identifier == "dismissed")
|
||||
{
|
||||
if (!string.IsNullOrEmpty(option))
|
||||
{
|
||||
if (CurrentOrders.Any(o => o.MatchesDismissedOrder(option)))
|
||||
{
|
||||
var dismissedOrderInfo = CurrentOrders.First(o => o.MatchesDismissedOrder(option));
|
||||
CurrentOrders.Remove(dismissedOrderInfo);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentOrders.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure the order priorities reflect those set by the player
|
||||
for (int i = CurrentOrders.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var currentOrder = CurrentOrders[i];
|
||||
if (currentOrder.Objective == null || currentOrder.MatchesOrder(order, option))
|
||||
{
|
||||
CurrentOrders.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
var currentOrderInfo = character.GetCurrentOrder(currentOrder.Order, currentOrder.OrderOption);
|
||||
if (currentOrderInfo.HasValue)
|
||||
{
|
||||
int currentPriority = currentOrderInfo.Value.ManualPriority;
|
||||
if (currentOrder.ManualPriority != currentPriority)
|
||||
{
|
||||
CurrentOrders[i] = new OrderInfo(currentOrder, currentPriority);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentOrders.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
var newCurrentOrder = CreateObjective(order, option, orderGiver, isAutonomous: false);
|
||||
if (newCurrentOrder != null)
|
||||
{
|
||||
CurrentOrders.Add(new OrderInfo(order, option, priority, newCurrentOrder));
|
||||
}
|
||||
if (!HasOrders())
|
||||
{
|
||||
// Recreate objectives, because some of them may be removed, if impossible to complete (e.g. due to path finding)
|
||||
CreateAutonomousObjectives();
|
||||
@@ -298,56 +393,57 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
// This should be redundant, because all the objectives are reset when they are selected as active.
|
||||
CurrentOrder.Reset();
|
||||
if (speak)
|
||||
newCurrentOrder?.Reset();
|
||||
|
||||
if (speak && character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f);
|
||||
if (speakRoutine != null)
|
||||
{
|
||||
CoroutineManager.StopCoroutines(speakRoutine);
|
||||
}
|
||||
speakRoutine = CoroutineManager.InvokeAfter(() =>
|
||||
{
|
||||
if (GameMain.GameSession == null || Level.Loaded == null) { return; }
|
||||
if (CurrentOrder != null && character.SpeechImpediment < 100.0f)
|
||||
{
|
||||
if (CurrentOrder is AIObjectiveRepairItems repairItems && repairItems.Targets.None())
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogNoRepairTargets"), null, 3.0f, "norepairtargets");
|
||||
}
|
||||
else if (CurrentOrder is AIObjectiveChargeBatteries chargeBatteries && chargeBatteries.Targets.None())
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogNoBatteries"), null, 3.0f, "nobatteries");
|
||||
}
|
||||
else if (CurrentOrder is AIObjectiveExtinguishFires extinguishFires && extinguishFires.Targets.None())
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire");
|
||||
}
|
||||
else if (CurrentOrder is AIObjectiveFixLeaks fixLeaks && fixLeaks.Targets.None())
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogNoLeaks"), null, 3.0f, "noleaks");
|
||||
}
|
||||
else if (CurrentOrder is AIObjectiveFightIntruders fightIntruders && fightIntruders.Targets.None())
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogNoEnemies"), null, 3.0f, "noenemies");
|
||||
}
|
||||
else if (CurrentOrder is AIObjectiveRescueAll rescueAll && rescueAll.Targets.None())
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogNoRescueTargets"), null, 3.0f, "norescuetargets");
|
||||
}
|
||||
else if (CurrentOrder is AIObjectivePumpWater pumpWater && pumpWater.Targets.None())
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogNoPumps"), null, 3.0f, "nopumps");
|
||||
}
|
||||
}
|
||||
}, 3);
|
||||
//if (speakRoutine != null)
|
||||
//{
|
||||
// CoroutineManager.StopCoroutines(speakRoutine);
|
||||
//}
|
||||
//speakRoutine = CoroutineManager.InvokeAfter(() =>
|
||||
//{
|
||||
// if (GameMain.GameSession == null || Level.Loaded == null) { return; }
|
||||
// if (newCurrentOrder != null && character.SpeechImpediment < 100.0f)
|
||||
// {
|
||||
// if (newCurrentOrder is AIObjectiveRepairItems repairItems && repairItems.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoRepairTargets"), null, 3.0f, "norepairtargets");
|
||||
// }
|
||||
// else if (newCurrentOrder is AIObjectiveChargeBatteries chargeBatteries && chargeBatteries.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoBatteries"), null, 3.0f, "nobatteries");
|
||||
// }
|
||||
// else if (newCurrentOrder is AIObjectiveExtinguishFires extinguishFires && extinguishFires.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire");
|
||||
// }
|
||||
// else if (newCurrentOrder is AIObjectiveFixLeaks fixLeaks && fixLeaks.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoLeaks"), null, 3.0f, "noleaks");
|
||||
// }
|
||||
// else if (newCurrentOrder is AIObjectiveFightIntruders fightIntruders && fightIntruders.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoEnemies"), null, 3.0f, "noenemies");
|
||||
// }
|
||||
// else if (newCurrentOrder is AIObjectiveRescueAll rescueAll && rescueAll.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoRescueTargets"), null, 3.0f, "norescuetargets");
|
||||
// }
|
||||
// else if (newCurrentOrder is AIObjectivePumpWater pumpWater && pumpWater.Targets.None())
|
||||
// {
|
||||
// character.Speak(TextManager.Get("DialogNoPumps"), null, 3.0f, "nopumps");
|
||||
// }
|
||||
// }
|
||||
//}, 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public AIObjective CreateObjective(Order order, string option, Character orderGiver, bool isAutonomous, float priorityModifier = 1)
|
||||
{
|
||||
if (order == null) { return null; }
|
||||
if (order == null || order.Identifier == "dismissed") { return null; }
|
||||
AIObjective newObjective;
|
||||
switch (order.Identifier.ToLowerInvariant())
|
||||
{
|
||||
@@ -360,7 +456,7 @@ namespace Barotrauma
|
||||
extraDistanceWhileSwimming = 100,
|
||||
AllowGoingOutside = true,
|
||||
IgnoreIfTargetDead = true,
|
||||
followControlledCharacter = orderGiver == character,
|
||||
followControlledCharacter = true,
|
||||
mimic = true,
|
||||
DialogueIdentifier = "dialogcannotreachplace"
|
||||
};
|
||||
@@ -430,7 +526,7 @@ namespace Barotrauma
|
||||
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, false, priorityModifier: priorityModifier)
|
||||
{
|
||||
IsLoop = false,
|
||||
Override = character.CurrentOrder != null,
|
||||
Override = !character.IsDismissed,
|
||||
completionCondition = () =>
|
||||
{
|
||||
if (float.TryParse(option, out float pct))
|
||||
@@ -483,21 +579,9 @@ namespace Barotrauma
|
||||
return newObjective;
|
||||
}
|
||||
|
||||
private void DismissSelf()
|
||||
{
|
||||
#if CLIENT
|
||||
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.IsSinglePlayer)
|
||||
{
|
||||
GameMain.GameSession?.CrewManager?.SetCharacterOrder(character, Order.GetPrefab("dismissed"), null, character);
|
||||
}
|
||||
#else
|
||||
GameMain.Server?.SendOrderChatMessage(new OrderChatMessage(Order.GetPrefab("dismissed"), null, null, character, character));
|
||||
#endif
|
||||
}
|
||||
|
||||
private bool IsAllowedToWait()
|
||||
{
|
||||
if (CurrentOrder != null) { return false; }
|
||||
if (HasOrders()) { return false; }
|
||||
if (CurrentObjective is AIObjectiveCombat || CurrentObjective is AIObjectiveFindSafety) { return false; }
|
||||
if (character.AnimController.InWater) { return false; }
|
||||
if (character.IsClimbing) { return false; }
|
||||
@@ -508,5 +592,61 @@ namespace Barotrauma
|
||||
if (AIObjectiveIdle.IsForbidden(character.CurrentHull)) { return false; }
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool IsCurrentOrder<T>() where T : AIObjective => CurrentOrder is T;
|
||||
public bool IsCurrentObjective<T>() where T : AIObjective => CurrentObjective is T;
|
||||
public bool IsActiveObjective<T>() where T : AIObjective => GetActiveObjective() is T;
|
||||
|
||||
public AIObjective GetActiveObjective() => CurrentObjective?.GetActiveObjective();
|
||||
/// <summary>
|
||||
/// Returns the last active objective of the specific type.
|
||||
/// </summary>
|
||||
public T GetActiveObjective<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).LastOrDefault(so => so is T) as T;
|
||||
|
||||
/// <summary>
|
||||
/// Returns all active objectives of the specific type. Creates a new collection -> don't use too frequently.
|
||||
/// </summary>
|
||||
public IEnumerable<T> GetActiveObjectives<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).Where(so => so is T).Select(so => so as T);
|
||||
|
||||
public bool HasActiveObjective<T>() where T : AIObjective => CurrentObjective is T || CurrentObjective != null && CurrentObjective.GetSubObjectivesRecursive().Any(so => so is T);
|
||||
|
||||
public bool IsOrder(AIObjective objective)
|
||||
{
|
||||
return objective == ForcedOrder || CurrentOrders.Any(o => o.Objective == objective);
|
||||
}
|
||||
|
||||
public bool HasOrders()
|
||||
{
|
||||
return ForcedOrder != null || CurrentOrders.Any();
|
||||
}
|
||||
|
||||
public bool HasOrder<T>() where T : AIObjective
|
||||
{
|
||||
return ForcedOrder is T || CurrentOrders.Any(o => o.Objective is T);
|
||||
}
|
||||
|
||||
public float GetOrderPriority(AIObjective objective)
|
||||
{
|
||||
if (objective == ForcedOrder) { return HighestOrderPriority; }
|
||||
var currentOrder = CurrentOrders.FirstOrDefault(o => o.Objective == objective);
|
||||
if (currentOrder.Objective == null)
|
||||
{
|
||||
return HighestOrderPriority;
|
||||
}
|
||||
else if (currentOrder.ManualPriority > 0)
|
||||
{
|
||||
return MathHelper.Lerp(LowestOrderPriority, HighestOrderPriority, MathUtils.InverseLerp(1, CharacterInfo.HighestManualOrderPriority, currentOrder.ManualPriority));
|
||||
}
|
||||
#if DEBUG
|
||||
DebugConsole.AddWarning("Error in order priority: shouldn't return 0!");
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
|
||||
public OrderInfo? GetCurrentOrderInfo()
|
||||
{
|
||||
if (currentOrder == null) { return null; }
|
||||
return CurrentOrders.FirstOrDefault(o => o.Objective == CurrentOrder);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+30
-15
@@ -36,7 +36,7 @@ namespace Barotrauma
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
bool isOrder = objectiveManager.CurrentOrder == this;
|
||||
bool isOrder = objectiveManager.IsOrder(this);
|
||||
if (!IsAllowed || character.LockHands)
|
||||
{
|
||||
Priority = 0;
|
||||
@@ -51,7 +51,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (isOrder)
|
||||
{
|
||||
Priority = AIObjectiveManager.OrderPriority;
|
||||
Priority = objectiveManager.GetOrderPriority(this);
|
||||
}
|
||||
ItemComponent target = GetTarget();
|
||||
Item targetItem = target?.Item;
|
||||
@@ -69,10 +69,9 @@ namespace Barotrauma
|
||||
{
|
||||
if (!isOrder)
|
||||
{
|
||||
if (reactor.LastUserWasPlayer && character.TeamID != CharacterTeamType.FriendlyNPC ||
|
||||
HumanAIController.IsTrueForAnyCrewMember(c =>
|
||||
c.ObjectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder.GetTarget() == target))
|
||||
if (reactor.LastUserWasPlayer && character.TeamID != CharacterTeamType.FriendlyNPC)
|
||||
{
|
||||
// The reactor was previously operated by a player -> ignore.
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
@@ -89,11 +88,15 @@ namespace Barotrauma
|
||||
case "powerup":
|
||||
// Check that we don't already have another order that is targeting the same item.
|
||||
// Without this the autonomous objective will tell the bot to turn the reactor on again.
|
||||
if (objectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder != this && operateOrder.GetTarget() == target && operateOrder.Option != Option)
|
||||
if (IsAnotherOrderTargetingSameItem(objectiveManager.ForcedOrder) || objectiveManager.CurrentOrders.Any(o => IsAnotherOrderTargetingSameItem(o.Objective)))
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
bool IsAnotherOrderTargetingSameItem(AIObjective objective)
|
||||
{
|
||||
return objective is AIObjectiveOperateItem operateObjective && operateObjective != this && operateObjective.GetTarget() == target && operateObjective.Option != Option;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -108,14 +111,23 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
float value = CumulatedDevotion + (AIObjectiveManager.OrderPriority * PriorityModifier);
|
||||
float max = isOrder ? MathHelper.Min(AIObjectiveManager.OrderPriority, 90) : AIObjectiveManager.RunPriority - 1;
|
||||
if (!isOrder && reactor != null && reactor.PowerOn && Option == "powerup")
|
||||
if (isOrder)
|
||||
{
|
||||
// Decrease the priority when targeting a reactor that is already on.
|
||||
value /= 2;
|
||||
float max = objectiveManager.GetOrderPriority(this);
|
||||
float value = CumulatedDevotion + (max * PriorityModifier);
|
||||
Priority = MathHelper.Clamp(value, 0, max);
|
||||
}
|
||||
else
|
||||
{
|
||||
float value = CumulatedDevotion + (AIObjectiveManager.LowestOrderPriority * PriorityModifier);
|
||||
float max = AIObjectiveManager.LowestOrderPriority - 1;
|
||||
if (reactor != null && reactor.PowerOn && reactor.FissionRate > 1 && Option == "powerup")
|
||||
{
|
||||
// Decrease the priority when targeting a reactor that is already on.
|
||||
value /= 2;
|
||||
}
|
||||
Priority = MathHelper.Clamp(value, 0, max);
|
||||
}
|
||||
Priority = MathHelper.Clamp(value, 0, max);
|
||||
}
|
||||
}
|
||||
return Priority;
|
||||
@@ -154,15 +166,18 @@ namespace Barotrauma
|
||||
ItemComponent target = GetTarget();
|
||||
if (useController && controller == null)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogCantFindController", "[item]", component.Item.Name, true), null, 2.0f, "cantfindcontroller", 30.0f);
|
||||
if (character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogCantFindController", "[item]", component.Item.Name, true), null, 2.0f, "cantfindcontroller", 30.0f);
|
||||
}
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (operateTarget != null)
|
||||
{
|
||||
if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
|
||||
if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.Character.IsBot && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
|
||||
{
|
||||
// Another crew member is already targeting this entity.
|
||||
// Another crew member is already targeting this entity (leak).
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
|
||||
+11
-27
@@ -59,13 +59,13 @@ namespace Barotrauma
|
||||
float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + yDist;
|
||||
distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 4000, dist));
|
||||
}
|
||||
float requiredSuccessFactor = objectiveManager.IsCurrentOrder<AIObjectiveRepairItems>() ? 0 : AIObjectiveRepairItems.RequiredSuccessFactor;
|
||||
float requiredSuccessFactor = objectiveManager.HasOrder<AIObjectiveRepairItems>() ? 0 : AIObjectiveRepairItems.RequiredSuccessFactor;
|
||||
float severity = isPriority ? 1 : AIObjectiveRepairItems.GetTargetPriority(Item, character, requiredSuccessFactor) / 100;
|
||||
bool isSelected = IsRepairing();
|
||||
float selectedBonus = isSelected ? 100 - MaxDevotion : 0;
|
||||
float devotion = (CumulatedDevotion + selectedBonus) / 100;
|
||||
float reduction = isPriority ? 1 : isSelected ? 2 : 3;
|
||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - reduction, 90);
|
||||
float max = AIObjectiveManager.LowestOrderPriority - reduction;
|
||||
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
|
||||
}
|
||||
return Priority;
|
||||
@@ -74,7 +74,7 @@ namespace Barotrauma
|
||||
protected override bool Check()
|
||||
{
|
||||
IsCompleted = Item.IsFullCondition;
|
||||
if (IsCompleted && IsRepairing())
|
||||
if (character.IsOnPlayerTeam && IsCompleted && IsRepairing())
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogItemRepaired", "[itemname]", Item.Name, true), null, 0.0f, "itemrepaired", 10.0f);
|
||||
}
|
||||
@@ -97,7 +97,10 @@ namespace Barotrauma
|
||||
var getItemObjective = new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true);
|
||||
if (objectiveManager.IsCurrentOrder<AIObjectiveRepairItems>())
|
||||
{
|
||||
getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindrequireditemtorepair"), null, 0.0f, "dialogcannotfindrequireditemtorepair", 10.0f);
|
||||
if (character.IsOnPlayerTeam)
|
||||
{
|
||||
getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindrequireditemtorepair"), null, 0.0f, "dialogcannotfindrequireditemtorepair", 10.0f);
|
||||
}
|
||||
}
|
||||
subObjectives.Add(getItemObjective);
|
||||
}
|
||||
@@ -119,27 +122,8 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
// Eject empty tanks
|
||||
if (repairTool.Item.OwnInventory.AllItems.Any(it => it.Condition <= 0.0f))
|
||||
{
|
||||
foreach (Item containedItem in repairTool.Item.OwnInventory.AllItemsMod)
|
||||
{
|
||||
if (containedItem == null) { continue; }
|
||||
if (containedItem.Condition <= 0.0f)
|
||||
{
|
||||
if (character.Submarine == null)
|
||||
{
|
||||
// If we are outside of main sub, try to put the tank in the inventory instead dropping it in the sea.
