(83868bb0e) Refactor AIObjectiveExtinguishFires to use the AIObjectiveLoop class. Significant refactoring of the other looping objectives. Reduce the duplicate code.
This commit is contained in:
@@ -190,6 +190,8 @@ namespace Barotrauma
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public bool IgnoreLayoutGroups;
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public bool IgnoreLayoutGroups;
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public bool IgnoreLayoutGroups;
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public virtual ScalableFont Font
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public virtual ScalableFont Font
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{
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{
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get;
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get;
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@@ -221,6 +221,12 @@ namespace Barotrauma
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Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
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Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
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Tag = tag;
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Tag = tag;
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InnerFrame = new GUIFrame(new RectTransform(new Point(width, height), RectTransform, Anchor.Center) { IsFixedSize = false }, style: null);
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GUI.Style.Apply(InnerFrame, "", this);
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Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
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Tag = tag;
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if (height == 0)
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if (height == 0)
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{
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{
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string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font);
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string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font);
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@@ -98,56 +98,14 @@ namespace Barotrauma
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CanBeFocused = false
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CanBeFocused = false
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};
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};
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scrollButtonUp = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.TopLeft, Pivot.TopLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
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var characterInfo = new CharacterInfo(subElement);
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{
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characterInfos.Add(characterInfo);
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Visible = false,
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foreach (XElement invElement in subElement.Elements())
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UserData = -1,
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OnClicked = ScrollCharacterList
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};
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scrollButtonDown = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.BottomLeft, Pivot.BottomLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
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{
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Visible = false,
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UserData = 1,
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OnClicked = ScrollCharacterList
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};
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scrollButtonDown.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipVertically);
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if (isSinglePlayer)
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{
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ChatBox = new ChatBox(guiFrame, isSinglePlayer: true)
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{
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{
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OnEnterMessage = (textbox, text) =>
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if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue;
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{
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characterInfo.InventoryData = invElement;
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if (Character.Controlled?.Info == null)
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break;
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{
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}
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textbox.Deselect();
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textbox.Text = "";
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return true;
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}
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textbox.TextColor = ChatMessage.MessageColor[(int)ChatMessageType.Default];
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if (!string.IsNullOrWhiteSpace(text))
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{
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string msgCommand = ChatMessage.GetChatMessageCommand(text, out string msg);
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AddSinglePlayerChatMessage(
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Character.Controlled.Info.Name,
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msg,
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((msgCommand == "r" || msgCommand == "radio") && ChatMessage.CanUseRadio(Character.Controlled)) ? ChatMessageType.Radio : ChatMessageType.Default,
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Character.Controlled);
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var headset = GetHeadset(Character.Controlled, true);
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if (headset != null && headset.CanTransmit())
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{
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headset.TransmitSignal(stepsTaken: 0, signal: msg, source: headset.Item, sender: Character.Controlled, sendToChat: false);
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}
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}
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textbox.Deselect();
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textbox.Text = "";
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return true;
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}
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};
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ChatBox.InputBox.OnTextChanged += ChatBox.TypingChatMessage;
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}
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}
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var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
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var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
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@@ -159,14 +117,39 @@ namespace Barotrauma
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CanBeFocused = false
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CanBeFocused = false
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};
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};
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var characterInfo = new CharacterInfo(subElement);
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//report buttons
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characterInfos.Add(characterInfo);
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foreach (Order order in reports)
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foreach (XElement invElement in subElement.Elements())
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{
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if (!order.TargetAllCharacters || order.SymbolSprite == null) continue;
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var btn = new GUIButton(new RectTransform(new Point(reportButtonFrame.Rect.Width), reportButtonFrame.RectTransform), style: null)
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{
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{
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if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue;
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OnClicked = (GUIButton button, object userData) =>
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characterInfo.InventoryData = invElement;
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{
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break;
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if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
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}
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SetCharacterOrder(null, order, null, Character.Controlled);
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HumanAIController.PropagateHullSafety(Character.Controlled, Character.Controlled.CurrentHull);
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return true;
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},
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UserData = order,
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ToolTip = order.Name
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};
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new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
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{
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Color = Color.Red * 0.8f,
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HoverColor = Color.Red * 1.0f,
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PressedColor = Color.Red * 0.6f,
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UserData = "highlighted",
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CanBeFocused = false,
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Visible = false
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};
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var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite, scaleToFit: true)
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{
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Color = order.Color,
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HoverColor = Color.Lerp(order.Color, Color.White, 0.5f),
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ToolTip = order.Name
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};
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}
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}
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screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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@@ -1136,6 +1136,33 @@ namespace Barotrauma
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Color.Green, width: 2);
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Color.Green, width: 2);
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}
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}
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}
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}
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foreach (MapEntity e in linkedTo)
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{
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if (e is Hull)
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{
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Hull linkedHull = (Hull)e;
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Rectangle connectedHullRect = e.Submarine == null ?
