Build 1.1.4.0
This commit is contained in:
@@ -256,7 +256,9 @@ namespace Barotrauma
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if (!AllowOutsideSubmarine && character.Submarine == null) { return false; }
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if (AllowInAnySub) { return true; }
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if ((AllowInFriendlySubs && character.Submarine.TeamID == CharacterTeamType.FriendlyNPC) || character.IsEscorted) { return true; }
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return character.Submarine.TeamID == character.TeamID || character.Submarine.DockedTo.Any(sub => sub.TeamID == character.TeamID);
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return character.Submarine.TeamID == character.TeamID ||
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character.Submarine.TeamID == character.OriginalTeamID ||
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character.Submarine.DockedTo.Any(sub => sub.TeamID == character.TeamID || sub.TeamID == character.OriginalTeamID);
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}
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}
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+11
-10
@@ -648,11 +648,11 @@ namespace Barotrauma
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{
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statusEffects = statusEffects.Concat(hitEffects);
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}
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float afflictionsStun = attack.Afflictions.Keys.Sum(a => a.Identifier == "stun" ? a.Strength : 0);
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float afflictionsStun = attack.Afflictions.Keys.Sum(a => a.Identifier == AfflictionPrefab.StunType ? a.Strength : 0);
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float effectsStun = statusEffects.None() ? 0 : statusEffects.Max(se =>
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{
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float stunAmount = 0;
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var stunAffliction = se.Afflictions.Find(a => a.Identifier == "stun");
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var stunAffliction = se.Afflictions.Find(a => a.Identifier == AfflictionPrefab.StunType);
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if (stunAffliction != null)
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{
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stunAmount = stunAffliction.Strength;
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@@ -1176,30 +1176,31 @@ namespace Barotrauma
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if (sqrDistance > repairTool.Range * repairTool.Range) { return; }
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}
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float aimFactor = MathHelper.PiOver2 * (1 - AimAccuracy);
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4 + aimFactor)
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.WorldPosition - Weapon.WorldPosition) < MathHelper.PiOver4 + aimFactor)
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{
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if (myBodies == null)
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{
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myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
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}
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var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel;
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var pickedBody = Submarine.PickBody(Weapon.SimPosition, Enemy.SimPosition, myBodies, collisionCategories, allowInsideFixture: true);
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if (pickedBody != null)
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// Check that we don't hit friendlies. No need to check the walls, because there's a separate check for that at 1096 (which intentionally has a small delay)
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var pickedBodies = Submarine.PickBodies(Weapon.SimPosition, Character.GetRelativeSimPosition(from: Weapon, to: Enemy), myBodies, Physics.CollisionCharacter);
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foreach (var body in pickedBodies)
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{
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Character target = null;
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if (pickedBody.UserData is Character c)
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if (body.UserData is Character c)
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{
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target = c;
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}
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else if (pickedBody.UserData is Limb limb)
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else if (body.UserData is Limb limb)
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{
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target = limb.character;
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}
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if (target != null && (target == Enemy || !HumanAIController.IsFriendly(target)))
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if (target != null && target != Enemy && HumanAIController.IsFriendly(target))
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{
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UseWeapon(deltaTime);
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return;
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}
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}
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UseWeapon(deltaTime);
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}
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}
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}
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+3
-1
@@ -4,6 +4,7 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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@@ -200,7 +201,8 @@ namespace Barotrauma
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(container.Item.GetRootContainer()?.OwnInventory?.Locked ?? false) ||
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ItemToContain == null || ItemToContain.Removed ||
