v0.13.0.11
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+9
-5
@@ -25,8 +25,8 @@ namespace Barotrauma
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{
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// When targeting player characters, always treat them when ordered, else use the threshold so that minor/non-severe damage is ignored.
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// If we ignore any damage when the player orders a bot to do healings, it's observed to cause confusion among the players.
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// On the other hand, if the bots too eagerly heal characters when it's not nevessary, it's inefficient and can feel frustrating, because it can't be controlled.
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return character == target || manager.CurrentOrder is AIObjectiveRescueAll ? (target.IsPlayer ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
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// On the other hand, if the bots too eagerly heal characters when it's not necessary, it's inefficient and can feel frustrating, because it can't be controlled.
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return character == target || manager.HasOrder<AIObjectiveRescueAll>() ? (target.IsPlayer ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
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}
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}
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@@ -40,7 +40,7 @@ namespace Barotrauma
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protected override float TargetEvaluation()
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{
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if (Targets.None()) { return 100; }
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if (objectiveManager.CurrentOrder != this)
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if (!objectiveManager.IsOrder(this))
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{
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if (!character.IsMedic && HumanAIController.IsTrueForAnyCrewMember(c => c != HumanAIController && c.Character.IsMedic && !c.Character.IsUnconscious))
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{
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@@ -82,8 +82,12 @@ namespace Barotrauma
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if (!HumanAIController.IsFriendly(character, target, onlySameTeam: true)) { return false; }
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if (character.AIController is HumanAIController humanAI)
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{
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if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target)) { return false; }
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if (!humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveRescueAll>())
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if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target) ||
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target.CharacterHealth.GetAllAfflictions().All(a => a.Strength < a.Prefab.TreatmentThreshold))
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{
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return false;
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}
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if (!humanAI.ObjectiveManager.HasOrder<AIObjectiveRescueAll>())
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{
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if (!character.IsMedic && target != character)
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{
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