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linkedHull.rect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
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linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
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//center of the hull
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Rectangle currentHullRect = Submarine == null ?
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WorldRect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
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WorldRect.Width, WorldRect.Height);
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GUI.DrawLine(spriteBatch,
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new Vector2(currentHullRect.X, -currentHullRect.Y),
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new Vector2(connectedHullRect.X, -connectedHullRect.Y),
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Color.Green, width: 2);
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}
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}
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}
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}
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public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
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public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
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@@ -1108,6 +1108,8 @@ namespace Barotrauma
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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//sight/hearing range
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@@ -464,7 +464,7 @@ namespace Barotrauma
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// Even the smallest fire reduces the safety by 50%
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// Even the smallest fire reduces the safety by 50%
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float fire = hull.FireSources.Count * 0.5f + hull.FireSources.Sum(fs => fs.DamageRange) / hull.Size.X;
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float fire = hull.FireSources.Count * 0.5f + hull.FireSources.Sum(fs => fs.DamageRange) / hull.Size.X;
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float fireFactor = ignoreFire ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
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float fireFactor = ignoreFire ? 1 : MathHelper.Lerp(1, 0, MathHelper.Clamp(fire, 0, 1));
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int enemyCount = Character.CharacterList.Count(e =>
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int enemyCount = Character.CharacterList.Count(e =>
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e.CurrentHull == hull && !e.IsDead && !e.IsUnconscious &&
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e.CurrentHull == hull && !e.IsDead && !e.IsUnconscious &&
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(e.AIController is EnemyAIController || (e.TeamID != character.TeamID && character.TeamID != Character.TeamType.FriendlyNPC && e.TeamID != Character.TeamType.FriendlyNPC)));
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(e.AIController is EnemyAIController || (e.TeamID != character.TeamID && character.TeamID != Character.TeamType.FriendlyNPC && e.TeamID != Character.TeamType.FriendlyNPC)));
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// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
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// The hull safety decreases 90% per enemy up to 100% (TODO: test smaller percentages)
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+13
-21
@@ -22,37 +22,29 @@ namespace Barotrauma
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protected override void FindTargets()
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protected override void FindTargets()
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{
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{
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foreach (Item item in Item.ItemList)
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base.FindTargets();
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{
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if (item.Prefab.Identifier != "battery" && !item.HasTag("battery")) { continue; }
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if (item.Submarine == null) { continue; }
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if (item.Submarine.TeamID != character.TeamID) { continue; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { continue; }
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var battery = item.GetComponent<PowerContainer>();
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if (battery != null)
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{
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if (!ignoreList.Contains(battery))
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{
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if (!targets.Contains(battery))
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{
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targets.Add(battery);
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}
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}
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}
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}
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if (targets.None())
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if (targets.None())
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{
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{
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character.Speak(TextManager.Get("DialogNoBatteries"), null, 4.0f, "nobatteries", 10.0f);
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character.Speak(TextManager.Get("DialogNoBatteries"), null, 4.0f, "nobatteries", 10.0f);
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}
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}
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else
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else
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{
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{
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targets.Sort((x, y) => x.ChargePercentage.CompareTo(y.ChargePercentage));
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// Sorting should be handled by the objective manager, because the targets should be subobjectives.