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!ItemToContain.IsOwnedBy(character) || container.Item.GetRootInventoryOwner() is Character c && c != character,
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SpeakIfFails = !objectiveManager.IsCurrentOrder<AIObjectiveCleanupItems>()
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SpeakIfFails = !objectiveManager.IsCurrentOrder<AIObjectiveCleanupItems>(),
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endNodeFilter = n => Vector2.DistanceSquared(n.Waypoint.WorldPosition, container.Item.WorldPosition) <= MathUtils.Pow2(AIObjectiveGetItem.DefaultReach)
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},
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref goToObjective));
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+39
-29
@@ -19,7 +19,6 @@ namespace Barotrauma
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private AIObjectiveGetItem getExtinguisherObjective;
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private AIObjectiveGoTo gotoObjective;
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private float useExtinquisherTimer;
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public AIObjectiveExtinguishFire(Character character, Hull targetHull, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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@@ -44,7 +43,8 @@ namespace Barotrauma
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}
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else
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{
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float yDist = Math.Abs(character.WorldPosition.Y - targetHull.WorldPosition.Y);
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float characterY = character.CurrentHull?.WorldPosition.Y ?? character.WorldPosition.Y;
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float yDist = Math.Abs(characterY - targetHull.WorldPosition.Y);
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yDist = yDist > 100 ? yDist * 3 : 0;
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float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + yDist;
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float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, dist));
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@@ -119,24 +119,18 @@ namespace Barotrauma
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Abandon = true;
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break;
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}
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float xDist = Math.Abs(character.WorldPosition.X - fs.WorldPosition.X) - fs.DamageRange;
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float yDist = Math.Abs(character.WorldPosition.Y - fs.WorldPosition.Y);
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bool inRange = xDist + yDist < extinguisher.Range;
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// Use the hull position, because the fire x pos is sometimes inside a wall -> the bot can't ever see it and continues running towards the wall.
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ISpatialEntity lookTarget = character.CurrentHull == targetHull || character.CurrentHull.linkedTo.Contains(targetHull) ? targetHull : fs as ISpatialEntity;
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bool move = !inRange || !character.CanSeeTarget(lookTarget);
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if ((inRange && character.CanSeeTarget(lookTarget)) || useExtinquisherTimer > 0)
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float xDist = Math.Abs(character.WorldPosition.X - fs.WorldPosition.X);
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float yDist = Math.Abs(character.CurrentHull.WorldPosition.Y - targetHull.WorldPosition.Y);
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float dist = xDist + yDist;
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bool inRange = dist < extinguisher.Range;
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bool isInDamageRange = fs.IsInDamageRange(character, fs.DamageRange) && character.CanSeeTarget(targetHull);
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bool moveCloser = !isInDamageRange && (!inRange || !character.CanSeeTarget(targetHull));
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bool operateExtinguisher = !moveCloser || (dist < extinguisher.Range * 1.2f && character.CanSeeTarget(targetHull));
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if (operateExtinguisher)
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{
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useExtinquisherTimer += deltaTime;
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if (useExtinquisherTimer > 2.0f)
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{
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useExtinquisherTimer = 0.0f;
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}
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// Aim
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character.CursorPosition = fs.Position;
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Vector2 fromCharacterToFireSource = fs.WorldPosition - character.WorldPosition;
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float dist = fromCharacterToFireSource.Length();
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character.CursorPosition += VectorExtensions.Forward(extinguisherItem.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, dist / 2);
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character.CursorPosition += VectorExtensions.Forward(extinguisherItem.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, fromCharacterToFireSource.Length() / 2);
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if (extinguisherItem.RequireAimToUse)
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{
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character.SetInput(InputType.Aim, false, true);
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@@ -148,25 +142,29 @@ namespace Barotrauma
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{
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character.Speak(TextManager.GetWithVariable("DialogPutOutFire", "[roomname]", targetHull.DisplayName, FormatCapitals.Yes).Value, null, 0, "putoutfire".ToIdentifier(), 10.0f);
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}
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// Prevents running into the flames.