|
||||
if (character.Inventory.TryPutItem(containedItem, character, CharacterInventory.anySlot))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
containedItem.Drop(character);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HumanAIController.UnequipContainedItems(repairTool.Item, it => !it.HasTag("weldingfuel"));
|
||||
HumanAIController.UnequipEmptyItems(repairTool.Item);
|
||||
RelatedItem item = null;
|
||||
Item fuel = null;
|
||||
foreach (RelatedItem requiredItem in repairTool.requiredItems[RelatedItem.RelationType.Contained])
|
||||
@@ -193,7 +177,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (Abandon)
|
||||
{
|
||||
if (IsRepairing())
|
||||
if (character.IsOnPlayerTeam && IsRepairing())
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f);
|
||||
}
|
||||
@@ -228,7 +212,7 @@ namespace Barotrauma
|
||||
onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
if (IsRepairing())
|
||||
if (character.IsOnPlayerTeam && IsRepairing())
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f);
|
||||
}
|
||||
|
||||
+3
-1
@@ -104,7 +104,7 @@ namespace Barotrauma
|
||||
}
|
||||
bool anyFixers = otherFixers > 0;
|
||||
float ratio = anyFixers ? items / (float)otherFixers : 1;
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
if (objectiveManager.IsOrder(this))
|
||||
{
|
||||
return Targets.Sum(t => 100 - t.ConditionPercentage);
|
||||
}
|
||||
@@ -153,6 +153,8 @@ namespace Barotrauma
|
||||
if (item.IsFullCondition) { return false; }
|
||||
if (item.CurrentHull == null) { return false; }
|
||||
if (item.Submarine == null || character.Submarine == null) { return false; }
|
||||
//player crew ignores items in outposts
|
||||
if (character.IsOnPlayerTeam && item.Submarine.Info.IsOutpost) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(item, includingConnectedSubs: true)) { return false; }
|
||||
if (item.Repairables.None()) { return false; }
|
||||
return true;
|
||||
|
||||
+14
-8
@@ -78,14 +78,14 @@ namespace Barotrauma
|
||||
// Check if the character needs more oxygen
|
||||
if (!ignoreOxygen && character.SelectedCharacter == targetCharacter || character.CanInteractWith(targetCharacter))
|
||||
{
|
||||
// Replace empty oxygen tank
|
||||
// First remove empty tanks
|
||||
// Replace empty oxygen and welding fuel.
|
||||
if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.HEAVY_DIVING_GEAR, out IEnumerable<Item> suits, requireEquipped: true))
|
||||
{
|
||||
Item suit = suits.FirstOrDefault();
|
||||
if (suit != null)
|
||||
{
|
||||
AIObjectiveFindDivingGear.EjectEmptyTanks(character, suit, out _);
|
||||
AIController.UnequipEmptyItems(character, suit);
|
||||
AIController.UnequipContainedItems(character, suit, it => it.HasTag("weldingfuel"));
|
||||
}
|
||||
}
|
||||
else if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR, out IEnumerable<Item> masks, requireEquipped: true))
|
||||
@@ -93,7 +93,8 @@ namespace Barotrauma
|
||||
Item mask = masks.FirstOrDefault();
|
||||
if (mask != null)
|
||||
{
|
||||
AIObjectiveFindDivingGear.EjectEmptyTanks(character, mask, out _);
|
||||
AIController.UnequipEmptyItems(character, mask);
|
||||
AIController.UnequipContainedItems(character, mask, it => it.HasTag("weldingfuel"));
|
||||
}
|
||||
}
|
||||
bool ShouldRemoveDivingSuit() => targetCharacter.OxygenAvailable < CharacterHealth.InsufficientOxygenThreshold && targetCharacter.CurrentHull?.LethalPressure <= 0;
|
||||
@@ -322,7 +323,7 @@ namespace Barotrauma
|
||||
{
|
||||
itemListStr = string.Join(" or ", string.Join(", ", itemNameList.Take(itemNameList.Count - 1)), itemNameList.Last());
|
||||
}
|
||||
if (targetCharacter != character)
|
||||
if (targetCharacter != character && character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariables("DialogListRequiredTreatments", new string[2] { "[targetname]", "[treatmentlist]" },
|
||||
new string[2] { targetCharacter.Name, itemListStr }, new bool[2] { false, true }),
|
||||
@@ -336,7 +337,10 @@ namespace Barotrauma
|
||||
onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
character.Speak(TextManager.GetWithVariable("dialogcannottreatpatient", "[name]", targetCharacter.DisplayName, formatCapitals: false), identifier: "cannottreatpatient", minDurationBetweenSimilar: 20.0f);
|
||||
if (character != targetCharacter && character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("dialogcannottreatpatient", "[name]", targetCharacter.DisplayName, formatCapitals: false), identifier: "cannottreatpatient", minDurationBetweenSimilar: 20.0f);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -383,8 +387,10 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return false;
|
||||
}
|
||||
bool isCompleted = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter);
|
||||
if (isCompleted && targetCharacter != character)
|
||||
bool isCompleted =
|
||||
AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter) ||
|
||||
targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Strength < a.Prefab.TreatmentThreshold);
|
||||
if (isCompleted && targetCharacter != character && character.IsOnPlayerTeam)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariable("DialogTargetHealed", "[targetname]", targetCharacter.Name),
|
||||
null, 1.0f, "targethealed" + targetCharacter.Name, 60.0f);
|
||||
|
||||
+9
-5
@@ -25,8 +25,8 @@ namespace Barotrauma
|
||||
{
|
||||
// When targeting player characters, always treat them when ordered, else use the threshold so that minor/non-severe damage is ignored.
|
||||
// If we ignore any damage when the player orders a bot to do healings, it's observed to cause confusion among the players.
|
||||
// On the other hand, if the bots too eagerly heal characters when it's not nevessary, it's inefficient and can feel frustrating, because it can't be controlled.
|
||||
return character == target || manager.CurrentOrder is AIObjectiveRescueAll ? (target.IsPlayer ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
|
||||
// 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.
|
||||
return character == target || manager.HasOrder<AIObjectiveRescueAll>() ? (target.IsPlayer ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -40,7 +40,7 @@ namespace Barotrauma
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
if (Targets.None()) { return 100; }
|
||||
if (objectiveManager.CurrentOrder != this)
|
||||
if (!objectiveManager.IsOrder(this))
|
||||
{
|
||||
if (!character.IsMedic && HumanAIController.IsTrueForAnyCrewMember(c => c != HumanAIController && c.Character.IsMedic && !c.Character.IsUnconscious))
|
||||
{
|
||||
@@ -82,8 +82,12 @@ namespace Barotrauma
|
||||
if (!HumanAIController.IsFriendly(character, target, onlySameTeam: true)) { return false; }
|
||||
if (character.AIController is HumanAIController humanAI)
|
||||
{
|
||||
if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target)) { return false; }
|
||||
if (!humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveRescueAll>())
|
||||
if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target) ||
|
||||
target.CharacterHealth.GetAllAfflictions().All(a => a.Strength < a.Prefab.TreatmentThreshold))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!humanAI.ObjectiveManager.HasOrder<AIObjectiveRescueAll>())
|
||||
{
|
||||
if (!character.IsMedic && target != character)
|
||||
{
|
||||
|
||||
@@ -19,27 +19,62 @@ namespace Barotrauma
|
||||
|
||||
struct OrderInfo
|
||||
{
|
||||
public string ComponentIdentifier { get; set; }
|
||||
public Order Order { get; private set; }
|
||||
public string OrderOption { get; private set; }
|
||||
public Order Order { get; }
|
||||
public string OrderOption { get; }
|
||||
public int ManualPriority { get; }
|
||||
public OrderType Type { get; }
|
||||
public AIObjective Objective { get; }
|
||||
public bool IsCurrentOrder => Type == OrderType.Current;
|
||||
|
||||
public OrderInfo(Order order, string orderOption)
|
||||
public enum OrderType
|
||||
{
|
||||
Current,
|
||||
Previous
|
||||
}
|
||||
|
||||
private OrderInfo(Order order, string orderOption, int manualPriority, OrderType orderType, AIObjective objective)
|
||||
{
|
||||
ComponentIdentifier = "currentorder";
|
||||
Order = order;
|
||||
OrderOption = orderOption;
|
||||
ManualPriority = Math.Min(manualPriority, CharacterInfo.HighestManualOrderPriority);
|
||||
Type = orderType;
|
||||
Objective = objective;
|
||||
}
|
||||
|
||||
public OrderInfo(OrderInfo orderInfo)
|
||||
{
|
||||
ComponentIdentifier = "previousorder";
|
||||
Order = orderInfo.Order;
|
||||
OrderOption = orderInfo.OrderOption;
|
||||
}
|
||||
public OrderInfo(Order order, string orderOption, int manualPriority) : this(order, orderOption, manualPriority, OrderType.Current, null) { }
|
||||
|
||||
public OrderInfo(Order order, string orderOption, int manualPriority, AIObjective objective) : this(order, orderOption, manualPriority, OrderType.Current, objective) { }
|
||||
|
||||
public OrderInfo(OrderInfo orderInfo, int manualPriority) : this(orderInfo.Order, orderInfo.OrderOption, manualPriority, orderInfo.Type, orderInfo.Objective) { }
|
||||
|
||||
public OrderInfo(OrderInfo orderInfo, OrderType type) : this(orderInfo.Order, orderInfo.OrderOption, orderInfo.ManualPriority, type, orderInfo.Objective) { }
|
||||
|
||||
public bool MatchesOrder(string orderIdentifier, string orderOption) =>
|
||||
(orderIdentifier == Order?.Identifier || (string.IsNullOrEmpty(orderIdentifier) && string.IsNullOrEmpty(Order?.Identifier))) &&
|
||||
(orderOption == OrderOption || (string.IsNullOrEmpty(orderOption) && string.IsNullOrEmpty(OrderOption)));
|
||||
|
||||
public bool MatchesOrder(Order order, string option) =>
|
||||
order.Identifier == Order.Identifier &&
|
||||
option == OrderOption;
|
||||
MatchesOrder(order?.Identifier, option);
|
||||
|
||||
public bool MatchesOrder(OrderInfo orderInfo) =>
|
||||
MatchesOrder(orderInfo.Order?.Identifier, orderInfo.OrderOption);
|
||||
|
||||
public bool MatchesDismissedOrder(string dismissOrderOption)
|
||||
{
|
||||
string[] dismissedOrder = dismissOrderOption?.Split('.');
|
||||
if (dismissedOrder != null && dismissedOrder.Length > 0)
|
||||
{
|
||||
string dismissedOrderIdentifier = dismissedOrder.Length > 0 ? dismissedOrder[0] : null;
|
||||
if (dismissedOrderIdentifier == null || dismissedOrderIdentifier != Order?.Identifier) { return false; }
|
||||
string dismissedOrderOption = dismissedOrder.Length > 1 ? dismissedOrder[1] : null;
|
||||
if (dismissedOrderOption == null && string.IsNullOrEmpty(OrderOption)) { return true; }
|
||||
return dismissedOrderOption == OrderOption;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class Order
|
||||
@@ -412,7 +447,7 @@ namespace Barotrauma
|
||||
orderOption ??= "";
|
||||
|
||||
string messageTag = (givingOrderToSelf && !TargetAllCharacters ? "OrderDialogSelf." : "OrderDialog.") + Identifier;
|
||||
if (!string.IsNullOrEmpty(orderOption)) { messageTag += "." + orderOption; }
|
||||
if (Identifier != "dismissed" && !string.IsNullOrEmpty(orderOption)) { messageTag += "." + orderOption; }
|
||||
|
||||
if (targetCharacterName == null) { targetCharacterName = ""; }
|
||||
if (targetRoomName == null) { targetRoomName = ""; }
|
||||
@@ -498,5 +533,23 @@ namespace Barotrauma
|
||||
if (index < 0 || index >= Options.Length) { return null; }
|
||||
return GetOptionName(Options[index]);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Used to create the order option for the Dismiss order to know which order it targets
|
||||
/// </summary>
|
||||
/// <param name="orderInfo">The order to target with the dismiss order</param>
|
||||
public static string GetDismissOrderOption(OrderInfo orderInfo)
|
||||
{
|
||||
if (orderInfo.Order != null)
|
||||
{
|
||||
string option = orderInfo.Order.Identifier;
|
||||
if (!string.IsNullOrEmpty(orderInfo.OrderOption))
|
||||
{
|
||||
option += $".{orderInfo.OrderOption}";
|
||||
}
|
||||
return option;
|
||||
}
|
||||
return "";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,7 +35,7 @@ namespace Barotrauma
|
||||
WayPointID = Waypoint.ID;
|
||||
}
|
||||
|
||||
public static List<PathNode> GenerateNodes(List<WayPoint> wayPoints)
|
||||
public static List<PathNode> GenerateNodes(List<WayPoint> wayPoints, bool removeOrphans)
|
||||
{
|
||||
var nodes = new Dictionary<int, PathNode>();
|
||||
foreach (WayPoint wayPoint in wayPoints)
|
||||
@@ -63,7 +63,10 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
var nodeList = nodes.Values.ToList();
|
||||
nodeList.RemoveAll(n => n.connections.Count == 0);
|
||||
if (removeOrphans)
|
||||
{
|
||||
nodeList.RemoveAll(n => n.connections.Count == 0);
|
||||
}
|
||||
foreach (PathNode node in nodeList)
|
||||
{
|
||||
node.distances = new List<float>();
|
||||
@@ -90,7 +93,7 @@ namespace Barotrauma
|
||||
|
||||
public PathFinder(List<WayPoint> wayPoints, bool indoorsSteering = false)
|
||||
{
|
||||
nodes = PathNode.GenerateNodes(wayPoints.FindAll(w => w.Submarine != null == indoorsSteering));
|
||||
nodes = PathNode.GenerateNodes(wayPoints.FindAll(w => w.Submarine != null == indoorsSteering), removeOrphans: true);
|
||||
|
||||
foreach (WayPoint wp in wayPoints)
|
||||
{
|
||||
|
||||
@@ -94,20 +94,24 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 targetVel = target - host.SimPosition;
|
||||
|
||||
if (targetVel.LengthSquared() < 0.00001f) return Vector2.Zero;
|
||||
if (targetVel.LengthSquared() < 0.00001f) { return Vector2.Zero; }
|
||||
|
||||
targetVel = Vector2.Normalize(targetVel) * weight;
|
||||
Vector2 newSteering = targetVel - host.Steering;
|
||||
// TODO: the code below doesn't quite work as it should, and I'm not sure what the purpose of it is/was.
|
||||
// So, we'll just return the targetVel for now, as it produces smooth results.