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//targets.Sort((x, y) => x.ChargePercentage.CompareTo(y.ChargePercentage));
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}
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}
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}
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}
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protected override bool Filter(PowerContainer battery) => true;
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protected override bool Filter(PowerContainer battery)
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{
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var item = battery.Item;
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if (item.Submarine == null) { return false; }
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if (item.Submarine.TeamID != character.TeamID) { return false; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
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return true;
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}
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protected override float TargetEvaluation() => targets.Max(t => 100 - t.ChargePercentage);
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protected override float TargetEvaluation() => targets.Max(t => 100 - t.ChargePercentage);
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protected override IEnumerable<PowerContainer> GetList() => batteryList;
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protected override IEnumerable<PowerContainer> GetList() => batteryList;
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protected override AIObjective ObjectiveConstructor(PowerContainer battery) => new AIObjectiveOperateItem(battery, character, Option, false) { IsLoop = true };
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protected override AIObjective ObjectiveConstructor(PowerContainer battery) => new AIObjectiveOperateItem(battery, character, Option, false, priorityModifier: PriorityModifier) { IsLoop = true };
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}
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}
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}
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}
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+4
-3
@@ -31,9 +31,10 @@ namespace Barotrauma
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
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float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetHull.WorldPosition.Y) * 2.0f;
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float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetHull.WorldPosition.Y) * 2.0f;
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float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 10000, dist));
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float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 10000, dist));
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float severityFactor = MathHelper.Lerp(0, 1, MathHelper.Clamp(targetHull.FireSources.Sum(fs => fs.Size.X) / targetHull.Size.X, 0, 1));
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float severity = AIObjectiveExtinguishFires.GetFireSeverity(targetHull);
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// Devotion?
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float severityFactor = MathHelper.Lerp(0, 1, severity / 100);
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return MathHelper.Lerp(0, 100, severityFactor * distanceFactor);
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float devotion = Math.Max(Priority, 10) / 100;
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return MathHelper.Lerp(0, 100, MathHelper.Clamp(devotion + severityFactor * distanceFactor, 0, 1));
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}
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}
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public override bool IsCompleted()
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public override bool IsCompleted()
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+23
-52
@@ -1,71 +1,42 @@
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using System;
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using System.Linq;
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using System.Linq;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Barotrauma.Extensions;
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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namespace Barotrauma
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{
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{
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// TODO: use objective loop and sort the targets by severity
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class AIObjectiveExtinguishFires : AIObjectiveLoop<Hull>
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class AIObjectiveExtinguishFires : AIObjective
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{
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{
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public override string DebugTag => "extinguish fires";
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public override string DebugTag => "extinguish fires";
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public override bool ForceRun => true;
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public override bool ForceRun => true;
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public override bool KeepDivingGearOn => true;
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public override bool KeepDivingGearOn => true;
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private Dictionary<Hull, AIObjectiveExtinguishFire> extinguishObjectives = new Dictionary<Hull, AIObjectiveExtinguishFire>();
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public AIObjectiveExtinguishFires(Character character, float priorityModifier = 1) : base(character, "", priorityModifier) { }
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public AIObjectiveExtinguishFires(Character character, float priorityModifier = 1) : base(character, "", priorityModifier) { }
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public override float GetPriority(AIObjectiveManager objectiveManager)
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protected override void FindTargets()
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{
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{
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if (character.Submarine == null) { return 0; }
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base.FindTargets();
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float referenceSize = 100;
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if (targets.None())
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// If the fire sources of inside a hull are half the reference size in total(e.g.), the severity for that hull should be 50.
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// The severity values for all hulls are added together. So three hulls with 50 severity, would be 150 in total.
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// Thus the max priority of 100 is reached when one hull has firesources of size 100 in width, if the priority modifier is 1.
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float severity = character.Submarine.GetHulls(true).Sum(h => h.FireSources.Sum(fs => fs.Size.X) / referenceSize * 100);
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if (severity < 1) { return 0; }
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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float basePriority = MathHelper.Clamp(Priority, 0, 10);
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return MathHelper.Clamp(basePriority + severity * PriorityModifier, 0, 99);
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}
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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return otherObjective is AIObjectiveExtinguishFires;
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}
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protected override void Act(float deltaTime)
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{
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SyncRemovedObjectives(extinguishObjectives, Hull.hullList);
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if (character.Submarine == null) { return; }
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foreach (Hull hull in Hull.hullList)
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{
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if (hull.FireSources.None()) { continue; }
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if (hull.Submarine == null) { continue; }
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if (hull.Submarine.TeamID != character.TeamID) { continue; }
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// If the character is inside, only take connected hulls into account.