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objectiveManager.CurrentObjective.ForceWalk = true;
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}
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if (move)
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if (moveCloser)
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{
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//go to the first firesource
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if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: Math.Max(fs.DamageRange, extinguisher.Range * 0.7f))
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{
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DialogueIdentifier = "dialogcannotreachfire".ToIdentifier(),
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TargetName = fs.Hull.DisplayName
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},
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref gotoObjective)))
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if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: extinguisher.Range * 0.8f)
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{
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DialogueIdentifier = "dialogcannotreachfire".ToIdentifier(),
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TargetName = fs.Hull.DisplayName,
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},
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref gotoObjective)))
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{
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gotoObjective.requiredCondition = () => character.CanSeeTarget(targetHull);
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}
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}
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else
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else if (!operateExtinguisher || isInDamageRange)
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{
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character.AIController.SteeringManager.Reset();
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// Don't walk into the flames.
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RemoveSubObjective(ref gotoObjective);
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SteeringManager.Reset();
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}
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// Only target one fire source at the time.
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break;
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}
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}
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@@ -177,8 +175,20 @@ namespace Barotrauma
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base.Reset();
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getExtinguisherObjective = null;
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gotoObjective = null;
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useExtinquisherTimer = 0;
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sinTime = 0;
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SteeringManager.Reset();
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}
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protected override void OnCompleted()
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{
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base.OnCompleted();
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SteeringManager.Reset();
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}
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protected override void OnAbandon()
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{
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base.OnAbandon();
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SteeringManager.Reset();
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}
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}
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}
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+8
-2
@@ -24,7 +24,7 @@ namespace Barotrauma
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protected override float TargetEvaluation()
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{
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if (Targets.None()) { return 0; }
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if (!character.IsOnPlayerTeam) { return 100; }
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if (!character.IsOnPlayerTeam && !character.IsOriginallyOnPlayerTeam) { return 100; }
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if (character.IsSecurity) { return 100; }
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if (objectiveManager.IsOrder(this)) { return 100; }
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// If there's any security officers onboard, leave fighting for them.
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@@ -66,7 +66,13 @@ namespace Barotrauma
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if (target.CurrentHull == null) { return false; }
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if (HumanAIController.IsFriendly(character, target)) { return false; }
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if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
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if (!targetCharactersInOtherSubs && character.Submarine.TeamID != target.Submarine.TeamID) { return false; }
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if (!targetCharactersInOtherSubs)
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{
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if (character.Submarine.TeamID != target.Submarine.TeamID && character.OriginalTeamID != target.Submarine.TeamID)
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{
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return false;
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}
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}
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if (target.HasAbilityFlag(AbilityFlags.IgnoredByEnemyAI)) { return false; }
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if (target.IsArrested) { return false; }
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if (EnemyAIController.IsLatchedToSomeoneElse(target, character)) { return false; }
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+24
-19
@@ -47,19 +47,12 @@ namespace Barotrauma
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}
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if (character.CurrentHull == null)
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{
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if (!character.NeedsAir)
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{
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Priority = 0;
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}
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else
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{
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Priority = (
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objectiveManager.HasOrder<AIObjectiveGoTo>(o => o.Priority > 0) ||
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objectiveManager.HasOrder<AIObjectiveReturn>(o => o.Priority > 0) ||
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objectiveManager.HasActiveObjective<AIObjectiveRescue>() ||
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objectiveManager.Objectives.Any(o => o is AIObjectiveCombat && o.Priority > 0))
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&& HumanAIController.HasDivingSuit(character) ? 0 : 100;
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}
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Priority = (
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objectiveManager.HasOrder<AIObjectiveGoTo>(o => o.Priority > 0) ||
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objectiveManager.HasOrder<AIObjectiveReturn>(o => o.Priority > 0) ||
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objectiveManager.HasActiveObjective<AIObjectiveRescue>() ||
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objectiveManager.Objectives.Any(o => o is AIObjectiveCombat && o.Priority > 0))
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&& ((character.IsImmuneToPressure && !character.IsLowInOxygen)|| HumanAIController.HasDivingSuit(character)) ? 0 : 100;
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}
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else
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{
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@@ -118,6 +111,11 @@ namespace Barotrauma
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if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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Priority -= priorityDecrease * deltaTime;
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if (currenthullSafety >= 100)
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{
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// Reduce the priority to zero so that the bot can get switch to other objectives immediately, e.g. when entering the airlock.