|
||||
return targetVel;
|
||||
|
||||
if (newSteering == Vector2.Zero) return Vector2.Zero;
|
||||
//Vector2 newSteering = targetVel - host.Steering;
|
||||
|
||||
float steeringSpeed = (newSteering + host.Steering).Length();
|
||||
if (steeringSpeed > Math.Abs(weight))
|
||||
{
|
||||
newSteering = Vector2.Normalize(newSteering) * Math.Abs(weight);
|
||||
}
|
||||
//if (newSteering == Vector2.Zero) return Vector2.Zero;
|
||||
|
||||
return newSteering;
|
||||
//float steeringSpeed = (newSteering + host.Steering).Length();
|
||||
//if (steeringSpeed > Math.Abs(weight))
|
||||
//{
|
||||
// newSteering = Vector2.Normalize(newSteering) * Math.Abs(weight);
|
||||
//}
|
||||
|
||||
//return newSteering;
|
||||
}
|
||||
|
||||
protected virtual Vector2 DoSteeringWander(float weight)
|
||||
|
||||
@@ -35,7 +35,7 @@ namespace Barotrauma
|
||||
|
||||
private static IEnumerable<MapEntity> GetThalamusEntities(Submarine wreck, string tag) => MapEntity.mapEntityList.Where(e => e.Submarine == wreck && e.prefab != null && IsThalamus(e.prefab, tag));
|
||||
|
||||
private static bool IsThalamus(MapEntityPrefab entityPrefab, string tag) => entityPrefab.Category == MapEntityCategory.Thalamus || entityPrefab.Tags.Contains(tag);
|
||||
private static bool IsThalamus(MapEntityPrefab entityPrefab, string tag) => entityPrefab.HasSubCategory("thalamus") || entityPrefab.Tags.Contains(tag);
|
||||
|
||||
public WreckAI(Submarine wreck)
|
||||
{
|
||||
@@ -246,7 +246,7 @@ namespace Barotrauma
|
||||
initialCellsSpawned = true;
|
||||
}
|
||||
|
||||
private void Kill()
|
||||
public void Kill()
|
||||
{
|
||||
thalamusItems.ForEach(i => i.Condition = 0);
|
||||
foreach (var turret in turrets)
|
||||
|
||||
@@ -1,18 +1,9 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class AICharacter : Character
|
||||
{
|
||||
//characters that are further than this from the camera (and all clients)
|
||||
//have all their limb physics bodies disabled
|
||||
const float EnableSimplePhysicsDist = 6000.0f;
|
||||
const float DisableSimplePhysicsDist = EnableSimplePhysicsDist * 0.9f;
|
||||
|
||||
const float EnableSimplePhysicsDistSqr = EnableSimplePhysicsDist * EnableSimplePhysicsDist;
|
||||
const float DisableSimplePhysicsDistSqr = DisableSimplePhysicsDist * DisableSimplePhysicsDist;
|
||||
|
||||
{
|
||||
private AIController aiController;
|
||||
|
||||
public override AIController AIController
|
||||
@@ -20,8 +11,8 @@ namespace Barotrauma
|
||||
get { return aiController; }
|
||||
}
|
||||
|
||||
public AICharacter(CharacterPrefab prefab, string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, bool isNetworkPlayer = false, RagdollParams ragdoll = null)
|
||||
: base(prefab, speciesName, position, seed, characterInfo, id: Entity.NullEntityID, isRemotePlayer: isNetworkPlayer, ragdollParams: ragdoll)
|
||||
public AICharacter(CharacterPrefab prefab, string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isNetworkPlayer = false, RagdollParams ragdoll = null)
|
||||
: base(prefab, speciesName, position, seed, characterInfo, id: id, isRemotePlayer: isNetworkPlayer, ragdollParams: ragdoll)
|
||||
{
|
||||
InitProjSpecific();
|
||||
}
|
||||
@@ -63,11 +54,11 @@ namespace Barotrauma
|
||||
if (!IsRemotePlayer && !(AIController is HumanAIController))
|
||||
{
|
||||
float characterDistSqr = GetDistanceSqrToClosestPlayer();
|
||||
if (characterDistSqr > EnableSimplePhysicsDistSqr)
|
||||
if (characterDistSqr > MathUtils.Pow2(Params.DisableDistance * 0.5f))
|
||||
{
|
||||
AnimController.SimplePhysicsEnabled = true;
|
||||
}
|
||||
else if (characterDistSqr < DisableSimplePhysicsDistSqr)
|
||||
else if (characterDistSqr < MathUtils.Pow2(Params.DisableDistance * 0.5f * 0.9f))
|
||||
{
|
||||
AnimController.SimplePhysicsEnabled = false;
|
||||
}
|
||||
|
||||
+11
-9
@@ -423,23 +423,25 @@ namespace Barotrauma
|
||||
if (CurrentSwimParams == null) { return; }
|
||||
movement = TargetMovement;
|
||||
bool isMoving = movement.LengthSquared() > 0.00001f;
|
||||
var mainLimb = MainLimb;
|
||||
if (isMoving)
|
||||
{
|
||||
float t = 0.5f;
|
||||
if (CurrentSwimParams.RotateTowardsMovement && VectorExtensions.Angle(VectorExtensions.Forward(Collider.Rotation + MathHelper.PiOver2), movement) > MathHelper.PiOver2)
|
||||
if (!SimplePhysicsEnabled && CurrentSwimParams.RotateTowardsMovement)
|
||||
{
|
||||
// Reduce the linear movement speed when not facing the movement direction
|
||||
t /= 5;
|
||||
Vector2 forward = VectorExtensions.Forward(Collider.Rotation + MathHelper.PiOver2);
|
||||
float dot = Vector2.Dot(forward, Vector2.Normalize(movement));
|
||||
if (dot < 0)
|
||||
{
|
||||
// Reduce the linear movement speed when not facing the movement direction
|
||||
t = MathHelper.Clamp((1 + dot) / 10, 0.01f, 0.1f);
|
||||
}
|
||||
}
|
||||
Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement, t);
|
||||
}
|
||||
|
||||
//limbs are disabled when simple physics is enabled, no need to move them
|
||||
if (SimplePhysicsEnabled) { return; }
|
||||
var mainLimb = MainLimb;
|
||||
mainLimb.PullJointEnabled = true;
|
||||
//mainLimb.PullJointWorldAnchorB = Collider.SimPosition;
|
||||
|
||||
if (!isMoving)
|
||||
{
|
||||
WalkPos = MathHelper.SmoothStep(WalkPos, MathHelper.PiOver2, deltaTime * 5);
|
||||
@@ -645,7 +647,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (limb.Params.BlinkFrequency > 0)
|
||||
{
|
||||
limb.Blink(deltaTime, MainLimb.Rotation);
|
||||
limb.UpdateBlink(deltaTime, MainLimb.Rotation);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -787,7 +789,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (limb.Params.BlinkFrequency > 0)
|
||||
{
|
||||
limb.Blink(deltaTime, MainLimb.Rotation);
|
||||
limb.UpdateBlink(deltaTime, MainLimb.Rotation);
|
||||
}
|
||||
switch (limb.type)
|
||||
{
|
||||
|
||||
@@ -281,7 +281,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public const float MAX_SPEED = 15;
|
||||
public const float MAX_SPEED = 20;
|
||||
|
||||
public Vector2 TargetMovement
|
||||
{
|
||||
@@ -472,7 +472,7 @@ namespace Barotrauma
|
||||
if (joint == null) { continue; }
|
||||
float angle = (joint.LowerLimit + joint.UpperLimit) / 2.0f;
|
||||
joint.LimbB?.body?.SetTransform(
|
||||
(joint.WorldAnchorA - MathUtils.RotatePointAroundTarget(joint.LocalAnchorB, Vector2.Zero, MathHelper.ToDegrees(joint.BodyA.Rotation + angle), true)),
|
||||
(joint.WorldAnchorA - MathUtils.RotatePointAroundTarget(joint.LocalAnchorB, Vector2.Zero, joint.BodyA.Rotation + angle, true)),
|
||||
joint.BodyA.Rotation + angle);
|
||||
}
|
||||
}
|
||||
@@ -636,9 +636,12 @@ namespace Barotrauma
|
||||
//always collides with bodies other than structures
|
||||
if (!(f2.Body.UserData is Structure structure))
|
||||
{
|
||||
lock (impactQueue)
|
||||
if (!f2.IsSensor)
|
||||
{
|
||||
impactQueue.Enqueue(new Impact(f1, f2, contact, velocity));
|
||||
lock (impactQueue)
|
||||
{
|
||||
impactQueue.Enqueue(new Impact(f1, f2, contact, velocity));
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -1120,6 +1123,32 @@ namespace Barotrauma
|
||||
|
||||
splashSoundTimer -= deltaTime;
|
||||
|
||||
if (character.Submarine == null && Level.Loaded != null)
|
||||
{
|
||||
if (Collider.SimPosition.Y > Level.Loaded.TopBarrier.Position.Y)
|
||||
{
|
||||
Collider.LinearVelocity = new Vector2(Collider.LinearVelocity.X, Math.Min(Collider.LinearVelocity.Y, -1));
|
||||
}
|
||||
else if (Collider.SimPosition.Y < Level.Loaded.BottomBarrier.Position.Y)
|
||||
{
|
||||
Collider.LinearVelocity = new Vector2(Collider.LinearVelocity.X,
|
||||
MathHelper.Clamp(Collider.LinearVelocity.Y, Level.Loaded.BottomBarrier.Position.Y - Collider.SimPosition.Y, 10.0f));
|
||||
}
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
if (limb.SimPosition.Y > Level.Loaded.TopBarrier.Position.Y)
|
||||
{
|
||||
limb.body.LinearVelocity = new Vector2(limb.LinearVelocity.X, Math.Min(limb.LinearVelocity.Y, -1));
|
||||
}
|
||||
else if (limb.SimPosition.Y < Level.Loaded.BottomBarrier.Position.Y)
|
||||
{
|
||||
limb.body.LinearVelocity = new Vector2(
|
||||
limb.LinearVelocity.X,
|
||||
MathHelper.Clamp(limb.LinearVelocity.Y, Level.Loaded.BottomBarrier.Position.Y - limb.SimPosition.Y, 10.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (forceStanding)
|
||||
{
|
||||
inWater = false;
|
||||
|
||||
@@ -217,6 +217,9 @@ namespace Barotrauma
|
||||
[Serialize("0.0, 0.0", true, description: "Applied to the target, in world space coordinates(i.e. 0, -1 pushes the target downwards). The attacker's facing direction is taken into account."), Editable]
|
||||
public Vector2 TargetForceWorld { get; private set; }
|
||||
|
||||
[Serialize(1.0f, true, description: "Affects the strength of the impact effects the limb causes when it hits a submarine."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f)]
|
||||
public float SubmarineImpactMultiplier { get; private set; }
|
||||
|
||||
[Serialize(0.0f, true, description: "How likely the attack causes target limbs to be severed."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
public float SeverLimbsProbability { get; set; }
|
||||
|
||||
@@ -228,6 +231,9 @@ namespace Barotrauma
|
||||
[Serialize(0.0f, true, description: ""), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f)]
|
||||
public float Priority { get; private set; }
|
||||
|
||||
[Serialize(false, true, description: ""), Editable]
|
||||
public bool Blink { get; private set; }
|
||||
|
||||
public IEnumerable<StatusEffect> StatusEffects
|
||||
{
|
||||
get { return statusEffects; }
|
||||
|
||||
@@ -69,8 +69,8 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public bool IsRemotelyControlled
|
||||
{
|
||||
get
|
||||
{
|
||||
get
|
||||
{
|
||||
if (GameMain.NetworkMember == null)
|
||||
{
|
||||
return false;
|
||||
@@ -145,17 +145,13 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
private readonly List<Attacker> lastAttackers = new List<Attacker>();
|
||||
public IEnumerable<Attacker> LastAttackers
|
||||
{
|
||||
get { return lastAttackers; }
|
||||
}
|
||||
public Character LastAttacker
|
||||
{
|
||||
get { return lastAttackers.Count > 0 ? lastAttackers[lastAttackers.Count - 1].Character : null; }
|
||||
}
|
||||
public IEnumerable<Attacker> LastAttackers => lastAttackers;
|
||||
public Character LastAttacker => lastAttackers.LastOrDefault()?.Character;
|
||||
|
||||
public Entity LastDamageSource;
|
||||
|
||||
public AttackResult LastDamage;
|
||||
|
||||
public float InvisibleTimer;
|
||||
|
||||
private CharacterPrefab prefab;
|
||||
@@ -199,7 +195,12 @@ namespace Barotrauma
|
||||
set => Params.Visibility = value;
|
||||
}
|
||||
|
||||
public bool IsTraitor;
|
||||
public bool IsTraitor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public string TraitorCurrentObjective = "";
|
||||
public bool IsHuman => SpeciesName.Equals(CharacterPrefab.HumanSpeciesName, StringComparison.OrdinalIgnoreCase);
|
||||
public bool IsMale => Info != null && Info.HasGenders && Info.Gender == Gender.Male;
|
||||
@@ -207,31 +208,8 @@ namespace Barotrauma
|
||||
|
||||
private float attackCoolDown;
|
||||
|
||||
public Order CurrentOrder
|
||||
{
|
||||
get
|
||||
{
|
||||
return Info?.CurrentOrder;
|
||||
}
|
||||
private set
|
||||
{
|
||||
if (Info != null) { Info.CurrentOrder = value; }
|
||||
}
|
||||
}
|
||||
|
||||
public string CurrentOrderOption
|
||||
{
|
||||
get
|
||||
{
|
||||
return Info?.CurrentOrderOption;
|
||||
}
|
||||
private set
|
||||
{
|
||||
if (Info != null) { Info.CurrentOrderOption = value; }
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsDismissed => Info != null && Info.IsDismissed;
|
||||
public List<OrderInfo> CurrentOrders => Info?.CurrentOrders;
|
||||
public bool IsDismissed => !GetCurrentOrderWithTopPriority().HasValue;
|
||||
|
||||
private readonly List<StatusEffect> statusEffects = new List<StatusEffect>();
|
||||
|
||||
@@ -356,6 +334,7 @@ namespace Barotrauma
|
||||
//text displayed when the character is highlighted if custom interact is set
|
||||
public string customInteractHUDText;
|
||||
private Action<Character, Character> onCustomInteract;
|
||||
public ConversationAction ActiveConversation;
|
||||
|
||||
public bool AllowCustomInteract
|
||||
{
|
||||
@@ -372,6 +351,9 @@ namespace Barotrauma
|
||||
set
|
||||
{
|
||||
lockHandsTimer = MathHelper.Clamp(lockHandsTimer + (value ? 1.0f : -0.5f), 0.0f, 10.0f);
|
||||
#if CLIENT
|
||||
HintManager.OnHandcuffed(this);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -454,7 +436,7 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public IEnumerable<Item> HeldItems
|
||||
{
|
||||
get
|
||||
get
|
||||
{
|
||||
var item1 = Inventory?.GetItemInLimbSlot(InvSlotType.RightHand);
|
||||
var item2 = Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand);
|
||||
@@ -483,16 +465,21 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private double pressureProtectionLastSet;
|
||||
private float pressureProtection;
|
||||
public float PressureProtection
|
||||
{
|
||||
get { return pressureProtection; }
|
||||
set
|
||||
{
|
||||
pressureProtection = MathHelper.Clamp(value, 0.0f, 100.0f);
|
||||
pressureProtection = Math.Max(value, 0.0f);
|
||||
pressureProtectionLastSet = Timing.TotalTime;
|
||||
}
|
||||
}
|
||||
|
||||
public const float KnockbackCooldown = 5.0f;
|
||||
public float KnockbackCooldownTimer;
|
||||
|
||||
private float ragdollingLockTimer;
|
||||
public bool IsRagdolled;
|
||||
public bool IsForceRagdolled;
|
||||
@@ -534,14 +521,13 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public bool UseHullOxygen { get; set; } = true;
|
||||
|
||||
|
||||
public float Stun
|
||||
{
|
||||
get { return IsRagdolled ? 1.0f : CharacterHealth.StunTimer; }
|
||||
get { return IsRagdolled ? 1.0f : CharacterHealth.Stun; }
|
||||
set
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) return;
|
||||
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
|
||||
SetStun(value, true);
|
||||
}
|
||||
}
|
||||
@@ -609,7 +595,7 @@ namespace Barotrauma
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Current speed of the character's collider. Can be used by status effects to check if the character is moving.