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(hull, true)) { continue; }
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if (!extinguishObjectives.TryGetValue(hull, out AIObjectiveExtinguishFire objective))
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{
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objective = new AIObjectiveExtinguishFire(character, hull);
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extinguishObjectives.Add(hull, objective);
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AddSubObjective(objective);
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}
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}
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|
||||||
if (extinguishObjectives.None())
|
|
||||||
{
|
{
|
||||||
character?.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire", 30.0f);
|
character?.Speak(TextManager.Get("DialogNoFire"), null, 3.0f, "nofire", 30.0f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override bool Filter(Hull target)
|
||||||
|
{
|
||||||
|
if (target.FireSources.None()) { return false; }
|
||||||
|
if (target.Submarine == null) { return false; }
|
||||||
|
if (target.Submarine.TeamID != character.TeamID) { return false; }
|
||||||
|
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(target, true)) { return false; }
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override float TargetEvaluation() => (HumanAIController.ObjectiveManager.CurrentObjective == this || HumanAIController.ObjectiveManager.CurrentOrder == this) ? 100 : targets.Sum(t => GetFireSeverity(t));
|
||||||
|
|
||||||
|
public static float GetFireSeverity(Hull hull) => hull.FireSources.Sum(fs => fs.Size.X);
|
||||||
|
|
||||||
|
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveExtinguishFires;
|
||||||
|
protected override IEnumerable<Hull> GetList() => Hull.hullList;
|
||||||
|
|
||||||
|
protected override AIObjective ObjectiveConstructor(Hull target) => new AIObjectiveExtinguishFire(character, target, PriorityModifier);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -39,9 +39,13 @@ namespace Barotrauma
|
|||||||
public override float GetPriority(AIObjectiveManager objectiveManager)
|
public override float GetPriority(AIObjectiveManager objectiveManager)
|
||||||
{
|
{
|
||||||
if (leak.Open == 0.0f) { return 0.0f; }
|
if (leak.Open == 0.0f) { return 0.0f; }
|
||||||
|
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
|
||||||
|
float dist = Math.Abs(character.WorldPosition.X - leak.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - leak.WorldPosition.Y) * 2.0f;
|
||||||
|
float distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 10000, dist));
|
||||||
float severity = AIObjectiveFixLeaks.GetLeakSeverity(leak);
|
float severity = AIObjectiveFixLeaks.GetLeakSeverity(leak);
|
||||||
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1), 90);
|
float max = Math.Min((AIObjectiveManager.OrderPriority - 1), 90);
|
||||||
return MathHelper.Clamp(Priority + severity * PriorityModifier, 0, max);
|
float devotion = Math.Min(Priority, 10) / 100;
|
||||||
|
return MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + severity * distanceFactor * PriorityModifier, 0, 1));
|
||||||
}
|
}
|
||||||
|
|
||||||
public override bool IsDuplicate(AIObjective otherObjective)
|
public override bool IsDuplicate(AIObjective otherObjective)
|
||||||
|
|||||||
@@ -17,29 +17,21 @@ namespace Barotrauma
|
|||||||
protected override void FindTargets()
|
protected override void FindTargets()
|
||||||
{
|
{
|
||||||
base.FindTargets();
|
base.FindTargets();
|
||||||
targets.Sort((x, y) => GetLeakFixPriority(y).CompareTo(GetLeakFixPriority(x)));
|
// Sorting should be handled by the objective manager, because the targets should be subobjectives.
|
||||||
|
//targets.Sort((x, y) => GetLeakFixPriority(y).CompareTo(GetLeakFixPriority(x)));
|
||||||
|
// TODO: Add a dialog when no leaks are found.