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Priority = 0;
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}
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}
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else
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{
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@@ -140,8 +138,8 @@ namespace Barotrauma
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{
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if (resetPriority) { return; }
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var currentHull = character.CurrentHull;
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bool dangerousPressure = !character.IsProtectedFromPressure && (currentHull == null || currentHull.LethalPressure > 0);
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bool shouldActOnSuffocation = character.IsLowInOxygen && !character.AnimController.HeadInWater && HumanAIController.HasDivingSuit(character, requireOxygenTank: false);
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bool dangerousPressure = currentHull == null || currentHull.LethalPressure > 0 && character.PressureProtection <= 0;
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if (!character.LockHands && (!dangerousPressure || shouldActOnSuffocation || cannotFindSafeHull))
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{
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bool needsDivingGear = HumanAIController.NeedsDivingGear(currentHull, out bool needsDivingSuit);
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@@ -221,7 +219,11 @@ namespace Barotrauma
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TryAddSubObjective(ref goToObjective,
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constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: true)
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{
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AllowGoingOutside = HumanAIController.HasDivingSuit(character, conditionPercentage: 50)
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AllowGoingOutside =
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character.IsProtectedFromPressure ||
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character.CurrentHull == null ||
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character.CurrentHull.IsTaggedAirlock() ||
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character.CurrentHull.LeadsOutside(character)
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},
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onCompleted: () =>
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{
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@@ -352,8 +354,8 @@ namespace Barotrauma
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//tends to make the method much faster, because we find a potential hull earlier and can discard further-away hulls more easily
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//(for instance, an NPC in an outpost might otherwise go through all the hulls in the main sub first and do tons of expensive
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//path calculations, only to discard all of them when going through the hulls in the outpost)
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float hullSuitability = EstimateHullSuitability(character, hull);
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if (!hulls.Any())
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float hullSuitability = EstimateHullSuitability(character, hull);
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if (hulls.None())
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{
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hulls.Add(hull);
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}
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@@ -448,9 +450,12 @@ namespace Barotrauma
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{
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hullSafety = 100;
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}
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float characterY = character.CurrentHull?.WorldPosition.Y ?? character.WorldPosition.Y;
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float yDist = Math.Abs(characterY - potentialHull.WorldPosition.Y);
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yDist = yDist > 100 ? yDist * 3 : 0;
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float distance = Math.Abs(character.WorldPosition.X - potentialHull.WorldPosition.X) + yDist;
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// Huge preference for closer targets
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float distance = Vector2.DistanceSquared(character.WorldPosition, potentialHull.WorldPosition);
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float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
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float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, 10000, distance));
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hullSafety *= distanceFactor;
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// If the target is not inside a friendly submarine, considerably reduce the hull safety.
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// Intentionally exclude wrecks from this check
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+14
-10
@@ -155,17 +155,21 @@ namespace Barotrauma
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bool canOperate = toLeak.LengthSquared() < reach * reach;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: Identifier.Empty, requireEquip: true, operateTarget: Leak),
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onAbandon: () => Abandon = true,
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onCompleted: () =>
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: Identifier.Empty, requireEquip: true, operateTarget: Leak)
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{
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// Use an empty filter to override the default
|
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EndNodeFilter = n => true
|
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},
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onAbandon: () => Abandon = true,
|
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onCompleted: () =>
|
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{
|
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if (CheckObjectiveSpecific()) { IsCompleted = true; }
|
||||
else
|
||||
{
|
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if (CheckObjectiveSpecific()) { IsCompleted = true; }
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else
|
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{
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// Failed to operate. Probably too far.
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Abandon = true;
|
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}
|
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});
|
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// Failed to operate. Probably too far.