|
||||
@@ -625,8 +611,12 @@ namespace Barotrauma
|
||||
get => _selectedConstruction;
|
||||
set
|
||||
{
|
||||
#if CLIENT
|
||||
var prevSelectedConstruction = _selectedConstruction;
|
||||
#endif
|
||||
_selectedConstruction = value;
|
||||
#if CLIENT
|
||||
HintManager.OnSetSelectedConstruction(this, prevSelectedConstruction, _selectedConstruction);
|
||||
if (Controlled == this)
|
||||
{
|
||||
if (_selectedConstruction == null)
|
||||
@@ -660,11 +650,11 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
private bool isDead;
|
||||
public bool IsDead
|
||||
{
|
||||
public bool IsDead
|
||||
{
|
||||
get { return isDead; }
|
||||
set
|
||||
{
|
||||
set
|
||||
{
|
||||
if (isDead == value) { return; }
|
||||
if (value)
|
||||
{
|
||||
@@ -703,7 +693,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!canBeDragged) { return false; }
|
||||
if (Removed || !AnimController.Draggable) { return false; }
|
||||
return IsDead || Stun > 0.0f || LockHands || IsIncapacitated || IsPet;
|
||||
return IsKnockedDown || LockHands || IsPet;
|
||||
}
|
||||
set { canBeDragged = value; }
|
||||
}
|
||||
@@ -721,7 +711,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
return IsDead || Stun > 0.0f || LockHands || IsIncapacitated;
|
||||
return IsKnockedDown || LockHands;
|
||||
}
|
||||
}
|
||||
set { canInventoryBeAccessed = value; }
|
||||
@@ -827,7 +817,7 @@ namespace Barotrauma
|
||||
speciesName = Path.GetFileNameWithoutExtension(speciesName).ToLowerInvariant();
|
||||
}
|
||||
|
||||
var prefab = CharacterPrefab.FindBySpeciesName(speciesName);
|
||||
var prefab = CharacterPrefab.FindBySpeciesName(speciesName);
|
||||
if (prefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError($"Failed to create character \"{speciesName}\". Matching prefab not found.\n" + Environment.StackTrace);
|
||||
@@ -837,21 +827,21 @@ namespace Barotrauma
|
||||
Character newCharacter = null;
|
||||
if (!speciesName.Equals(CharacterPrefab.HumanSpeciesName, StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
var aiCharacter = new AICharacter(prefab, speciesName, position, seed, characterInfo, isRemotePlayer, ragdoll);
|
||||
var aiCharacter = new AICharacter(prefab, speciesName, position, seed, characterInfo, id, isRemotePlayer, ragdoll);
|
||||
var ai = new EnemyAIController(aiCharacter, seed);
|
||||
aiCharacter.SetAI(ai);
|
||||
newCharacter = aiCharacter;
|
||||
}
|
||||
else if (hasAi)
|
||||
{
|
||||
var aiCharacter = new AICharacter(prefab, speciesName, position, seed, characterInfo, isRemotePlayer, ragdoll);
|
||||
var aiCharacter = new AICharacter(prefab, speciesName, position, seed, characterInfo, id, isRemotePlayer, ragdoll);
|
||||
var ai = new HumanAIController(aiCharacter);
|
||||
aiCharacter.SetAI(ai);
|
||||
newCharacter = aiCharacter;
|
||||
}
|
||||
else
|
||||
{
|
||||
newCharacter = new Character(prefab, speciesName, position, seed, characterInfo, id: id, isRemotePlayer: isRemotePlayer, ragdollParams: ragdoll);
|
||||
newCharacter = new Character(prefab, speciesName, position, seed, characterInfo, id, isRemotePlayer, ragdoll);
|
||||
}
|
||||
|
||||
float healthRegen = newCharacter.Params.Health.ConstantHealthRegeneration;
|
||||
@@ -1022,7 +1012,7 @@ namespace Barotrauma
|
||||
{
|
||||
// Get the non husked name and find the ragdoll with it
|
||||
var matchingAffliction = AfflictionPrefab.List
|
||||
.Where(p => p.AfflictionType == "huskinfection")
|
||||
.Where(p => p is AfflictionPrefabHusk)
|
||||
.Select(p => p as AfflictionPrefabHusk)
|
||||
.FirstOrDefault(p => p.TargetSpecies.Any(t => t.Equals(AfflictionHusk.GetNonHuskedSpeciesName(speciesName, p), StringComparison.OrdinalIgnoreCase)));
|
||||
string nonHuskedSpeciesName = string.Empty;
|
||||
@@ -1058,7 +1048,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
AnimController = new FishAnimController(this, seed, ragdollParams as FishRagdollParams);
|
||||
PressureProtection = 100.0f;
|
||||
PressureProtection = int.MaxValue;
|
||||
}
|
||||
|
||||
AnimController.SetPosition(ConvertUnits.ToSimUnits(position));
|
||||
@@ -1277,7 +1267,13 @@ namespace Barotrauma
|
||||
|
||||
public float GetSkillLevel(string skillIdentifier)
|
||||
{
|
||||
return (Info == null || Info.Job == null) ? 0.0f : Info.Job.GetSkillLevel(skillIdentifier);
|
||||
if (Info?.Job == null) { return 0.0f; }
|
||||
float skillLevel = Info.Job.GetSkillLevel(skillIdentifier);
|
||||
foreach (Affliction affliction in CharacterHealth.GetAllAfflictions())
|
||||
{
|
||||
skillLevel *= affliction.GetSkillMultiplier();
|
||||
}
|
||||
return skillLevel;
|
||||
}
|
||||
|
||||
// TODO: reposition? there's also the overrideTargetMovement variable, but it's not in the same manner
|
||||
@@ -1348,6 +1344,22 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public float SpeedMultiplier { get; private set; } = 1;
|
||||
|
||||
|
||||
private double propulsionSpeedMultiplierLastSet;
|
||||
private float propulsionSpeedMultiplier;
|
||||
/// <summary>
|
||||
/// Can be used to modify the speed at which Propulsion ItemComponents move the character via StatusEffects (e.g. heavy suit can slow down underwater scooters)
|
||||
/// </summary>
|
||||
public float PropulsionSpeedMultiplier
|
||||
{
|
||||
get { return propulsionSpeedMultiplier; }
|
||||
set
|
||||
{
|
||||
propulsionSpeedMultiplier = value;
|
||||
propulsionSpeedMultiplierLastSet = Timing.TotalTime;
|
||||
}
|
||||
}
|
||||
|
||||
public void StackSpeedMultiplier(float val)
|
||||
{
|
||||
if (val < 1f)
|
||||
@@ -1370,6 +1382,10 @@ namespace Barotrauma
|
||||
{
|
||||
greatestPositiveSpeedMultiplier = 1f;
|
||||
greatestNegativeSpeedMultiplier = 1f;
|
||||
if (Timing.TotalTime > propulsionSpeedMultiplierLastSet + 0.1)
|
||||
{
|
||||
propulsionSpeedMultiplier = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
private float greatestNegativeHealthMultiplier = 1f;
|
||||
@@ -1681,6 +1697,12 @@ namespace Barotrauma
|
||||
{
|
||||
item.Use(deltaTime, this);
|
||||
}
|
||||
#if CLIENT
|
||||
else if (item.RequireAimToUse && !IsKeyDown(InputType.Aim))
|
||||
{
|
||||
HintManager.OnShootWithoutAiming(this, item);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1873,6 +1895,19 @@ namespace Barotrauma
|
||||
return false;
|
||||
}
|
||||
|
||||
public Item GetEquippedItem(string tagOrIdentifier)
|
||||
{
|
||||
if (Inventory == null) { return null; }
|
||||
for (int i = 0; i < Inventory.Capacity; i++)
|
||||
{
|
||||
if (Inventory.SlotTypes[i] == InvSlotType.Any) { continue; }
|
||||
var item = Inventory.GetItemAt(i);
|
||||
if (item == null) { continue; }
|
||||
if (item.Prefab.Identifier == tagOrIdentifier || item.HasTag(tagOrIdentifier)) { return item; }
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public bool CanAccessInventory(Inventory inventory)
|
||||
{
|
||||
if (!CanInteract || inventory.Locked) { return false; }
|
||||
@@ -2171,8 +2206,7 @@ namespace Barotrauma
|
||||
#if CLIENT
|
||||
if (isLocalPlayer)
|
||||
{
|
||||
if (GUI.MouseOn == null &&
|
||||
(!CharacterInventory.IsMouseOnInventory() || CharacterInventory.DraggingItemToWorld))
|
||||
if (!IsMouseOnUI)
|
||||
{
|
||||
if (findFocusedTimer <= 0.0f || Screen.Selected == GameMain.SubEditorScreen)
|
||||
{
|
||||
@@ -2336,7 +2370,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
float closestPlayerDist = c.GetDistanceToClosestPlayer();
|
||||
if (closestPlayerDist > NetConfig.DisableCharacterDist)
|
||||
if (closestPlayerDist > c.Params.DisableDistance)
|
||||
{
|
||||
c.Enabled = false;
|
||||
if (c.IsDead && c.AIController is EnemyAIController)
|
||||
@@ -2344,7 +2378,7 @@ namespace Barotrauma
|
||||
Spawner?.AddToRemoveQueue(c);
|
||||
}
|
||||
}
|
||||
else if (closestPlayerDist < NetConfig.EnableCharacterDist)
|
||||
else if (closestPlayerDist < c.Params.DisableDistance * 0.9f)
|
||||
{
|
||||
c.Enabled = true;
|
||||
}
|
||||
@@ -2363,7 +2397,7 @@ namespace Barotrauma
|
||||
distSqr = Math.Min(distSqr, Vector2.DistanceSquared(GameMain.GameScreen.Cam.GetPosition(), c.WorldPosition));
|
||||
}
|
||||
|
||||
if (distSqr > NetConfig.DisableCharacterDistSqr)
|
||||
if (distSqr > MathUtils.Pow2(c.Params.DisableDistance))
|
||||
{
|
||||
c.Enabled = false;
|
||||
if (c.IsDead && c.AIController is EnemyAIController)
|
||||
@@ -2371,7 +2405,7 @@ namespace Barotrauma
|
||||
Entity.Spawner?.AddToRemoveQueue(c);
|
||||
}
|
||||
}
|
||||
else if (distSqr < NetConfig.EnableCharacterDistSqr)
|
||||
else if (distSqr < MathUtils.Pow2(c.Params.DisableDistance * 0.9f))
|
||||
{
|
||||
c.Enabled = true;
|
||||
}
|
||||
@@ -2389,6 +2423,8 @@ namespace Barotrauma
|
||||
{
|
||||
UpdateProjSpecific(deltaTime, cam);
|
||||
|
||||
KnockbackCooldownTimer -= deltaTime;
|
||||
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient && this == Controlled && !isSynced) { return; }
|
||||
|
||||
UpdateDespawn(deltaTime);
|
||||
@@ -2451,11 +2487,8 @@ namespace Barotrauma
|
||||
|
||||
if (NeedsAir)
|
||||
{
|
||||
bool protectedFromPressure = PressureProtection > 0.0f;
|
||||
//cannot be protected from pressure when below crush depth
|
||||
protectedFromPressure = protectedFromPressure && WorldPosition.Y > CharacterHealth.CrushDepth;
|
||||
//implode if not protected from pressure, and either outside or in a high-pressure hull
|
||||
if (!protectedFromPressure &&
|
||||
if (!IsProtectedFromPressure() &&
|
||||
(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f))
|
||||
{
|
||||
if (CharacterHealth.PressureKillDelay <= 0.0f)
|
||||
@@ -2585,7 +2618,7 @@ namespace Barotrauma
|
||||
|
||||
partial void UpdateProjSpecific(float deltaTime, Camera cam);
|
||||
|
||||
partial void SetOrderProjSpecific(Order order, string orderOption);
|
||||
partial void SetOrderProjSpecific(Order order, string orderOption, int priority);
|
||||
|
||||
|
||||
public void AddAttacker(Character character, float damage)
|
||||
@@ -2641,7 +2674,10 @@ namespace Barotrauma
|
||||
{
|
||||
if (NeedsAir)
|
||||
{
|
||||
PressureProtection -= deltaTime * 100.0f;
|
||||
if (Timing.TotalTime > pressureProtectionLastSet + 0.1)
|
||||
{
|
||||
PressureProtection = 0.0f;
|
||||
}
|
||||
}
|
||||
if (NeedsWater)
|
||||
{
|
||||
@@ -2739,7 +2775,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
float distToClosestPlayer = GetDistanceToClosestPlayer();
|
||||
if (distToClosestPlayer > NetConfig.DisableCharacterDist)
|
||||
if (distToClosestPlayer > Params.DisableDistance)
|
||||
{
|
||||
//despawn in 1 minute if very far from all human players
|
||||
despawnTimer = Math.Max(despawnTimer, GameMain.Config.CorpseDespawnDelay - 60.0f);
|
||||
@@ -2863,7 +2899,7 @@ namespace Barotrauma
|
||||
return !string.IsNullOrEmpty(ChatMessage.ApplyDistanceEffect("message", messageType, speaker, this));
|
||||
}
|
||||
|
||||
public void SetOrder(Order order, string orderOption, Character orderGiver, bool speak = true)
|
||||
public void SetOrder(Order order, string orderOption, int priority, Character orderGiver, bool speak = true)
|
||||
{
|
||||
//set the character order only if the character is close enough to hear the message
|
||||
if (orderGiver != null && !CanHearCharacter(orderGiver)) { return; }
|
||||
@@ -2871,25 +2907,138 @@ namespace Barotrauma
|
||||
// If there's another character operating the same device, make them dismiss themself
|
||||
if (order != null && order.Category == OrderCategory.Operate && order.TargetEntity != null)
|
||||
{
|
||||
CharacterList.FindAll(c => c != this && c.TeamID == TeamID && c.CurrentOrder is Order characterOrder && characterOrder.Category == OrderCategory.Operate &&
|
||||
characterOrder.Identifier.Equals(order.Identifier) && characterOrder.TargetEntity == order.TargetEntity)?
|
||||
.ForEach(c => c.SetOrder(Order.GetPrefab("dismissed"), null, c, speak: true));
|
||||
foreach (var character in CharacterList)
|
||||
{
|
||||
if (character == this) { continue; }
|
||||
if (character.TeamID != TeamID) { continue; }
|
||||
if (!HumanAIController.IsActive(character)) { continue; }
|
||||
foreach (var currentOrder in character.CurrentOrders)
|
||||
{
|
||||
if (currentOrder.Order == null) { continue; }
|
||||
if (currentOrder.Order.Category != OrderCategory.Operate) { continue; }
|
||||
if (currentOrder.Order.Identifier != order.Identifier) { continue; }
|
||||
if (currentOrder.Order.TargetEntity != order.TargetEntity) { continue; }
|
||||
character.SetOrder(Order.GetPrefab("dismissed"), Order.GetDismissOrderOption(currentOrder), currentOrder.ManualPriority, character);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Prevent adding duplicate orders
|
||||
RemoveDuplicateOrders(order, orderOption);
|
||||
|
||||
OrderInfo newOrderInfo = new OrderInfo(order, orderOption, priority);
|
||||
AddCurrentOrder(newOrderInfo);
|
||||
if (AIController is HumanAIController humanAI)
|
||||
{
|
||||
humanAI.SetOrder(order, orderOption, orderGiver, speak);
|
||||
humanAI.SetOrder(order, orderOption, priority, orderGiver, speak);
|
||||
}
|
||||
|
||||
SetOrderProjSpecific(order, orderOption);
|
||||
CurrentOrder = order;
|
||||
CurrentOrderOption = orderOption;
|
||||
SetOrderProjSpecific(order, orderOption, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset order data so it doesn't carry into further rounds, as the AI is "recreated" always in between rounds anyway.
|
||||
/// </summary>
|
||||
public void ResetCurrentOrder() => Info?.ResetCurrentOrder();
|
||||
private void AddCurrentOrder(OrderInfo newOrder)
|
||||
{
|
||||
if (newOrder.Order == null || newOrder.Order.Identifier == "dismissed")
|
||||
{
|
||||
if (!string.IsNullOrEmpty(newOrder.OrderOption))
|
||||
{
|
||||
if (CurrentOrders.Any(o => o.MatchesDismissedOrder(newOrder.OrderOption)))
|
||||
{
|
||||
var dismissedOrderInfo = CurrentOrders.First(o => o.MatchesDismissedOrder(newOrder.OrderOption));
|
||||
int dismissedOrderPriority = dismissedOrderInfo.ManualPriority;
|
||||
CurrentOrders.Remove(dismissedOrderInfo);
|
||||
for (int i = 0; i < CurrentOrders.Count; i++)
|
||||
{
|
||||
var orderInfo = CurrentOrders[i];
|
||||
if (orderInfo.ManualPriority < dismissedOrderPriority)
|
||||
{
|
||||
CurrentOrders[i] = new OrderInfo(orderInfo, orderInfo.ManualPriority + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentOrders.Clear();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < CurrentOrders.Count; i++)
|
||||
{
|
||||
var orderInfo = CurrentOrders[i];
|
||||
if (orderInfo.ManualPriority <= newOrder.ManualPriority)
|
||||
{
|
||||
CurrentOrders[i] = new OrderInfo(orderInfo, orderInfo.ManualPriority - 1);
|
||||
}
|
||||
}
|
||||
CurrentOrders.RemoveAll(order => order.ManualPriority <= 0);
|
||||
CurrentOrders.Add(newOrder);
|
||||
// Sort the current orders so the one with the highest priority comes first
|
||||
CurrentOrders.Sort((x, y) => y.ManualPriority.CompareTo(x.ManualPriority));
|
||||
}
|
||||
}
|
||||
|
||||
private void RemoveDuplicateOrders(Order order, string option)
|
||||
{
|
||||
int? priorityOfRemoved = null;
|
||||
for (int i = CurrentOrders.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var orderInfo = CurrentOrders[i];
|
||||
if (order?.Identifier == orderInfo.Order?.Identifier)
|
||||
{
|
||||
priorityOfRemoved = orderInfo.ManualPriority;
|
||||
CurrentOrders.RemoveAt(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!priorityOfRemoved.HasValue) { return; }
|
||||
|
||||
for (int i = 0; i < CurrentOrders.Count; i++)
|
||||
{
|
||||
var orderInfo = CurrentOrders[i];
|
||||
if (orderInfo.ManualPriority < priorityOfRemoved.Value)
|
||||
{
|
||||
CurrentOrders[i] = new OrderInfo(orderInfo, orderInfo.ManualPriority + 1);
|
||||
}
|
||||
}
|
||||
|
||||
CurrentOrders.RemoveAll(order => order.ManualPriority <= 0);
|
||||
// Sort the current orders so the one with the highest priority comes first
|
||||
CurrentOrders.Sort((x, y) => y.ManualPriority.CompareTo(x.ManualPriority));
|
||||
}
|
||||
|
||||
public OrderInfo? GetCurrentOrderWithTopPriority()
|
||||
{
|
||||
return GetCurrentOrder(orderInfo =>
|
||||
{
|
||||
if (orderInfo.Order == null) { return false; }
|
||||
if (orderInfo.Order.Identifier == "dismissed") { return false; }
|
||||
if (orderInfo.ManualPriority < 1) { return false; }
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
public OrderInfo? GetCurrentOrder(Order order, string option)
|
||||
{
|
||||
return GetCurrentOrder(orderInfo =>
|
||||
{
|
||||
return orderInfo.MatchesOrder(order, option);
|
||||
});
|
||||
}
|
||||
|
||||
private OrderInfo? GetCurrentOrder(Func<OrderInfo, bool> predicate)
|
||||
{
|
||||
if (CurrentOrders != null && CurrentOrders.Any(predicate))
|
||||
{
|
||||
return CurrentOrders.First(predicate);
|
||||
}
|
||||
else
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
private readonly List<AIChatMessage> aiChatMessageQueue = new List<AIChatMessage>();
|
||||
|
||||
@@ -3099,7 +3248,6 @@ namespace Barotrauma
|
||||
otherLimb.body.ApplyLinearImpulse(targetLimb.LinearVelocity * targetLimb.Mass, maxVelocity: NetConfig.MaxPhysicsBodyVelocity * 0.5f);
|
||||
ApplyStatusEffects(ActionType.OnSevered, 1.0f);
|
||||
targetLimb.ApplyStatusEffects(ActionType.OnSevered, 1.0f);
|
||||
otherLimb.ApplyStatusEffects(ActionType.OnSevered, 1.0f);
|
||||
}
|
||||
}
|
||||
if (wasSevered && targetLimb.character.AIController is EnemyAIController enemyAI)
|
||||
@@ -3154,7 +3302,7 @@ namespace Barotrauma
|
||||
GameMain.Config.RecentlyEncounteredCreatures.Add(other.SpeciesName);
|
||||
}
|
||||
|
||||
public AttackResult DamageLimb(Vector2 worldPosition, Limb hitLimb, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse, Character attacker = null, float damageMultiplier = 1)
|
||||
public AttackResult DamageLimb(Vector2 worldPosition, Limb hitLimb, IEnumerable<Affliction> afflictions, float stun, bool playSound, float attackImpulse, Character attacker = null, float damageMultiplier = 1, bool allowStacking = true)
|
||||
{
|
||||
if (Removed) { return new AttackResult(); }
|
||||
|
||||
@@ -3175,12 +3323,20 @@ namespace Barotrauma
|
||||
//#endif
|
||||
// }
|
||||
|
||||
SetStun(stun);
|
||||
|
||||
if (attacker != null && attacker != this && GameMain.NetworkMember != null && !GameMain.NetworkMember.ServerSettings.AllowFriendlyFire)
|
||||
{
|
||||
if (attacker.TeamID == TeamID) { return new AttackResult(); }
|
||||
}
|
||||
|
||||
SetStun(stun);
|
||||
#if CLIENT
|
||||
if (Params.UseBossHealthBar && Controlled != null && Controlled.teamID == attacker?.teamID)
|
||||
{
|
||||
CharacterHUD.ShowBossHealthBar(this);
|
||||
}
|
||||
#endif
|
||||
|
||||
Vector2 dir = hitLimb.WorldPosition - worldPosition;
|
||||
if (Math.Abs(attackImpulse) > 0.0f)
|
||||
{
|
||||
@@ -3199,7 +3355,7 @@ namespace Barotrauma
|
||||
bool wasDead = IsDead;
|
||||
Vector2 simPos = hitLimb.SimPosition + ConvertUnits.ToSimUnits(dir);
|
||||
AttackResult attackResult = hitLimb.AddDamage(simPos, afflictions, playSound, damageMultiplier: damageMultiplier);
|
||||
CharacterHealth.ApplyDamage(hitLimb, attackResult);
|
||||
CharacterHealth.ApplyDamage(hitLimb, attackResult, allowStacking);
|
||||
if (attacker != this)
|
||||
{
|
||||
OnAttacked?.Invoke(attacker, attackResult);
|
||||
@@ -3215,14 +3371,15 @@ namespace Barotrauma
|
||||
};
|
||||
if (attackResult.Damage > 0)
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
|
||||
hitLimb.ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
|
||||
LastDamage = attackResult;
|
||||
if (attacker != null)
|
||||
{
|
||||
AddAttacker(attacker, attackResult.Damage);
|
||||
AddEncounter(attacker);
|
||||
attacker.AddEncounter(this);
|
||||
}
|
||||
ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
|
||||
hitLimb.ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
|
||||
}
|
||||
return attackResult;
|
||||
}
|
||||
@@ -3253,6 +3410,12 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is the character knocked down regardless whether the technical state is dead, unconcious, paralyzed, or stunned.