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override bool Filter(Gap gap)
|
protected override bool Filter(Gap gap)
|
||||||
{
|
{
|
||||||
bool ignore = ignoreList.Contains(gap) || gap.ConnectedWall == null || gap.ConnectedDoor != null || gap.Open <= 0 || gap.linkedTo.All(l => l == null);
|
bool ignore = gap.ConnectedWall == null || gap.ConnectedDoor != null || gap.Open <= 0 || gap.linkedTo.All(l => l == null);
|
||||||
if (!ignore)
|
if (!ignore)
|
||||||
{
|
{
|
||||||
if (gap.Submarine == null) { ignore = true; }
|
if (gap.Submarine == null) { ignore = true; }
|
||||||
else if (gap.Submarine.TeamID != character.TeamID) { ignore = true; }
|
else if (gap.Submarine.TeamID != character.TeamID) { ignore = true; }
|
||||||
else if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(gap, true)) { ignore = true; }
|
else if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(gap, true)) { ignore = true; }
|
||||||
}
|
}
|
||||||
return ignore;
|
return !ignore;
|
||||||
}
|
|
||||||
|
|
||||||
private float GetLeakFixPriority(Gap leak)
|
|
||||||
{
|
|
||||||
if (leak == null) { return 0; }
|
|
||||||
float severity = GetLeakSeverity(leak);
|
|
||||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
|
|
||||||
float dist = Math.Abs(character.WorldPosition.X - leak.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - leak.WorldPosition.Y) * 2.0f;
|
|
||||||
float distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 10000, dist));
|
|
||||||
return severity * distanceFactor;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public static float GetLeakSeverity(Gap leak)
|
public static float GetLeakSeverity(Gap leak)
|
||||||
@@ -54,6 +46,6 @@ namespace Barotrauma
|
|||||||
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks;
|
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks;
|
||||||
protected override float TargetEvaluation() => targets.Max(t => GetLeakSeverity(t));
|
protected override float TargetEvaluation() => targets.Max(t => GetLeakSeverity(t));
|
||||||
protected override IEnumerable<Gap> GetList() => Gap.GapList;
|
protected override IEnumerable<Gap> GetList() => Gap.GapList;
|
||||||
protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character);
|
protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character, PriorityModifier);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -91,7 +91,8 @@ namespace Barotrauma
|
|||||||
{
|
{
|
||||||
if (character.Submarine == null) { return 0; }
|
if (character.Submarine == null) { return 0; }
|
||||||
if (targets.None()) { return 0; }
|
if (targets.None()) { return 0; }
|
||||||
float targetValue = MathHelper.Clamp(TargetEvaluation(), 0, 100);
|
// Allow the target value to be more than 100.
|
||||||
|
float targetValue = TargetEvaluation();
|
||||||
// If the target value is less than 1% of the max value, let's just treat it as zero.
|
// If the target value is less than 1% of the max value, let's just treat it as zero.
|
||||||
if (targetValue < 1) { return 0; }
|
if (targetValue < 1) { return 0; }
|
||||||
if (objectiveManager.CurrentOrder == this)
|
if (objectiveManager.CurrentOrder == this)
|
||||||
@@ -100,7 +101,7 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
|
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
|
||||||
float devotion = MathHelper.Min(10, Priority);
|
float devotion = MathHelper.Min(10, Priority);
|
||||||
float value = MathHelper.Min((devotion + targetValue * PriorityModifier) / 100, 1);
|
float value = MathHelper.Clamp((devotion + targetValue * PriorityModifier) / 100, 0, 1);
|
||||||
return MathHelper.Lerp(0, max, value);
|
return MathHelper.Lerp(0, max, value);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -115,8 +116,8 @@ namespace Barotrauma
|
|||||||
{
|
{
|
||||||
foreach (T item in GetList())
|
foreach (T item in GetList())
|
||||||
{
|
{
|
||||||
if (Filter(item)) { continue; }
|
if (!Filter(item)) { continue; }
|
||||||
if (!targets.Contains(item))
|
if (!ignoreList.Contains(item) && !targets.Contains(item))
|
||||||
{
|
{
|
||||||
targets.Add(item);
|
targets.Add(item);
|
||||||
}
|
}
|
||||||
@@ -141,10 +142,6 @@ namespace Barotrauma
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
protected abstract IEnumerable<T> GetList();
|
protected abstract IEnumerable<T> GetList();
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 0 to 100.