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Abandon = true;
|
||||
}
|
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});
|
||||
}
|
||||
else
|
||||
{
|
||||
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+18
-7
@@ -123,6 +123,11 @@ namespace Barotrauma
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return ignoredTags;
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}
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public static Func<PathNode, bool> CreateEndNodeFilter(ISpatialEntity targetEntity)
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{
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return n => (n.Waypoint.Ladders == null || n.Waypoint.IsInWater) && Vector2.DistanceSquared(n.Waypoint.WorldPosition, targetEntity.WorldPosition) <= MathUtils.Pow2(DefaultReach);
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}
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private bool CheckInventory()
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{
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if (IdentifiersOrTags == null) { return false; }
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@@ -155,11 +160,6 @@ namespace Barotrauma
|
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Abandon = true;
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return;
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}
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if (character.Submarine == null)
|
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{
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Abandon = true;
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return;
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}
|
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if (IdentifiersOrTags != null && !isDoneSeeking)
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{
|
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if (checkInventory)
|
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@@ -171,9 +171,14 @@ namespace Barotrauma
|
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}
|
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if (!isDoneSeeking)
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{
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if (character.Submarine == null)
|
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{
|
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Abandon = true;
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return;
|
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}
|
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if (!AllowDangerousPressure)
|
||||
{
|
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bool dangerousPressure = character.CurrentHull == null || character.CurrentHull.LethalPressure > 0 && character.PressureProtection <= 0;
|
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bool dangerousPressure = !character.IsProtectedFromPressure && (character.CurrentHull == null || character.CurrentHull.LethalPressure > 0);
|
||||
if (dangerousPressure)
|
||||
{
|
||||
#if DEBUG
|
||||
@@ -192,6 +197,11 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (character.Submarine == null)
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (targetItem == null || targetItem.Removed)
|
||||
{
|
||||
#if DEBUG
|
||||
@@ -307,7 +317,8 @@ namespace Barotrauma
|
||||
{
|
||||
// If the root container changes, the item is no longer where it was (taken by someone -> need to find another item)
|
||||
AbortCondition = obj => targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget,
|
||||
SpeakIfFails = false
|
||||
SpeakIfFails = false,
|
||||
endNodeFilter = CreateEndNodeFilter(moveToTarget)
|
||||
};
|
||||
},
|
||||
onAbandon: () =>
|
||||
|
||||
+56
-25
@@ -33,6 +33,11 @@ namespace Barotrauma
|
||||
public bool DebugLogWhenFails { get; set; } = true;
|
||||
public bool UsePathingOutside { get; set; } = true;
|
||||
|
||||
/// <summary>
|
||||
/// Which event action created this objective (if any)
|
||||
/// </summary>
|
||||
public EventAction SourceEventAction;
|
||||
|
||||
public float ExtraDistanceWhileSwimming;
|
||||
public float ExtraDistanceOutsideSub;
|
||||
private float _closeEnoughMultiplier = 1;
|
||||
@@ -45,6 +50,7 @@ namespace Barotrauma
|
||||
private readonly float minDistance = 50;
|
||||
private readonly float seekGapsInterval = 1;
|
||||
private float seekGapsTimer;
|
||||
private bool cantFindDivingGear;
|
||||
|
||||
/// <summary>
|
||||
/// Display units
|
||||
@@ -85,7 +91,7 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public bool UseDistanceRelativeToAimSourcePos { get; set; } = false;
|
||||
|
||||
public override bool AbandonWhenCannotCompleteSubjectives => !repeat;
|
||||
public override bool AbandonWhenCannotCompleteSubjectives => false;
|
||||
|
||||
public override bool AllowOutsideSubmarine => AllowGoingOutside;
|
||||
public override bool AllowInAnySub => true;