|
||||
/// With stunning, the parameter uses a half a second delay before the character is treated as knocked down. The purpose of this is to ignore minor stunning. If you don't want to to ignore any stun, use the Stun property.
|
||||
/// </summary>
|
||||
public bool IsKnockedDown => IsDead || IsIncapacitated || CharacterHealth.StunTimer > 0.5f;
|
||||
|
||||
public void SetStun(float newStun, bool allowStunDecrease = false, bool isNetworkMessage = false)
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient && !isNetworkMessage) { return; }
|
||||
@@ -3262,7 +3425,7 @@ namespace Barotrauma
|
||||
{
|
||||
AnimController.ResetPullJoints();
|
||||
}
|
||||
CharacterHealth.StunTimer = newStun;
|
||||
CharacterHealth.Stun = newStun;
|
||||
if (newStun > 0.0f)
|
||||
{
|
||||
SelectedConstruction = null;
|
||||
@@ -3276,6 +3439,20 @@ namespace Barotrauma
|
||||
foreach (StatusEffect statusEffect in statusEffects)
|
||||
{
|
||||
if (statusEffect.type != actionType) { continue; }
|
||||
if (statusEffect.type == ActionType.OnDamaged)
|
||||
{
|
||||
if (statusEffect.AllowedAfflictions != null && (LastDamage.Afflictions == null || LastDamage.Afflictions.None(a => statusEffect.AllowedAfflictions.Contains(a.Prefab.AfflictionType) || statusEffect.AllowedAfflictions.Contains(a.Prefab.Identifier))))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (statusEffect.OnlyPlayerTriggered)
|
||||
{
|
||||
if (LastAttacker == null || !LastAttacker.IsPlayer)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
|
||||
statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
|
||||
{
|
||||
@@ -3308,6 +3485,12 @@ namespace Barotrauma
|
||||
Limb limb = AnimController.GetLimb(limbType);
|
||||
statusEffect.Apply(actionType, deltaTime, this, limb);
|
||||
}
|
||||
else if (statusEffect.HasTargetType(StatusEffect.TargetType.LastLimb))
|
||||
{
|
||||
// Target just the last matching limb
|
||||
Limb limb = AnimController.Limbs.LastOrDefault(l => l.type == limbType && !l.IsSevered && !l.Hidden);
|
||||
statusEffect.Apply(actionType, deltaTime, this, limb);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3460,16 +3643,18 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
isDead = false;
|
||||
|
||||
if (aiTarget != null)
|
||||
{
|
||||
aiTarget.Remove();
|
||||
}
|
||||
|
||||
aiTarget = new AITarget(this);
|
||||
SetAllDamage(0.0f, 0.0f, 0.0f);
|
||||
CharacterHealth.RemoveAllAfflictions();
|
||||
SetAllDamage(0.0f, 0.0f, 0.0f);
|
||||
Oxygen = 100.0f;
|
||||
Bloodloss = 0.0f;
|
||||
SetStun(0.0f, true);
|
||||
isDead = false;
|
||||
|
||||
foreach (LimbJoint joint in AnimController.LimbJoints)
|
||||
{
|
||||
@@ -3631,6 +3816,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
canBePutInOriginalInventory = inventory.CanBePut(newItem, slotIndices[0]);
|
||||
}
|
||||
|
||||
if (canBePutInOriginalInventory)
|
||||
{
|
||||
@@ -3704,7 +3893,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private readonly HashSet<AttackContext> currentContexts = new HashSet<AttackContext>();
|
||||
|
||||
public IEnumerable<AttackContext> GetAttackContexts()
|
||||
@@ -3828,5 +4016,10 @@ namespace Barotrauma
|
||||
public bool IsWatchman => HasJob("watchman");
|
||||
|
||||
public bool HasJob(string identifier) => Info?.Job?.Prefab.Identifier == identifier;
|
||||
|
||||
public bool IsProtectedFromPressure()
|
||||
{
|
||||
return PressureProtection >= (Level.Loaded?.GetRealWorldDepth(WorldPosition.Y) ?? 1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -153,6 +153,8 @@ namespace Barotrauma
|
||||
private static ushort idCounter;
|
||||
private const string disguiseName = "???";
|
||||
|
||||
public bool HasNickname => Name != OriginalName;
|
||||
public string OriginalName { get; private set; }
|
||||
public string Name;
|
||||
public string DisplayName
|
||||
{
|
||||
@@ -349,9 +351,9 @@ namespace Barotrauma
|
||||
|
||||
private readonly NPCPersonalityTrait personalityTrait;
|
||||
|
||||
public Order CurrentOrder { get; set; }
|
||||
public string CurrentOrderOption { get; set; }
|
||||
public bool IsDismissed => CurrentOrder == null || CurrentOrder.Identifier.Equals("dismissed", StringComparison.OrdinalIgnoreCase);
|
||||
public const int MaxCurrentOrders = 3;
|
||||
public static int HighestManualOrderPriority => MaxCurrentOrders;
|
||||
public List<OrderInfo> CurrentOrders { get; } = new List<OrderInfo>();
|
||||
|
||||
//unique ID given to character infos in MP
|
||||
//used by clients to identify which infos are the same to prevent duplicate characters in round summary
|
||||
@@ -453,7 +455,7 @@ namespace Barotrauma
|
||||
public bool IsAttachmentsLoaded => HairIndex > -1 && BeardIndex > -1 && MoustacheIndex > -1 && FaceAttachmentIndex > -1;
|
||||
|
||||
// Used for creating the data
|
||||
public CharacterInfo(string speciesName, string name = "", JobPrefab jobPrefab = null, string ragdollFileName = null, int variant = 0, Rand.RandSync randSync = Rand.RandSync.Unsynced)
|
||||
public CharacterInfo(string speciesName, string name = "", string originalName = "", JobPrefab jobPrefab = null, string ragdollFileName = null, int variant = 0, Rand.RandSync randSync = Rand.RandSync.Unsynced)
|
||||
{
|
||||
if (speciesName.EndsWith(".xml", StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
@@ -503,6 +505,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
OriginalName = !string.IsNullOrEmpty(originalName) ? originalName : Name;
|
||||
personalityTrait = NPCPersonalityTrait.GetRandom(name + HeadSpriteId);
|
||||
Salary = CalculateSalary();
|
||||
if (ragdollFileName != null)
|
||||
@@ -518,6 +521,7 @@ namespace Barotrauma
|
||||
ID = idCounter;
|
||||
idCounter++;
|
||||
Name = infoElement.GetAttributeString("name", "");
|
||||
OriginalName = infoElement.GetAttributeString("originalname", null);
|
||||
string genderStr = infoElement.GetAttributeString("gender", "male").ToLowerInvariant();
|
||||
Salary = infoElement.GetAttributeInt("salary", 1000);
|
||||
Enum.TryParse(infoElement.GetAttributeString("race", "White"), true, out Race race);
|
||||
@@ -576,6 +580,11 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (string.IsNullOrEmpty(OriginalName))
|
||||
{
|
||||
OriginalName = Name;
|
||||
}
|
||||
|
||||
StartItemsGiven = infoElement.GetAttributeBool("startitemsgiven", false);
|
||||
string personalityName = infoElement.GetAttributeString("personality", "");
|
||||
ragdollFileName = infoElement.GetAttributeString("ragdoll", string.Empty);
|
||||
@@ -622,7 +631,17 @@ namespace Barotrauma
|
||||
|
||||
public int GetIdentifier()
|
||||
{
|
||||
int id = ToolBox.StringToInt(Name);
|
||||
return GetIdentifier(Name);
|
||||
}
|
||||
|
||||
public int GetIdentifierUsingOriginalName()
|
||||
{
|
||||
return GetIdentifier(OriginalName);
|
||||
}
|
||||
|
||||
private int GetIdentifier(string name)
|
||||
{
|
||||
int id = ToolBox.StringToInt(name);
|
||||
id ^= HeadSpriteId;
|
||||
id ^= (int)Race << 6;
|
||||
id ^= HairIndex << 12;
|
||||
@@ -939,12 +958,38 @@ namespace Barotrauma
|
||||
|
||||
partial void OnSkillChanged(string skillIdentifier, float prevLevel, float newLevel, Vector2 textPopupPos);
|
||||
|
||||
public void Rename(string newName)
|
||||
{
|
||||
if (string.IsNullOrEmpty(newName)) { return; }
|
||||
// Replace the name tag of any existing id cards or duffel bags
|
||||
foreach (var item in Item.ItemList)
|
||||
{
|
||||
if (item.Prefab.Identifier != "idcard" && !item.Tags.Contains("despawncontainer")) { continue; }
|
||||
foreach (var tag in item.Tags.Split(','))
|
||||
{
|
||||
var splitTag = tag.Split(":");
|
||||
if (splitTag.Length < 2) { continue; }
|
||||
if (splitTag[0] != "name") { continue; }
|
||||
if (splitTag[1] != Name) { continue; }
|
||||
item.ReplaceTag(tag, $"name:{newName}");
|
||||
break;
|
||||
}
|
||||
}
|
||||
Name = newName;
|
||||
}
|
||||
|
||||
public void ResetName()
|
||||
{
|
||||
Name = OriginalName;
|
||||
}
|
||||
|
||||
public XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement charElement = new XElement("Character");
|
||||
|
||||
charElement.Add(
|
||||
new XAttribute("name", Name),
|
||||
new XAttribute("originalname", OriginalName),
|
||||
new XAttribute("speciesname", SpeciesName),
|
||||
new XAttribute("gender", Head.gender == Gender.Male ? "male" : "female"),
|
||||
new XAttribute("race", Head.race.ToString()),
|
||||
@@ -957,7 +1002,7 @@ namespace Barotrauma
|
||||
new XAttribute("startitemsgiven", StartItemsGiven),
|
||||
new XAttribute("ragdoll", ragdollFileName),
|
||||
new XAttribute("personality", personalityTrait == null ? "" : personalityTrait.Name));
|
||||
|
||||
|
||||
// TODO: animations?
|
||||
|
||||
if (Character != null)
|
||||
@@ -1004,13 +1049,9 @@ namespace Barotrauma
|
||||
faceAttachments = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset order data so it doesn't carry into further rounds, as the AI is "recreated" always in between rounds anyway.
|
||||
/// </summary>
|
||||
public void ResetCurrentOrder()
|
||||
public void ClearCurrentOrders()
|
||||
{
|
||||
CurrentOrder = null;
|
||||
CurrentOrderOption = "";
|
||||
CurrentOrders.Clear();
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
|
||||
+77
-16
@@ -14,6 +14,9 @@ namespace Barotrauma
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties { get; set; }
|
||||
|
||||
public float PendingAdditionStrenght { get; set; }
|
||||
public float AdditionStrength { get; set; }
|
||||
|
||||
protected float _strength;
|
||||
|
||||
[Serialize(0f, true), Editable]
|
||||
@@ -26,7 +29,12 @@ namespace Barotrauma
|
||||
{
|
||||
_nonClampedStrength = value;
|
||||
}
|
||||
_strength = MathHelper.Clamp(value, 0.0f, Prefab.MaxStrength);
|
||||
float newValue = MathHelper.Clamp(value, 0.0f, Prefab.MaxStrength);
|
||||
if (newValue > _strength)
|
||||
{
|
||||
PendingAdditionStrenght = Prefab.GrainBurst;
|
||||
}
|
||||
_strength = newValue;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -56,6 +64,7 @@ namespace Barotrauma
|
||||
public Affliction(AfflictionPrefab prefab, float strength)
|
||||
{
|
||||
Prefab = prefab;
|
||||
PendingAdditionStrenght = Prefab.GrainBurst;
|
||||
_strength = strength;
|
||||
Identifier = prefab?.Identifier;
|
||||
|
||||
@@ -101,13 +110,33 @@ namespace Barotrauma
|
||||
|
||||
return currVitalityDecrease;
|
||||
}
|
||||
|
||||
public float GetScreenGrainStrength()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
|
||||
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
|
||||
if (currentEffect == null) { return 0.0f; }
|
||||
if (MathUtils.NearlyEqual(currentEffect.MaxGrainStrength, 0f)) { return 0.0f; }
|
||||
|
||||
float amount = MathHelper.Lerp(
|
||||
currentEffect.MinGrainStrength,
|
||||
currentEffect.MaxGrainStrength,
|
||||
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
|
||||
|
||||
if (Prefab.GrainBurst > 0 && AdditionStrength > amount)
|
||||
{
|
||||
return AdditionStrength;
|
||||
}
|
||||
|
||||
return amount;
|
||||
}
|
||||
|
||||
public float GetScreenDistortStrength()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) return 0.0f;
|
||||
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
|
||||
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
|
||||
if (currentEffect == null) return 0.0f;
|
||||
if (currentEffect.MaxScreenDistortStrength - currentEffect.MinScreenDistortStrength <= 0.0f) return 0.0f;
|
||||
if (currentEffect == null) { return 0.0f; }
|
||||
if (currentEffect.MaxScreenDistortStrength - currentEffect.MinScreenDistortStrength < 0.0f) { return 0.0f; }
|
||||
|
||||
return MathHelper.Lerp(
|
||||
currentEffect.MinScreenDistortStrength,
|
||||
@@ -117,10 +146,10 @@ namespace Barotrauma
|
||||
|
||||
public float GetRadialDistortStrength()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) return 0.0f;
|
||||
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
|
||||
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
|
||||
if (currentEffect == null) return 0.0f;
|
||||
if (currentEffect.MaxRadialDistortStrength - currentEffect.MinRadialDistortStrength <= 0.0f) return 0.0f;
|
||||
if (currentEffect == null) { return 0.0f; }
|
||||
if (currentEffect.MaxRadialDistortStrength - currentEffect.MinRadialDistortStrength < 0.0f) { return 0.0f; }
|
||||
|
||||
return MathHelper.Lerp(
|
||||
currentEffect.MinRadialDistortStrength,
|
||||
@@ -130,10 +159,10 @@ namespace Barotrauma
|
||||
|
||||
public float GetChromaticAberrationStrength()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) return 0.0f;
|
||||
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
|
||||
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
|
||||
if (currentEffect == null) return 0.0f;
|
||||
if (currentEffect.MaxChromaticAberrationStrength - currentEffect.MinChromaticAberrationStrength <= 0.0f) return 0.0f;
|
||||
if (currentEffect == null) { return 0.0f; }
|
||||
if (currentEffect.MaxChromaticAberrationStrength - currentEffect.MinChromaticAberrationStrength < 0.0f) { return 0.0f; }
|
||||
|
||||
return MathHelper.Lerp(
|
||||
currentEffect.MinChromaticAberrationStrength,
|
||||
@@ -143,10 +172,10 @@ namespace Barotrauma
|
||||
|
||||
public float GetScreenBlurStrength()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) return 0.0f;
|
||||
if (Strength < Prefab.ActivationThreshold) { return 0.0f; }
|
||||
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
|
||||
if (currentEffect == null) return 0.0f;
|
||||
if (currentEffect.MaxScreenBlurStrength - currentEffect.MinScreenBlurStrength <= 0.0f) return 0.0f;
|
||||
if (currentEffect == null) { return 0.0f; }
|
||||
if (currentEffect.MaxScreenBlurStrength - currentEffect.MinScreenBlurStrength < 0.0f) { return 0.0f; }
|
||||
|
||||
return MathHelper.Lerp(
|
||||
currentEffect.MinScreenBlurStrength,
|
||||
@@ -154,6 +183,20 @@ namespace Barotrauma
|
||||
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
|
||||
}
|
||||
|
||||
public float GetSkillMultiplier()
|
||||
{
|
||||
if (Strength < Prefab.ActivationThreshold) { return 1.0f; }
|
||||
AfflictionPrefab.Effect currentEffect = Prefab.GetActiveEffect(Strength);
|
||||
if (currentEffect == null) { return 1.0f; }
|
||||
|
||||
float amount = MathHelper.Lerp(
|
||||
currentEffect.MinSkillMultiplier,
|
||||
currentEffect.MaxSkillMultiplier,
|
||||
(Strength - currentEffect.MinStrength) / (currentEffect.MaxStrength - currentEffect.MinStrength));
|
||||
|
||||
return amount;
|
||||
}
|
||||
|
||||
public void CalculateDamagePerSecond(float currentVitalityDecrease)
|
||||
{
|
||||
DamagePerSecond = Math.Max(DamagePerSecond, currentVitalityDecrease - PreviousVitalityDecrease);
|
||||
@@ -232,6 +275,21 @@ namespace Barotrauma
|
||||
{
|
||||
ApplyStatusEffect(statusEffect, deltaTime, characterHealth, targetLimb);
|
||||
}
|
||||
|
||||
float amount = deltaTime;
|
||||
if (Prefab.GrainBurst > 0)
|
||||
{
|
||||
amount /= Prefab.GrainBurst;
|
||||
}
|
||||
if (PendingAdditionStrenght >= 0)
|
||||
{
|
||||
AdditionStrength += amount;
|
||||
PendingAdditionStrenght -= deltaTime;
|
||||
}
|
||||
else if (AdditionStrength > 0)
|
||||
{
|
||||
AdditionStrength -= amount;
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyStatusEffect(StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb)
|
||||
@@ -254,16 +312,19 @@ namespace Barotrauma
|
||||
{
|
||||
var targets = new List<ISerializableEntity>();
|
||||
statusEffect.GetNearbyTargets(characterHealth.Character.WorldPosition, targets);
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, targetLimb.character, targets);
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, characterHealth.Character, targets);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Use this method to skip clamping and additional logic of the setters.