|
|
||||||
/// </summary>
|
|
||||||
/// <returns></returns>
|
|
||||||
protected abstract float TargetEvaluation();
|
protected abstract float TargetEvaluation();
|
||||||
|
|
||||||
protected abstract AIObjective ObjectiveConstructor(T target);
|
protected abstract AIObjective ObjectiveConstructor(T target);
|
||||||
|
|||||||
+18
-28
@@ -22,36 +22,26 @@ namespace Barotrauma
|
|||||||
protected override void FindTargets()
|
protected override void FindTargets()
|
||||||
{
|
{
|
||||||
if (option == null) { return; }
|
if (option == null) { return; }
|
||||||
foreach (Item item in Item.ItemList)
|
base.FindTargets();
|
||||||
{
|
|
||||||
if (item.HasTag("ballast")) { continue; }
|
|
||||||
if (item.Submarine == null) { continue; }
|
|
||||||
if (item.Submarine.TeamID != character.TeamID) { continue; }
|
|
||||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { continue; }
|
|
||||||
var pump = item.GetComponent<Pump>();
|
|
||||||
if (pump != null)
|
|
||||||
{
|
|
||||||
if (!ignoreList.Contains(pump))
|
|
||||||
{
|
|
||||||
if (option == "stoppumping")
|
|
||||||
{
|
|
||||||
if (!pump.IsActive || pump.FlowPercentage == 0.0f) { continue; }
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (!pump.Item.InWater) { continue; }
|
|
||||||
if (pump.IsActive && pump.FlowPercentage <= -90.0f) { continue; }
|
|
||||||
}
|
|
||||||
if (!targets.Contains(pump))
|
|
||||||
{
|
|
||||||
targets.Add(pump);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override bool Filter(Pump pump) => true;
|
protected override bool Filter(Pump pump)
|
||||||
|
{
|
||||||
|
if (pump.Item.HasTag("ballast")) { return false; }
|
||||||
|
if (pump.Item.Submarine == null) { return false; }
|
||||||
|
if (pump.Item.Submarine.TeamID != character.TeamID) { return false; }
|
||||||
|
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(pump.Item, true)) { return false; }
|
||||||
|
if (option == "stoppumping")
|
||||||
|
{
|
||||||
|
if (!pump.IsActive || pump.FlowPercentage == 0.0f) { return false; }
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (!pump.Item.InWater) { return false; }
|
||||||
|
if (pump.IsActive && pump.FlowPercentage <= -90.0f) { return false; }
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
protected override IEnumerable<Pump> GetList() => pumpList;
|
protected override IEnumerable<Pump> GetList() => pumpList;
|
||||||
protected override AIObjective ObjectiveConstructor(Pump pump) => new AIObjectiveOperateItem(pump, character, Option, false) { IsLoop = true };
|
protected override AIObjective ObjectiveConstructor(Pump pump) => new AIObjectiveOperateItem(pump, character, Option, false) { IsLoop = true };
|
||||||
protected override float TargetEvaluation() => targets.Max(t => MathHelper.Lerp(100, 0, t.CurrFlow / t.MaxFlow));
|
protected override float TargetEvaluation() => targets.Max(t => MathHelper.Lerp(100, 0, t.CurrFlow / t.MaxFlow));
|
||||||
|
|||||||
+2
-2
@@ -36,9 +36,9 @@ namespace Barotrauma
|
|||||||
float damagePriority = MathHelper.Lerp(1, 0, Item.Condition / Item.MaxCondition);
|
float damagePriority = MathHelper.Lerp(1, 0, Item.Condition / Item.MaxCondition);
|
||||||
float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
|
float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
|
||||||
float isSelected = character.SelectedConstruction == Item ? 50 : 0;
|
float isSelected = character.SelectedConstruction == Item ? 50 : 0;
|
||||||
float devotion = Math.Max(Priority + isSelected, 1);
|
float devotion = (Math.Min(Priority, 10) + isSelected) / 100;
|
||||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
|
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
|
||||||
return MathHelper.Clamp(devotion * damagePriority * distanceFactor * successFactor * PriorityModifier, 0, max);
|
return MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + damagePriority * distanceFactor * successFactor * PriorityModifier, 0, 1));
|
||||||
}
|
}
|
||||||
|
|
||||||
public override bool CanBeCompleted => !abandon;
|
public override bool CanBeCompleted => !abandon;
|
||||||
|
|||||||
+3
-3
@@ -38,7 +38,7 @@ namespace Barotrauma
|
|||||||
|
|
||||||
protected override bool Filter(Item item)