|
||||
@@ -258,48 +264,73 @@ namespace Barotrauma
|
||||
}
|
||||
if (!Abandon)
|
||||
{
|
||||
if (getDivingGearIfNeeded && !character.LockHands)
|
||||
if (getDivingGearIfNeeded)
|
||||
{
|
||||
Character followTarget = Target as Character;
|
||||
bool needsDivingSuit = (!isInside || hasOutdoorNodes) && character.NeedsAir && !character.HasAbilityFlag(AbilityFlags.ImmuneToPressure);
|
||||
bool needsDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit);
|
||||
if (Mimic)
|
||||
bool needsDivingSuit = (!isInside || hasOutdoorNodes) && !character.IsImmuneToPressure;
|
||||
bool tryToGetDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit);
|
||||
bool tryToGetDivingSuit = needsDivingSuit;
|
||||
if (Mimic && !character.IsImmuneToPressure)
|
||||
{
|
||||
if (HumanAIController.HasDivingSuit(followTarget))
|
||||
{
|
||||
needsDivingGear = true;
|
||||
needsDivingSuit = true;
|
||||
tryToGetDivingGear = true;
|
||||
tryToGetDivingSuit = true;
|
||||
}
|
||||
else if (HumanAIController.HasDivingMask(followTarget))
|
||||
else if (HumanAIController.HasDivingMask(followTarget) && character.CharacterHealth.OxygenLowResistance < 1)
|
||||
{
|
||||
needsDivingGear = true;
|
||||
tryToGetDivingGear = true;
|
||||
}
|
||||
}
|
||||
bool needsEquipment = false;
|
||||
float minOxygen = AIObjectiveFindDivingGear.GetMinOxygen(character);
|
||||
if (needsDivingSuit)
|
||||
if (tryToGetDivingSuit)
|
||||
{
|
||||
needsEquipment = !HumanAIController.HasDivingSuit(character, minOxygen);
|
||||
}
|
||||
else if (needsDivingGear)
|
||||
else if (tryToGetDivingGear)
|
||||
{
|
||||
needsEquipment = !HumanAIController.HasDivingGear(character, minOxygen);
|
||||
}
|
||||
if (needsEquipment)
|
||||
if (character.LockHands)
|
||||
{
|
||||
cantFindDivingGear = true;
|
||||
}
|
||||
if (cantFindDivingGear && needsDivingSuit)
|
||||
{
|
||||
// Don't try to reach the target without a suit because it's lethal.
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (needsEquipment && !cantFindDivingGear)
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
if (findDivingGear != null && !findDivingGear.CanBeCompleted)
|
||||
{
|
||||
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref findDivingGear));
|
||||
}
|
||||
else
|
||||
{
|
||||
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref findDivingGear));
|
||||
}
|
||||
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: tryToGetDivingSuit, objectiveManager),
|
||||
onAbandon: () =>
|
||||
{
|
||||
cantFindDivingGear = true;
|
||||
if (needsDivingSuit)
|
||||
{
|
||||
// Shouldn't try to reach the target without a suit, because it's lethal.
|
||||
Abandon = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Try again without requiring the diving suit
|
||||
RemoveSubObjective(ref findDivingGear);
|
||||
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
|
||||
onAbandon: () =>
|
||||
{
|
||||
Abandon = character.CurrentHull != null && (objectiveManager.CurrentOrder != this || Target.Submarine == null);
|
||||
RemoveSubObjective(ref findDivingGear);
|
||||
},
|
||||
onCompleted: () =>
|
||||
{
|
||||
RemoveSubObjective(ref findDivingGear);
|
||||
});
|
||||
}
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref findDivingGear));
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -593,7 +624,7 @@ namespace Barotrauma
|
||||
}
|
||||
else if (target is Character c)
|
||||
{
|
||||
return c.CurrentHull;
|
||||
return c.CurrentHull ?? c.AnimController.CurrentHull;
|
||||
}
|
||||
else if (target is Structure structure)
|
||||
{
|
||||
|
||||
+2
-4
@@ -170,7 +170,8 @@ namespace Barotrauma
|
||||
TargetHull = character.CurrentHull;
|
||||
}
|
||||
|
||||
if (behavior == BehaviorType.StayInHull)
|
||||
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) || (PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
|
||||
if (behavior == BehaviorType.StayInHull && !currentTargetIsInvalid)
|
||||
{
|
||||
currentTarget = TargetHull;
|
||||
bool stayInHull = character.CurrentHull == currentTarget && IsSteeringFinished() && !character.IsClimbing;
|
||||
@@ -190,9 +191,6 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
|
||||
(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
|
||||
|
||||
if (currentTarget != null && !currentTargetIsInvalid)
|
||||
{
|
||||
if (character.TeamID == CharacterTeamType.FriendlyNPC && !character.IsEscorted)
|
||||
|
||||
+1
-1
@@ -98,7 +98,7 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (var item in itemContainer.ContainableItems)
|
||||
{
|
||||
if (CheckStatusEffects(item.statusEffects) == CheckStatus.Finished)
|
||||
if (CheckStatusEffects(item.StatusEffects) == CheckStatus.Finished)
|
||||
{
|
||||
return CheckStatus.Finished;
|
||||
}
|
||||
|
||||
+8
-3
@@ -23,6 +23,11 @@ namespace Barotrauma
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
private AIObjectiveGetItem getItemObjective;
|
||||
|
||||
/// <summary>
|
||||
/// If undefined, a default filter will be used.