|
||||
/// Intended only to be used when the value is already clamped! (networking code)
|
||||
/// Ideally we would keep this private, but doing so would require too much refactoring.
|
||||
/// </summary>
|
||||
public void SetStrength(float strength) => _strength = strength;
|
||||
public void SetStrength(float strength)
|
||||
{
|
||||
_nonClampedStrength = strength;
|
||||
_strength = _nonClampedStrength;
|
||||
}
|
||||
|
||||
public bool ShouldShowIcon(Character afflictedCharacter)
|
||||
{
|
||||
|
||||
+16
-9
@@ -102,7 +102,7 @@ namespace Barotrauma
|
||||
|
||||
private void ApplyDamage(float deltaTime, bool applyForce)
|
||||
{
|
||||
int limbCount = character.AnimController.Limbs.Count(l => !l.IgnoreCollisions && !l.IsSevered);
|
||||
int limbCount = character.AnimController.Limbs.Count(l => !l.IgnoreCollisions && !l.IsSevered && !l.Hidden);
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.IsSevered) { continue; }
|
||||
@@ -148,10 +148,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
public void UnsubscribeFromDeathEvent()
|
||||
{
|
||||
if (character == null) { return; }
|
||||
DeactivateHusk();
|
||||
if (character == null || !subscribedToDeathEvent) { return; }
|
||||
character.OnDeath -= CharacterDead;
|
||||
subscribedToDeathEvent = false;
|
||||
}
|
||||
@@ -159,7 +158,11 @@ namespace Barotrauma
|
||||
private void CharacterDead(Character character, CauseOfDeath causeOfDeath)
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
|
||||
if (Strength < ActiveThreshold || character.Removed) { return; }
|
||||
if (Strength < ActiveThreshold || character.Removed)
|
||||
{
|
||||
UnsubscribeFromDeathEvent();
|
||||
return;
|
||||
}
|
||||
|
||||
//don't turn the character into a husk if any of its limbs are severed
|
||||
if (character.AnimController?.LimbJoints != null)
|
||||
@@ -170,18 +173,22 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
//character already in remove queue (being removed by something else, for example a modded affliction that uses AfflictionHusk as the base)
|
||||
// -> don't spawn the AI husk
|
||||
if (Entity.Spawner.IsInRemoveQueue(character)) { return; }
|
||||
|
||||
//create the AI husk in a coroutine to ensure that we don't modify the character list while enumerating it
|
||||
CoroutineManager.StartCoroutine(CreateAIHusk());
|
||||
}
|
||||
|
||||
private IEnumerable<object> CreateAIHusk()
|
||||
{
|
||||
//character already in remove queue (being removed by something else, for example a modded affliction that uses AfflictionHusk as the base)
|
||||
// -> don't spawn the AI husk
|
||||
if (Entity.Spawner.IsInRemoveQueue(character))
|
||||
{
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
character.Enabled = false;
|
||||
Entity.Spawner.AddToRemoveQueue(character);
|
||||
UnsubscribeFromDeathEvent();
|
||||
|
||||
string huskedSpeciesName = GetHuskedSpeciesName(character.SpeciesName, Prefab as AfflictionPrefabHusk);
|
||||
CharacterPrefab prefab = CharacterPrefab.FindBySpeciesName(huskedSpeciesName);
|
||||
|
||||
+58
-23
@@ -111,7 +111,7 @@ namespace Barotrauma
|
||||
public readonly bool NeedsAir;
|
||||
}
|
||||
|
||||
class AfflictionPrefab : IPrefab, IDisposable
|
||||
class AfflictionPrefab : IPrefab, IDisposable, IHasUintIdentifier
|
||||
{
|
||||
public class Effect
|
||||
{
|
||||
@@ -128,11 +128,14 @@ namespace Barotrauma
|
||||
|
||||
public float MinScreenBlurStrength, MaxScreenBlurStrength;
|
||||
public float MinScreenDistortStrength, MaxScreenDistortStrength;
|
||||
public float MinGrainStrength, MaxGrainStrength;
|
||||
public float MinRadialDistortStrength, MaxRadialDistortStrength;
|
||||
public float MinChromaticAberrationStrength, MaxChromaticAberrationStrength;
|
||||
public float MinSpeedMultiplier, MaxSpeedMultiplier;
|
||||
public float MinBuffMultiplier, MaxBuffMultiplier;
|
||||
|
||||
public float MinSkillMultiplier, MaxSkillMultiplier;
|
||||
|
||||
public float MinResistance, MaxResistance;
|
||||
public string ResistanceFor;
|
||||
public string DialogFlag;
|
||||
@@ -163,10 +166,17 @@ namespace Barotrauma
|
||||
MaxChromaticAberrationStrength = element.GetAttributeFloat("maxchromaticaberration", 0.0f);
|
||||
MaxChromaticAberrationStrength = Math.Max(MinChromaticAberrationStrength, MaxChromaticAberrationStrength);
|
||||
|
||||
MinGrainStrength = element.GetAttributeFloat(nameof(MinGrainStrength).ToLower(), 0.0f);
|
||||
MaxGrainStrength = element.GetAttributeFloat(nameof(MaxGrainStrength).ToLower(), 0.0f);
|
||||
MaxGrainStrength = Math.Max(MinGrainStrength, MaxGrainStrength);
|
||||
|
||||
MinScreenBlurStrength = element.GetAttributeFloat("minscreenblur", 0.0f);
|
||||
MaxScreenBlurStrength = element.GetAttributeFloat("maxscreenblur", 0.0f);
|
||||
MaxScreenBlurStrength = Math.Max(MinScreenBlurStrength, MaxScreenBlurStrength);
|
||||
|
||||
MinSkillMultiplier = element.GetAttributeFloat("minskillmultiplier", 1.0f);
|
||||
MaxSkillMultiplier = element.GetAttributeFloat("maxskillmultiplier", 1.0f);
|
||||
|
||||
ResistanceFor = element.GetAttributeString("resistancefor", "");
|
||||
MinResistance = element.GetAttributeFloat("minresistance", 0.0f);
|
||||
MaxResistance = element.GetAttributeFloat("maxresistance", 0.0f);
|
||||
@@ -228,6 +238,7 @@ namespace Barotrauma
|
||||
public static AfflictionPrefab Bloodloss;
|
||||
public static AfflictionPrefab Pressure;
|
||||
public static AfflictionPrefab Stun;
|
||||
public static AfflictionPrefab RadiationSickness;
|
||||
|
||||
public static readonly PrefabCollection<AfflictionPrefab> Prefabs = new PrefabCollection<AfflictionPrefab>();
|
||||
|
||||
@@ -256,7 +267,7 @@ namespace Barotrauma
|
||||
/// Unique identifier that's generated by hashing the prefab's string identifier.
|
||||
/// Used to reduce the amount of bytes needed to write affliction data into network messages in multiplayer.
|
||||
/// </summary>
|
||||
public uint UIntIdentifier;
|
||||
public uint UIntIdentifier { get; set; }
|
||||
|
||||
// Arbitrary string that is used to identify the type of the affliction.
|
||||
public readonly string AfflictionType;
|
||||
@@ -273,6 +284,7 @@ namespace Barotrauma
|
||||
public ContentPackage ContentPackage { get; private set; }
|
||||
|
||||
public readonly string Name, Description;
|
||||
public readonly string TranslationOverride;
|
||||
public readonly bool IsBuff;
|
||||
|
||||
public readonly string CauseOfDeathDescription, SelfCauseOfDeathDescription;
|
||||
@@ -285,9 +297,14 @@ namespace Barotrauma
|
||||
public readonly float ShowIconToOthersThreshold = 0.05f;
|
||||
public readonly float MaxStrength = 100.0f;
|
||||
|
||||
public readonly float GrainBurst;
|
||||
|
||||
//how high the strength has to be for the affliction icon to be shown with a health scanner
|
||||
public readonly float ShowInHealthScannerThreshold = 0.05f;
|
||||
|
||||
//how strong the affliction needs to be before bots attempt to treat it
|
||||
public readonly float TreatmentThreshold = 5.0f;
|
||||
|
||||
//how much karma changes when a player applies this affliction to someone (per strength of the affliction)
|
||||
public float KarmaChangeOnApplied;
|
||||
|
||||
@@ -337,6 +354,7 @@ namespace Barotrauma
|
||||
Bloodloss = null;
|
||||
Pressure = null;
|
||||
Stun = null;
|
||||
RadiationSickness = null;
|
||||
#if CLIENT
|
||||
CharacterHealth.DamageOverlay?.Remove();
|
||||
CharacterHealth.DamageOverlay = null;
|
||||
@@ -361,6 +379,7 @@ namespace Barotrauma
|
||||
if (Bloodloss == null) { DebugConsole.ThrowError("Affliction \"Bloodloss\" not defined in the affliction prefabs."); }
|
||||
if (Pressure == null) { DebugConsole.ThrowError("Affliction \"Pressure\" not defined in the affliction prefabs."); }
|
||||
if (Stun == null) { DebugConsole.ThrowError("Affliction \"Stun\" not defined in the affliction prefabs."); }
|
||||
if (RadiationSickness == null) { DebugConsole.ThrowError("Affliction \"RadiationSickness\" not defined in the affliction prefabs."); }
|
||||
}
|
||||
|
||||
public static void LoadFromFile(ContentFile file)
|
||||
@@ -372,6 +391,9 @@ namespace Barotrauma
|
||||
{
|
||||
DebugConsole.ThrowError("Cannot override all afflictions, because many of them are required by the main game! Please try overriding them one by one.");
|
||||
}
|
||||
|
||||
List<(AfflictionPrefab prefab, XElement element)> loadedAfflictions = new List<(AfflictionPrefab prefab, XElement element)>();
|
||||
|
||||
foreach (XElement element in mainElement.Elements())
|
||||
{
|
||||
bool isOverride = element.IsOverride();
|
||||
@@ -436,6 +458,7 @@ namespace Barotrauma
|
||||
prefab = new AfflictionPrefab(sourceElement, file.Path, typeof(AfflictionBleeding));
|
||||
break;
|
||||
case "huskinfection":
|
||||
case "alieninfection":
|
||||
prefab = new AfflictionPrefabHusk(sourceElement, file.Path, typeof(AfflictionHusk));
|
||||
break;
|
||||
case "cprsettings":
|
||||
@@ -498,27 +521,25 @@ namespace Barotrauma
|
||||
case "stun":
|
||||
Stun = prefab;
|
||||
break;
|
||||
case "radiationsickness":
|
||||
RadiationSickness = prefab;
|
||||
break;
|
||||
}
|
||||
if (ImpactDamage == null) { ImpactDamage = InternalDamage; }
|
||||
|
||||
if (prefab != null)
|
||||
{
|
||||
loadedAfflictions.Add((prefab, sourceElement));
|
||||
Prefabs.Add(prefab, isOverride);
|
||||
prefab.CalculatePrefabUIntIdentifier(Prefabs);
|
||||
}
|
||||
}
|
||||
|
||||
using MD5 md5 = MD5.Create();
|
||||
foreach (AfflictionPrefab prefab in Prefabs)
|
||||
//load the effects after all the afflictions in the file have been instantiated
|
||||
//otherwise afflictions can't inflict other afflictions that are defined at a later point in the file
|
||||
foreach ((AfflictionPrefab prefab, XElement element) in loadedAfflictions)
|
||||
{
|
||||
prefab.UIntIdentifier = ToolBox.StringToUInt32Hash(prefab.Identifier, md5);
|
||||
|
||||
//it's theoretically possible for two different values to generate the same hash, but the probability is astronomically small
|
||||
var collision = Prefabs.Find(p => p != prefab && p.UIntIdentifier == prefab.UIntIdentifier);
|
||||
if (collision != null)
|
||||
{
|
||||
DebugConsole.ThrowError("Hashing collision when generating uint identifiers for Afflictions: " + prefab.Identifier + " has the same identifier as " + collision.Identifier + " (" + prefab.UIntIdentifier + ")");
|
||||
collision.UIntIdentifier++;
|
||||
}
|
||||
prefab.LoadEffects(element);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -549,8 +570,10 @@ namespace Barotrauma
|
||||
Identifier = element.GetAttributeString("identifier", "");
|
||||
|
||||
AfflictionType = element.GetAttributeString("type", "");
|
||||
Name = TextManager.Get("AfflictionName." + Identifier, true) ?? element.GetAttributeString("name", "");
|
||||
Description = TextManager.Get("AfflictionDescription." + Identifier, true) ?? element.GetAttributeString("description", "");
|
||||
TranslationOverride = element.GetAttributeString("translationoverride", null);
|
||||
string translationId = TranslationOverride ?? Identifier;
|
||||
Name = TextManager.Get("AfflictionName." + translationId, true) ?? element.GetAttributeString("name", "");
|
||||
Description = TextManager.Get("AfflictionDescription." + translationId, true) ?? element.GetAttributeString("description", "");
|
||||
IsBuff = element.GetAttributeBool("isbuff", false);
|
||||
|
||||
LimbSpecific = element.GetAttributeBool("limbspecific", false);
|
||||
@@ -567,16 +590,18 @@ namespace Barotrauma
|
||||
ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", Math.Max(ActivationThreshold, 0.05f));
|
||||
ShowIconToOthersThreshold = element.GetAttributeFloat("showicontoothersthreshold", ShowIconThreshold);
|
||||
MaxStrength = element.GetAttributeFloat("maxstrength", 100.0f);
|
||||
GrainBurst = element.GetAttributeFloat(nameof(GrainBurst).ToLower(), 0.0f);
|
||||
|
||||
ShowInHealthScannerThreshold = element.GetAttributeFloat("showinhealthscannerthreshold", Math.Max(ActivationThreshold, 0.05f));
|
||||
TreatmentThreshold = element.GetAttributeFloat("treatmentthreshold", Math.Max(ActivationThreshold, 5.0f));
|
||||
|
||||
DamageOverlayAlpha = element.GetAttributeFloat("damageoverlayalpha", 0.0f);
|
||||
BurnOverlayAlpha = element.GetAttributeFloat("burnoverlayalpha", 0.0f);
|
||||
|
||||
KarmaChangeOnApplied = element.GetAttributeFloat("karmachangeonapplied", 0.0f);
|
||||
|
||||
CauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeath." + Identifier, true) ?? element.GetAttributeString("causeofdeathdescription", "");
|
||||
SelfCauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeathSelf." + Identifier, true) ?? element.GetAttributeString("selfcauseofdeathdescription", "");
|
||||
CauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeath." + translationId, true) ?? element.GetAttributeString("causeofdeathdescription", "");
|
||||
SelfCauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeathSelf." + translationId, true) ?? element.GetAttributeString("selfcauseofdeathdescription", "");
|
||||
|
||||
IconColors = element.GetAttributeColorArray("iconcolors", null);
|
||||
AchievementOnRemoved = element.GetAttributeString("achievementonremoved", "");
|
||||
@@ -588,12 +613,6 @@ namespace Barotrauma
|
||||
case "icon":
|
||||
Icon = new Sprite(subElement);
|
||||
break;
|
||||
case "effect":
|
||||
effects.Add(new Effect(subElement, Name));
|
||||
break;
|
||||
case "periodiceffect":
|
||||
periodicEffects.Add(new PeriodicEffect(subElement, Name));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -618,6 +637,22 @@ namespace Barotrauma
|
||||
constructor = type.GetConstructor(new[] { typeof(AfflictionPrefab), typeof(float) });
|
||||
}
|
||||
|
||||
private void LoadEffects(XElement element)
|
||||
{
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "effect":
|
||||
effects.Add(new Effect(subElement, Name));
|
||||
break;
|
||||
case "periodiceffect":
|
||||
periodicEffects.Add(new PeriodicEffect(subElement, Name));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "AfflictionPrefab (" + Name + ")";
|
||||
|
||||
@@ -36,7 +36,11 @@ namespace Barotrauma
|
||||
|
||||
public LimbHealth(XElement element, CharacterHealth characterHealth)
|
||||
{
|
||||
Name = TextManager.Get("HealthLimbName." + element.GetAttributeString("name", ""));
|
||||
string limbName = element.GetAttributeString("name", null) ?? "generic";
|
||||
if (limbName != "generic")
|
||||
{
|
||||
Name = TextManager.Get("HealthLimbName." + limbName);
|
||||
}
|
||||
this.characterHealth = characterHealth;
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
@@ -186,12 +190,14 @@ namespace Barotrauma
|
||||
set { bloodlossAffliction.Strength = MathHelper.Clamp(value, 0.0f, 100.0f); }
|
||||
}
|
||||
|
||||
public float StunTimer
|
||||
public float Stun
|
||||
{
|
||||
get { return stunAffliction.Strength; }
|
||||
set { stunAffliction.Strength = MathHelper.Clamp(value, 0.0f, stunAffliction.Prefab.MaxStrength); }
|
||||
}
|
||||
|
||||