|
protected override bool Filter(Item item)
|
||||||
{
|
{
|
||||||
bool ignore = ignoreList.Contains(item) || item.IsFullCondition;
|
bool ignore = item.IsFullCondition;
|
||||||
if (!ignore)
|
if (!ignore)
|
||||||
{
|
{
|
||||||
if (item.Submarine == null) { ignore = true; }
|
if (item.Submarine == null) { ignore = true; }
|
||||||
@@ -64,11 +64,11 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return ignore;
|
return !ignore;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override float TargetEvaluation() => targets.Max(t => 100 - t.ConditionPercentage);
|
protected override float TargetEvaluation() => targets.Max(t => 100 - t.ConditionPercentage);
|
||||||
protected override IEnumerable<Item> GetList() => Item.ItemList;
|
protected override IEnumerable<Item> GetList() => Item.ItemList;
|
||||||
protected override AIObjective ObjectiveConstructor(Item item) => new AIObjectiveRepairItem(character, item);
|
protected override AIObjective ObjectiveConstructor(Item item) => new AIObjectiveRepairItem(character, item, PriorityModifier);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2714,6 +2714,10 @@ namespace Barotrauma
|
|||||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#if CLIENT
|
||||||
|
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||||
|
#endif
|
||||||
|
|
||||||
#if CLIENT
|
#if CLIENT
|
||||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -562,6 +562,19 @@ namespace Barotrauma.Items.Components
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void OnItemLoaded()
|
||||||
|
{
|
||||||
|
sonar = item.GetComponent<Sonar>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Select(Character character)
|
||||||
|
{
|
||||||
|
if (!CanBeSelected) return false;
|
||||||
|
|
||||||
|
user = character;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
public override void Update(float deltaTime, Camera cam)
|
public override void Update(float deltaTime, Camera cam)
|
||||||
{
|
{
|
||||||
networkUpdateTimer -= deltaTime;
|
networkUpdateTimer -= deltaTime;
|
||||||
|
|||||||
@@ -1196,6 +1196,10 @@ namespace Barotrauma
|
|||||||
{
|
{
|
||||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||||
}
|
}
|
||||||
|
if (!broken)
|
||||||
|
{
|
||||||
|
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||||
|
}
|
||||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||||
|
|
||||||
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
|
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
|
||||||
|
|||||||
@@ -24,8 +24,6 @@ namespace Barotrauma
|
|||||||
|
|
||||||
private bool removed;
|
private bool removed;
|
||||||
|
|
||||||
private bool removed;
|
|
||||||
|
|
||||||
#if CLIENT
|
#if CLIENT
|
||||||
private List<Decal> burnDecals = new List<Decal>();
|
private List<Decal> burnDecals = new List<Decal>();
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -641,6 +641,25 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public string DisplayName
|
||||||
|
{
|
||||||
|
get;
|
||||||
|
private set;
|
||||||
|
}
|
||||||
|
|
||||||
|
private string roomName;
|
||||||
|
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||||
|
public string RoomName
|
||||||
|
{
|
||||||
|
get { return roomName; }
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (roomName == value) { return; }
|
||||||
|
roomName = value;
|
||||||
|
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public override Rectangle Rect
|
public override Rectangle Rect
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
|
|||||||
@@ -162,6 +162,21 @@ namespace Barotrauma
|
|||||||
get { return binding; }
|
get { return binding; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SetState()
|
||||||
|
{
|
||||||
|
hit = binding.IsHit();
|
||||||
|
if (hit) hitQueue = true;
|
||||||
|
|
||||||
|
held = binding.IsDown();
|
||||||
|
if (held) heldQueue = true;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
public KeyOrMouse State
|
||||||
|
{
|
||||||
|
get { return binding; }
|
||||||
|
}
|
||||||
|
|
||||||
public void SetState()
|
public void SetState()
|
||||||
{
|
{
|
||||||
hit = binding.IsHit();
|
hit = binding.IsHit();
|
||||||
|
|||||||
Reference in New Issue
Block a user