|
||||
/// </summary>
|
||||
public Func<PathNode, bool> EndNodeFilter;
|
||||
|
||||
public bool Override { get; set; } = true;
|
||||
|
||||
public override bool CanBeCompleted => base.CanBeCompleted && (!useController || controller != null);
|
||||
@@ -222,7 +227,7 @@ namespace Barotrauma
|
||||
{
|
||||
target.Item.TryInteract(character, forceSelectKey: true);
|
||||
}
|
||||
if (component.AIOperate(deltaTime, character, this))
|
||||
if (component.CrewAIOperate(deltaTime, character, this))
|
||||
{
|
||||
isDoneOperating = completionCondition == null || completionCondition();
|
||||
}
|
||||
@@ -232,7 +237,7 @@ namespace Barotrauma
|
||||
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(target.Item, character, objectiveManager, closeEnough: 50)
|
||||
{
|
||||
TargetName = target.Item.Name,
|
||||
endNodeFilter = node => node.Waypoint.Ladders == null
|
||||
endNodeFilter = EndNodeFilter ?? AIObjectiveGetItem.CreateEndNodeFilter(target.Item)
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref goToObjective));
|
||||
@@ -290,7 +295,7 @@ namespace Barotrauma
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (component.AIOperate(deltaTime, character, this))
|
||||
if (component.CrewAIOperate(deltaTime, character, this))
|
||||
{
|
||||
isDoneOperating = completionCondition == null || completionCondition();
|
||||
}
|
||||
|
||||
+22
-12
@@ -17,7 +17,6 @@ namespace Barotrauma
|
||||
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
private AIObjectiveContainItem refuelObjective;
|
||||
private float previousCondition = -1;
|
||||
private RepairTool repairTool;
|
||||
|
||||
private const float WaitTimeBeforeRepair = 0.5f;
|
||||
@@ -196,15 +195,7 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
}
|
||||
}
|
||||
if (previousCondition == -1)
|
||||
{
|
||||
previousCondition = Item.Condition;
|
||||
}
|
||||
else if (Item.Condition < previousCondition)
|
||||
{
|
||||
// If the current condition is less than the previous condition, we can't complete the task, so let's abandon it. The item is probably deteriorating at a greater speed than we can repair it.
|
||||
Abandon = true;
|
||||
}
|
||||
CheckPreviousCondition(deltaTime);
|
||||
}
|
||||
if (Abandon)
|
||||
{
|
||||
@@ -229,7 +220,6 @@ namespace Barotrauma
|
||||
TryAddSubObjective(ref goToObjective,
|
||||
constructor: () =>
|
||||
{
|
||||
previousCondition = -1;
|
||||
var objective = new AIObjectiveGoTo(Item, character, objectiveManager)
|
||||
{
|
||||
TargetName = Item.Name
|
||||
@@ -251,6 +241,27 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private const float conditionCheckDelay = 1;
|
||||
private float conditionCheckTimer;
|
||||
private float previousCondition;
|
||||
private void CheckPreviousCondition(float deltaTime)
|
||||
{
|
||||
if (Item == null || Item.Removed) { return; }
|
||||
conditionCheckTimer -= deltaTime;
|
||||
if (conditionCheckTimer > 0) { return; }
|
||||
conditionCheckTimer = conditionCheckDelay;
|
||||
if (previousCondition > -1 && Item.Condition < previousCondition)
|
||||
{
|
||||
// If the current condition is less than the previous condition, we can't complete the task, so let's abandon it. The item is probably deteriorating at a greater speed than we can repair it.