public float StunTimer { get; private set; }
|
||||
|
||||
public Affliction PressureAffliction
|
||||
{
|
||||
get { return pressureAffliction; }
|
||||
@@ -484,7 +490,7 @@ namespace Barotrauma
|
||||
CalculateVitality();
|
||||
}
|
||||
|
||||
public void ApplyDamage(Limb hitLimb, AttackResult attackResult)
|
||||
public void ApplyDamage(Limb hitLimb, AttackResult attackResult, bool allowStacking = true)
|
||||
{
|
||||
if (Unkillable || Character.GodMode) { return; }
|
||||
if (hitLimb.HealthIndex < 0 || hitLimb.HealthIndex >= limbHealths.Count)
|
||||
@@ -498,11 +504,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (newAffliction.Prefab.LimbSpecific)
|
||||
{
|
||||
AddLimbAffliction(hitLimb, newAffliction);
|
||||
AddLimbAffliction(hitLimb, newAffliction, allowStacking);
|
||||
}
|
||||
else
|
||||
{
|
||||
AddAffliction(newAffliction);
|
||||
AddAffliction(newAffliction, allowStacking);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -569,7 +575,7 @@ namespace Barotrauma
|
||||
CalculateVitality();
|
||||
}
|
||||
|
||||
private void AddLimbAffliction(Limb limb, Affliction newAffliction)
|
||||
private void AddLimbAffliction(Limb limb, Affliction newAffliction, bool allowStacking = true)
|
||||
{
|
||||
if (!newAffliction.Prefab.LimbSpecific || limb == null) { return; }
|
||||
if (limb.HealthIndex < 0 || limb.HealthIndex >= limbHealths.Count)
|
||||
@@ -578,10 +584,10 @@ namespace Barotrauma
|
||||
"\" only has health configured for" + limbHealths.Count + " limbs but the limb " + limb.type + " is targeting index " + limb.HealthIndex);
|
||||
return;
|
||||
}
|
||||
AddLimbAffliction(limbHealths[limb.HealthIndex], newAffliction);
|
||||
AddLimbAffliction(limbHealths[limb.HealthIndex], newAffliction, allowStacking);
|
||||
}
|
||||
|
||||
private void AddLimbAffliction(LimbHealth limbHealth, Affliction newAffliction)
|
||||
private void AddLimbAffliction(LimbHealth limbHealth, Affliction newAffliction, bool allowStacking = true)
|
||||
{
|
||||
if (!DoesBleed && newAffliction is AfflictionBleeding) { return; }
|
||||
if (!Character.NeedsOxygen && newAffliction.Prefab == AfflictionPrefab.OxygenLow) { return; }
|
||||
@@ -590,7 +596,15 @@ namespace Barotrauma
|
||||
{
|
||||
if (newAffliction.Prefab == affliction.Prefab)
|
||||
{
|
||||
affliction.Strength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + (newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier))));
|
||||
float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier));
|
||||
if (allowStacking)
|
||||
{
|
||||
// Add the existing strength
|
||||
newStrength += affliction.Strength;
|
||||
}
|
||||
newStrength = Math.Min(affliction.Prefab.MaxStrength, newStrength);
|
||||
if (affliction == stunAffliction) { Character.SetStun(newStrength, true, true); }
|
||||
affliction.Strength = newStrength;
|
||||
affliction.Source = newAffliction.Source;
|
||||
CalculateVitality();
|
||||
if (Vitality <= MinVitality)
|
||||
@@ -620,13 +634,12 @@ namespace Barotrauma
|
||||
#endif
|
||||
}
|
||||
|
||||
private void AddAffliction(Affliction newAffliction)
|
||||
private void AddAffliction(Affliction newAffliction, bool allowStacking = true)
|
||||
{
|
||||
if (!DoesBleed && newAffliction is AfflictionBleeding) { return; }
|
||||
if (!Character.NeedsOxygen && newAffliction.Prefab == AfflictionPrefab.OxygenLow) { return; }
|
||||
if (newAffliction.Prefab.AfflictionType == "huskinfection")
|
||||
if (newAffliction.Prefab is AfflictionPrefabHusk huskPrefab)
|
||||
{
|
||||
var huskPrefab = newAffliction.Prefab as AfflictionPrefabHusk;
|
||||
if (huskPrefab.TargetSpecies.None(s => s.Equals(Character.SpeciesName, StringComparison.OrdinalIgnoreCase)))
|
||||
{
|
||||
return;
|
||||
@@ -636,7 +649,13 @@ namespace Barotrauma
|
||||
{
|
||||
if (newAffliction.Prefab == affliction.Prefab)
|
||||
{
|
||||
float newStrength = Math.Min(affliction.Prefab.MaxStrength, affliction.Strength + (newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier))));
|
||||
float newStrength = newAffliction.Strength * (100.0f / MaxVitality) * (1f - GetResistance(affliction.Prefab.Identifier));
|
||||
if (allowStacking)
|
||||
{
|
||||
// Add the existing strength
|
||||
newStrength += affliction.Strength;
|
||||
}
|
||||
newStrength = Math.Min(affliction.Prefab.MaxStrength, newStrength);
|
||||
if (affliction == stunAffliction) { Character.SetStun(newStrength, true, true); }
|
||||
affliction.Strength = newStrength;
|
||||
affliction.Source = newAffliction.Source;
|
||||
@@ -664,7 +683,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
partial void UpdateProjSpecific(float deltaTime);
|
||||
|
||||
partial void UpdateLimbAfflictionOverlays();
|
||||
@@ -673,6 +691,8 @@ namespace Barotrauma
|
||||
{
|
||||
UpdateOxygen(deltaTime);
|
||||
|
||||
StunTimer = Stun > 0 ? StunTimer + deltaTime : 0;
|
||||
|
||||
for (int i = 0; i < limbHealths.Count; i++)
|
||||
{
|
||||
for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
|
||||
@@ -686,12 +706,16 @@ namespace Barotrauma
|
||||
for (int j = limbHealths[i].Afflictions.Count - 1; j >= 0; j--)
|
||||
{
|
||||
var affliction = limbHealths[i].Afflictions[j];
|
||||
Limb targetLimb = Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == i);
|
||||
Limb targetLimb = Character.AnimController.Limbs.LastOrDefault(l => !l.IsSevered && !l.Hidden && l.HealthIndex == i);
|
||||
if (targetLimb == null)
|
||||
{
|
||||
targetLimb = Character.AnimController.MainLimb;
|
||||
}
|
||||
affliction.Update(this, targetLimb, deltaTime);
|
||||
affliction.DamagePerSecondTimer += deltaTime;
|
||||
if (affliction is AfflictionBleeding)
|
||||
if (affliction is AfflictionBleeding bleeding)
|
||||
{
|
||||
UpdateBleedingProjSpecific((AfflictionBleeding)affliction, targetLimb, deltaTime);
|
||||
UpdateBleedingProjSpecific(bleeding, targetLimb, deltaTime);
|
||||
}
|
||||
Character.StackSpeedMultiplier(affliction.GetSpeedMultiplier());
|
||||
}
|
||||
@@ -788,6 +812,13 @@ namespace Barotrauma
|
||||
Vitality -= vitalityDecrease;
|
||||
affliction.CalculateDamagePerSecond(vitalityDecrease);
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (IsUnconscious)
|
||||
{
|
||||
HintManager.OnCharacterUnconscious(Character);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void Kill()
|
||||
@@ -877,6 +908,7 @@ namespace Barotrauma
|
||||
float minSuitability = -10, maxSuitability = 10;
|
||||
foreach (Affliction affliction in GetAllAfflictions())
|
||||
{
|
||||
if (affliction.Strength < affliction.Prefab.TreatmentThreshold) { continue; }
|
||||
foreach (KeyValuePair<string, float> treatment in affliction.Prefab.TreatmentSuitability)
|
||||
{
|
||||
if (!treatmentSuitability.ContainsKey(treatment.Key))
|
||||
|
||||
@@ -20,6 +20,15 @@ namespace Barotrauma
|
||||
[Serialize(1f, false)]
|
||||
public float HealthMultiplier { get; protected set; }
|
||||
|
||||
[Serialize(1f, false)]
|
||||
public float HealthMultiplierInMultiplayer { get; protected set; }
|
||||
|
||||
[Serialize(1f, false)]
|
||||
public float AimSpeed { get; protected set; }
|
||||
|
||||
[Serialize(1f, false)]
|
||||
public float AimAccuracy { get; protected set; }
|
||||
|
||||
private readonly HashSet<string> moduleFlags = new HashSet<string>();
|
||||
|
||||
[Serialize("", true, "What outpost module tags does the NPC prefer to spawn in.")]
|
||||
@@ -67,6 +76,9 @@ namespace Barotrauma
|
||||
[Serialize(AIObjectiveIdle.BehaviorType.Passive, false)]
|
||||
public AIObjectiveIdle.BehaviorType Behavior { get; protected set; }
|
||||
|
||||
[Serialize(float.PositiveInfinity, false)]
|
||||
public float ReportRange { get; protected set; }
|
||||
|
||||
public List<string> PreferredOutpostModuleTypes { get; protected set; }
|
||||
|
||||
public string OriginalName { get { return Identifier; } }
|
||||
@@ -105,16 +117,54 @@ namespace Barotrauma
|
||||
return Job != null && Job != "any" ? JobPrefab.Get(Job) : JobPrefab.Random(randSync);
|
||||
}
|
||||
|
||||
public void GiveItems(Character character, Submarine submarine, Rand.RandSync randSync = Rand.RandSync.Unsynced)
|
||||
public void InitializeCharacter(Character npc, ISpatialEntity positionToStayIn = null)
|
||||
{
|
||||
npc.CharacterHealth.MaxVitality *= HealthMultiplier;
|
||||
if (GameMain.NetworkMember != null)
|
||||
{
|
||||
npc.CharacterHealth.MaxVitality *= HealthMultiplierInMultiplayer;
|
||||
}
|
||||
var humanAI = npc.AIController as HumanAIController;
|
||||
if (humanAI != null)
|
||||
{
|
||||
var idleObjective = humanAI.ObjectiveManager.GetObjective<AIObjectiveIdle>();
|
||||
if (positionToStayIn != null && Behavior == AIObjectiveIdle.BehaviorType.StayInHull)
|
||||
{
|
||||
idleObjective.TargetHull = AIObjectiveGoTo.GetTargetHull(positionToStayIn);
|
||||
idleObjective.Behavior = AIObjectiveIdle.BehaviorType.StayInHull;
|
||||
}
|
||||
else
|
||||
{
|
||||
idleObjective.Behavior = Behavior;
|
||||
foreach (string moduleType in PreferredOutpostModuleTypes)
|
||||
{
|
||||
idleObjective.PreferredOutpostModuleTypes.Add(moduleType);
|
||||
}
|
||||
}
|
||||
humanAI.ReportRange = ReportRange;
|
||||
humanAI.AimSpeed = AimSpeed;
|
||||
humanAI.AimAccuracy = AimAccuracy;
|
||||
}
|
||||
if (CampaignInteractionType != CampaignMode.InteractionType.None)
|
||||
{
|
||||
(GameMain.GameSession.GameMode as CampaignMode)?.AssignNPCMenuInteraction(npc, CampaignInteractionType);
|
||||
if (positionToStayIn != null && humanAI != null)
|
||||
{
|
||||
humanAI.ObjectiveManager.SetForcedOrder(new AIObjectiveGoTo(positionToStayIn, npc, humanAI.ObjectiveManager, repeat: true, getDivingGearIfNeeded: false, closeEnough: 200));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void GiveItems(Character character, Submarine submarine, Rand.RandSync randSync = Rand.RandSync.Unsynced, bool createNetworkEvents = true)
|
||||
{
|
||||
var spawnItems = ToolBox.SelectWeightedRandom(ItemSets.Keys.ToList(), ItemSets.Values.ToList(), randSync);
|
||||
foreach (XElement itemElement in spawnItems.GetChildElements("item"))
|
||||
{
|
||||
InitializeItems(character, itemElement, submarine);
|
||||
InitializeItems(character, itemElement, submarine, createNetworkEvents: createNetworkEvents);
|
||||
}
|
||||
}
|
||||
|
||||
private void InitializeItems(Character character, XElement itemElement, Submarine submarine, Item parentItem = null)
|
||||
private void InitializeItems(Character character, XElement itemElement, Submarine submarine, Item parentItem = null, bool createNetworkEvents = true)
|
||||
{
|
||||
ItemPrefab itemPrefab;
|
||||
string itemIdentifier = itemElement.GetAttributeString("identifier", "");
|
||||
@@ -126,7 +176,7 @@ namespace Barotrauma
|
||||
}
|
||||
Item item = new Item(itemPrefab, character.Position, null);
|
||||
#if SERVER
|
||||
if (GameMain.Server != null && Entity.Spawner != null)
|
||||
if (GameMain.Server != null && Entity.Spawner != null && createNetworkEvents)
|
||||
{
|
||||
if (GameMain.Server.EntityEventManager.UniqueEvents.Any(ev => ev.Entity == item))
|
||||
{
|
||||
@@ -187,7 +237,7 @@ namespace Barotrauma
|
||||
}
|
||||
foreach (XElement childItemElement in itemElement.Elements())
|
||||
{
|
||||
InitializeItems(character, childItemElement, submarine, item);
|
||||
InitializeItems(character, childItemElement, submarine, item, createNetworkEvents);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -187,16 +187,18 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (item.Prefab.Identifier == "idcard" && spawnPoint != null)
|
||||
if (item.Prefab.Identifier == "idcard")
|
||||
{
|
||||
foreach (string s in spawnPoint.IdCardTags)
|
||||
if (spawnPoint != null)
|
||||
{
|
||||
item.AddTag(s);
|
||||
foreach (string s in spawnPoint.IdCardTags)
|
||||
{
|
||||
item.AddTag(s);
|
||||
if (!string.IsNullOrWhiteSpace(spawnPoint.IdCardDesc)) { item.Description = spawnPoint.IdCardDesc; }
|
||||
}
|
||||
}
|
||||
item.AddTag("name:" + character.Name);
|
||||
item.AddTag("job:" + Name);
|
||||
if (!string.IsNullOrWhiteSpace(spawnPoint.IdCardDesc))
|
||||
item.Description = spawnPoint.IdCardDesc;
|
||||
|
||||
IdCard idCardComponent = item.GetComponent<IdCard>();
|
||||
if (idCardComponent != null)
|
||||
|
||||
@@ -203,7 +203,7 @@ namespace Barotrauma
|
||||
partial class Limb : ISerializableEntity, ISpatialEntity
|
||||
{
|
||||
//how long it takes for severed limbs to fade out
|
||||
public float SeveredFadeOutTime => Params.SeveredFadeOutTime;
|
||||
public float SeveredFadeOutTime { get; private set; } = 10;
|
||||
|
||||
public readonly Character character;
|
||||
/// <summary>
|
||||
@@ -308,6 +308,12 @@ namespace Barotrauma
|
||||
set
|
||||
{
|
||||
if (isSevered == value) { return; }
|
||||
if (value == true)
|
||||
{
|
||||
// If any of the connected limbs have a longer fade out time, use that
|
||||
var connectedLimbs = GetConnectedLimbs();
|
||||
SeveredFadeOutTime = Math.Max(Params.SeveredFadeOutTime, connectedLimbs.Any() ? connectedLimbs.Max(l => l.SeveredFadeOutTime) : 0);
|
||||
}
|
||||
isSevered = value;
|
||||
if (isSevered)
|
||||
{
|
||||
@@ -726,6 +732,10 @@ namespace Barotrauma
|
||||
{
|
||||
newAffliction = affliction.CreateMultiplied(finalDamageModifier);
|
||||
}
|
||||
else
|
||||
{
|
||||
newAffliction.SetStrength(affliction.NonClampedStrength);
|
||||
}
|
||||
|
||||
if (applyAffliction)
|
||||
{
|
||||
@@ -861,6 +871,23 @@ namespace Barotrauma
|
||||
float dist = distance > -1 ? distance : ConvertUnits.ToDisplayUnits(Vector2.Distance(simPos, attackSimPos));
|
||||
bool wasRunning = attack.IsRunning;
|
||||
attack.UpdateAttackTimer(deltaTime, character);
|
||||
if (attack.Blink)
|
||||
{
|
||||
if (attack.ForceOnLimbIndices != null && attack.ForceOnLimbIndices.Any())
|
||||
{
|
||||
foreach (int limbIndex in attack.ForceOnLimbIndices)
|
||||
{
|
||||
if (limbIndex < 0 || limbIndex >= character.AnimController.Limbs.Length) { continue; }
|
||||
Limb limb = character.AnimController.Limbs[limbIndex];
|
||||
if (limb.IsSevered) { continue; }
|
||||
limb.Blink();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Blink();
|
||||
}
|
||||
}
|
||||
|
||||
bool wasHit = false;
|
||||
Body structureBody = null;
|
||||
@@ -871,11 +898,11 @@ namespace Barotrauma
|
||||
case HitDetection.Distance:
|
||||
if (dist < attack.DamageRange)
|
||||
{
|
||||
structureBody = Submarine.PickBody(simPos, attackSimPos, collisionCategory: Physics.CollisionWall | Physics.CollisionLevel, allowInsideFixture: true);
|
||||
if (structureBody?.UserData as string == "ruinroom")
|
||||
structureBody = Submarine.PickBody(simPos, attackSimPos, collisionCategory: Physics.CollisionWall | Physics.CollisionLevel, allowInsideFixture: true, customPredicate:
|
||||
(Fixture f) =>
|
||||
{
|
||||
structureBody = null;
|
||||
}
|
||||
return f?.Body?.UserData as string != "ruinroom";
|
||||
});
|
||||
if (damageTarget is Item i && i.GetComponent<Items.Components.Door>() != null)
|
||||
{
|
||||
// If the attack is aimed to an item and hits an item, it's successful.
|
||||
@@ -1098,12 +1125,26 @@ namespace Barotrauma
|
||||
foreach (StatusEffect statusEffect in statusEffects)
|
||||
{
|
||||
if (statusEffect.type != actionType) { continue; }
|
||||
if (statusEffect.type == ActionType.OnDamaged)
|
||||
{
|
||||
if (statusEffect.AllowedAfflictions != null && (character.LastDamage.Afflictions == null || character.LastDamage.Afflictions.None(a => statusEffect.AllowedAfflictions.Contains(a.Prefab.AfflictionType) || statusEffect.AllowedAfflictions.Contains(a.Prefab.Identifier))))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (statusEffect.OnlyPlayerTriggered)
|
||||
{
|
||||
if (character.LastAttacker == null || !character.LastAttacker.IsPlayer)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (statusEffect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
|
||||
statusEffect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
|
||||
{
|
||||
targets.Clear();
|
||||
statusEffect.GetNearbyTargets(WorldPosition, targets);
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, character, targets);
|
||||
statusEffect.Apply(actionType, deltaTime, character, targets);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1111,7 +1152,40 @@ namespace Barotrauma
|
||||
{
|
||||
statusEffect.Apply(actionType, deltaTime, character, character, WorldPosition);
|
||||
}
|
||||
statusEffect.Apply(actionType, deltaTime, character, this, WorldPosition);
|
||||
else if (statusEffect.targetLimbs != null)
|
||||
{
|
||||
foreach (var limbType in statusEffect.targetLimbs)
|
||||
{
|
||||
if (statusEffect.HasTargetType(StatusEffect.TargetType.AllLimbs))
|
||||
{
|
||||
// Target all matching limbs
|
||||
foreach (var limb in ragdoll.Limbs)
|
||||
{
|
||||
if (limb.IsSevered) { continue; }
|
||||
if (limb.type == limbType)
|
||||
{
|
||||
statusEffect.Apply(actionType, deltaTime, character, limb);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (statusEffect.HasTargetType(StatusEffect.TargetType.Limb))
|
||||
{
|
||||
// Target just the first matching limb
|
||||
Limb limb = ragdoll.GetLimb(limbType);
|
||||
statusEffect.Apply(actionType, deltaTime, character, limb);
|
||||
}
|
||||
else if (statusEffect.HasTargetType(StatusEffect.TargetType.LastLimb))
|
||||
{
|
||||
// Target just the last matching limb
|
||||
Limb limb = ragdoll.Limbs.LastOrDefault(l => l.type == limbType && !l.IsSevered && !l.Hidden);
|
||||
statusEffect.Apply(actionType, deltaTime, character, limb);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
statusEffect.Apply(actionType, deltaTime, character, this, WorldPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1121,7 +1195,12 @@ namespace Barotrauma
|
||||
|
||||
private float TotalBlinkDurationOut => Params.BlinkDurationOut + Params.BlinkHoldTime;
|
||||
|
||||
public void Blink(float deltaTime, float referenceRotation)
|
||||
public void Blink()
|
||||
{
|
||||
blinkTimer = -TotalBlinkDurationOut;
|
||||
}
|
||||
|
||||
public void UpdateBlink(float deltaTime, float referenceRotation)
|
||||
{
|
||||
if (blinkTimer > -TotalBlinkDurationOut)
|
||||
{
|
||||
@@ -1155,6 +1234,26 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<LimbJoint> GetConnectedJoints() => ragdoll.LimbJoints.Where(j => !j.IsSevered && (j.LimbA == this || j.LimbB == this));
|
||||
|
||||
public IEnumerable<Limb> GetConnectedLimbs()
|
||||
{
|
||||
var connectedJoints = GetConnectedJoints();
|
||||
var connectedLimbs = new HashSet<Limb>();
|
||||
foreach (Limb limb in ragdoll.Limbs)
|
||||
{
|
||||
var otherJoints = limb.GetConnectedJoints();
|
||||
foreach (LimbJoint connectedJoint in connectedJoints)
|
||||
{
|
||||
if (otherJoints.Contains(connectedJoint))
|
||||
{
|
||||
connectedLimbs.Add(limb);
|
||||
}
|
||||
}
|
||||
}
|
||||
return connectedLimbs;
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
body?.Remove();
|
||||
|
||||
+1
-1
@@ -54,7 +54,7 @@ namespace Barotrauma
|
||||
|
||||
abstract class SwimParams : AnimationParams
|
||||
{
|
||||
[Serialize(25.0f, true, description: "Turning speed (or rather a force applied on the main collider to make it turn). Note that you can set a limb-specific steering forces too (additional)."), Editable(MinValueFloat = 0, MaxValueFloat = 500, ValueStep = 1)]
|
||||
[Serialize(25.0f, true, description: "Turning speed (or rather a force applied on the main collider to make it turn). Note that you can set a limb-specific steering forces too (additional)."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
public float SteerTorque { get; set; }
|
||||
}
|
||||
|
||||
|
||||
+3
-3
@@ -173,13 +173,13 @@ namespace Barotrauma
|
||||
[Editable, Serialize(true, true, description: "Should the character face towards the direction it's heading.")]
|
||||
public bool RotateTowardsMovement { get; set; }
|
||||
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the torso to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the torso to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 2000, ValueStep = 1)]
|
||||
public float TorsoTorque { get; set; }
|
||||
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the head to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
[Serialize(25.0f, true, description: "How much torque is used to rotate the head to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 2000, ValueStep = 1)]
|
||||
public float HeadTorque { get; set; }
|
||||
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the tail to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
[Serialize(50.0f, true, description: "How much torque is used to rotate the tail to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 2000, ValueStep = 1)]
|
||||
public float TailTorque { get; set; }
|
||||
|
||||
[Serialize(1f, true, description: "Multiplier applied based on the angle difference between the tail and the main limb. Increasing the value prevents snake-like characters from getting tangled on themselves. Default = 1 (no boost)"), Editable(MinValueFloat = 1, MaxValueFloat = 100)]
|
||||
|
||||
@@ -49,6 +49,9 @@ namespace Barotrauma
|
||||
[Serialize(false, false), Editable]
|
||||
public bool CanSpeak { get; set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool UseBossHealthBar { get; private set; }
|
||||
|
||||
[Serialize(100f, true, description: "How much noise the character makes when moving?"), Editable(minValue: 0f, maxValue: 100000f)]
|
||||
public float Noise { get; set; }
|
||||
|
||||
@@ -64,6 +67,9 @@ namespace Barotrauma
|
||||
[Serialize("waterblood", true), Editable]
|
||||
public string BleedParticleWater { get; private set; }
|
||||
|
||||
[Serialize(1f, true), Editable]
|
||||
public float BleedParticleMultiplier { get; private set; }
|
||||
|
||||
[Serialize(10f, true, description: "How effectively/easily the character eats other characters. Affects the forces, the amount of particles, and the time required before the target is eaten away"), Editable(MinValueFloat = 1, MaxValueFloat = 1000, ValueStep = 1)]
|
||||
public float EatingSpeed { get; set; }
|
||||
|
||||
@@ -76,6 +82,12 @@ namespace Barotrauma
|
||||
[Serialize(0f, true), Editable]
|
||||
public float SonarDisruption { get; set; }
|
||||
|
||||
[Serialize(0f, true), Editable]
|
||||
public float DistantSonarRange { get; set; }
|
||||
|
||||
[Serialize(25000f, true, "If the character is farther than this (in pixels) from the sub and the players, it will be disabled. The halved value is used for triggering simple physics where the ragdoll is disabled and only the main collider is updated."), Editable(MinValueFloat = 10000f, MaxValueFloat = 100000f)]
|
||||
public float DisableDistance { get; set; }
|
||||
|
||||
public readonly string File;
|
||||
|
||||
public XDocument VariantFile { get; private set; }
|
||||
@@ -118,10 +130,11 @@ namespace Barotrauma
|
||||
// TODO: Make recursive? In practice we don't have to go deeper than this, but the implementation would be a lot cleaner with recursion.
|
||||
foreach (XElement subSubElement in subElement.Elements())
|
||||
{
|
||||
matchingParams = matchingParams.SubParams.FirstOrDefault(p => p.Name.Equals(subSubElement.Name.ToString(), StringComparison.OrdinalIgnoreCase));
|
||||
if (matchingParams != null)
|
||||
if (subSubElement.Name.ToString().Equals("item", StringComparison.OrdinalIgnoreCase)) { continue; }
|
||||
var matchingSubParams = matchingParams.SubParams.FirstOrDefault(p => p.Name.Equals(subSubElement.Name.ToString(), StringComparison.OrdinalIgnoreCase));
|
||||
if (matchingSubParams != null)
|
||||
{
|
||||
TryLoadOverride(matchingParams, subSubElement, matchingParams.SerializableProperties);
|
||||
TryLoadOverride(matchingSubParams, subSubElement, matchingSubParams.SerializableProperties);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -423,10 +436,10 @@ namespace Barotrauma
|
||||
[Serialize(false, true)]
|
||||
public bool UseHealthWindow { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: "How easily the character heals from the bleeding wounds. Default 0 (no extra healing)."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
[Serialize(0f, true, description: "How easily the character heals from the bleeding wounds. Default 0 (no extra healing)."), Editable(MinValueFloat = 0, MaxValueFloat = 100, DecimalCount = 2)]
|
||||
public float BleedingReduction { get; private set; }
|
||||
|
||||
[Serialize(0f, true, description: "How easily the character heals from the burn wounds. Default 0 (no extra healing)."), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
[Serialize(0f, true, description: "How easily the character heals from the burn wounds. Default 0 (no extra healing)."), Editable(MinValueFloat = 0, MaxValueFloat = 100, DecimalCount = 2)]
|
||||
public float BurnReduction { get; private set; }
|
||||
|
||||
[Serialize(0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
|
||||
@@ -522,21 +535,36 @@ namespace Barotrauma
|
||||
[Serialize(20f, true, description: "How long the creature flees before returning to normal state. When the creature sees the target or is being chased, it will always flee, if it's in the flee state."), Editable(minValue: 0f, maxValue: 100f)]
|
||||
public float MinFleeTime { get; private set; }
|
||||
|
||||
[Serialize(false, true, description: "Does the character try to break inside the sub?"), Editable()]
|
||||
[Serialize(false, true, description: "Does the character try to break inside the sub?"), Editable]
|
||||
public bool AggressiveBoarding { get; private set; }
|
||||
|
||||
[Serialize(true, true, description: "Enforce aggressive behavior if the creature is spawned as a target of a monster mission."), Editable()]
|
||||
[Serialize(true, true, description: "Enforce aggressive behavior if the creature is spawned as a target of a monster mission."), Editable]
|
||||
public bool EnforceAggressiveBehaviorForMissions { get; private set; }
|
||||
|
||||
[Serialize(true, true, description: "Should the character target or ignore walls when it's outside the submarine."), Editable()]
|
||||
[Serialize(true, true, description: "Should the character target or ignore walls when it's outside the submarine."), Editable]
|
||||
public bool TargetOuterWalls { get; private set; }
|
||||
|
||||
[Serialize(false, true, description: "If enabled, the character chooses randomly from the available attacks. The priority is used as a weight for weighted random."), Editable()]
|
||||
[Serialize(false, true, description: "If enabled, the character chooses randomly from the available attacks. The priority is used as a weight for weighted random."), Editable]
|
||||
public bool RandomAttack { get; private set; }
|
||||
|
||||
[Serialize(false, true, description:"Can the character open doors and hatches without a proper id card? Only applies on humanoids.")]
|
||||
[Serialize(false, true, description:"Can the character open doors and hatches without a proper id card? Only applies on humanoids."), Editable]
|
||||
public bool Infiltrate { get; private set; }
|
||||
|
||||
[Serialize(true, true, "Is the creature allowed to navigate from and into the depths of the abyss? When enabled, the creatures will try to avoid the depths."), Editable]
|
||||
public bool AvoidAbyss { get; set; }
|
||||
|
||||
[Serialize(false, true, "Does the creature try to keep in the abyss? Has effect only when AvoidAbyss is false."), Editable]
|
||||
public bool StayInAbyss { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: ""), Editable]
|
||||
public float StartAggression { get; private set; }
|
||||
|
||||
[Serialize(100f, true, description: ""), Editable]
|
||||
public float MaxAggression { get; private set; }
|
||||
|
||||
[Serialize(0f, true, description: ""), Editable]
|
||||
public float AggressionCumulation { get; private set; }
|
||||
|
||||
public IEnumerable<TargetParams> Targets => targets;
|
||||
protected readonly List<TargetParams> targets = new List<TargetParams>();
|
||||
|
||||
@@ -639,9 +667,19 @@ namespace Barotrauma
|
||||
[Serialize(false, true, description: "Should the target be ignored while the creature is outside. Doesn't matter where the target is."), Editable]
|
||||
public bool IgnoreOutside { get; set; }
|
||||
|
||||
[Serialize(false, true)]
|
||||
[Serialize(false, true, description: "Should the target be ignored if it's inside a different submarine than us? Normally only some targets are ignored when they are not inside the same sub."), Editable]
|
||||
public bool IgnoreIfNotInSameSub { get; set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool IgnoreIncapacitated { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: "How much damage the protected target should take from an attacker before the creature starts defending it."), Editable]
|
||||
public float DamageThreshold { get; private set; }
|
||||
|
||||
[Serialize(AttackPattern.Straight, true), Editable]
|
||||
public AttackPattern AttackPattern { get; set; }
|
||||
|
||||
#region Sweep
|
||||
[Serialize(0f, true, description: "Use to define a distance at which the creature starts the sweeping movement."), Editable(MinValueFloat = 0, MaxValueFloat = 10000, ValueStep = 1, DecimalCount = 0)]
|
||||
public float SweepDistance { get; private set; }
|
||||
|
||||
@@ -650,9 +688,21 @@ namespace Barotrauma
|
||||
|
||||
[Serialize(1f, true, description: "How quickly the sweep direction changes. Uses the sine wave pattern."), Editable(MinValueFloat = 0, MaxValueFloat = 10, ValueStep = 0.1f, DecimalCount = 2)]
|
||||
public float SweepSpeed { get; private set; }
|
||||
#endregion
|
||||
|
||||
[Serialize(0f, true, description: "How much damage the protected target should take from an attacker before the creature starts defending it.")]
|
||||
public float Threshold { get; private set; }
|
||||
#region Circle
|
||||
[Serialize(5000f, true), Editable(MinValueFloat = 0f, MaxValueFloat = 20000f)]
|
||||
public float CircleStartDistance { get; private set; }
|
||||
|
||||
[Serialize(1f, true), Editable(MinValueFloat = 0.5f, MaxValueFloat = 2f)]
|
||||
public float CircleRotationSpeed { get; private set; }
|
||||
|
||||
[Serialize(5f, true), Editable(MinValueFloat = 1f, MaxValueFloat = 10f)]
|
||||
public float CircleStrikeDistanceMultiplier { get; private set; }
|
||||
|
||||
[Serialize(0f, true), Editable(MinValueFloat = 0f, MaxValueFloat = 50f)]
|
||||
public float CircleMaxRandomOffset { get; private set; }
|
||||
#endregion
|
||||
|
||||
public TargetParams(XElement element, CharacterParams character) : base(element, character) { }
|
||||
|
||||
|
||||
@@ -599,7 +599,7 @@ namespace Barotrauma
|
||||
[Serialize(0f, true, description: "Width of the collider."), Editable(MinValueFloat = 0, MaxValueFloat = 1000)]
|
||||
public float Width { get; set; }
|
||||
|
||||
[Serialize(10f, true, description: "The more the density the heavier the limb is."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
|
||||
[Serialize(10f, true, description: "The more the density the heavier the limb is."), Editable(MinValueFloat = 0, MaxValueFloat = 100, DecimalCount = 2)]
|
||||
public float Density { get; set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
|
||||
Reference in New Issue
Block a user