|
||||
Abandon = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the previous condition is not yet stored or if it's valid (greater or equal to current condition), save the condition for the next check here.
|
||||
previousCondition = Item.Condition;
|
||||
}
|
||||
}
|
||||
|
||||
private void FindRepairTool()
|
||||
{
|
||||
foreach (Repairable repairable in Item.Repairables)
|
||||
@@ -303,7 +314,6 @@ namespace Barotrauma
|
||||
base.Reset();
|
||||
goToObjective = null;
|
||||
refuelObjective = null;
|
||||
previousCondition = -1;
|
||||
repairTool = null;
|
||||
}
|
||||
}
|
||||
|
||||
+2
-2
@@ -139,14 +139,14 @@ namespace Barotrauma
|
||||
recursive: true);
|
||||
}
|
||||
}
|
||||
if (character.Submarine != null)
|
||||
if (character.Submarine != null && targetCharacter.CurrentHull != null)
|
||||
{
|
||||
if (HumanAIController.GetHullSafety(targetCharacter.CurrentHull, targetCharacter) < HumanAIController.HULL_SAFETY_THRESHOLD)
|
||||
{
|
||||
// Incapacitated target is not in a safe place -> Move to a safe place first
|
||||
if (character.SelectedCharacter != targetCharacter)
|
||||
{
|
||||
if (targetCharacter.CurrentHull != null && HumanAIController.VisibleHulls.Contains(targetCharacter.CurrentHull) && targetCharacter.CurrentHull.DisplayName != null)
|
||||
if (HumanAIController.VisibleHulls.Contains(targetCharacter.CurrentHull) && targetCharacter.CurrentHull.DisplayName != null)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariables("DialogFoundUnconsciousTarget",
|
||||
("[targetname]", targetCharacter.Name, FormatCapitals.No),
|
||||
|
||||
+2
-2
@@ -71,11 +71,11 @@ namespace Barotrauma
|
||||
{
|
||||
float strength = character.CharacterHealth.GetPredictedStrength(affliction, predictFutureDuration: 10.0f);
|
||||
vitality -= affliction.GetVitalityDecrease(character.CharacterHealth, strength) / character.MaxVitality * 100;
|
||||
if (affliction.Prefab.AfflictionType == "paralysis")
|
||||
if (affliction.Prefab.AfflictionType == AfflictionPrefab.ParalysisType)
|
||||
{
|
||||
vitality -= affliction.Strength;
|
||||
}
|
||||
else if (affliction.Prefab.AfflictionType == "poison")
|
||||
else if (affliction.Prefab.AfflictionType == AfflictionPrefab.PoisonType)
|
||||
{
|
||||
vitality -= affliction.Strength;
|
||||
}
|
||||
|
||||
@@ -12,6 +12,9 @@ namespace Barotrauma
|
||||
private AIObjectiveGoTo moveInsideObjective, moveOutsideObjective;
|
||||
private bool usingEscapeBehavior, isSteeringThroughGap;
|
||||
|
||||
public override bool AllowOutsideSubmarine => true;
|
||||
public override bool AllowInAnySub => true;
|
||||
|
||||
public AIObjectiveReturn(Character character, Character orderGiver, AIObjectiveManager objectiveManager, float priorityModifier = 1.0f) : base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
ReturnTarget = GetReturnTarget(Submarine.MainSubs) ?? GetReturnTarget(Submarine.Loaded);
|
||||
|
||||
Reference in New Issue
Block a user