Build 1.1.4.0
This commit is contained in:
+56
-25
@@ -33,6 +33,11 @@ namespace Barotrauma
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public bool DebugLogWhenFails { get; set; } = true;
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public bool UsePathingOutside { get; set; } = true;
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/// <summary>
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/// Which event action created this objective (if any)
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/// </summary>
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public EventAction SourceEventAction;
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public float ExtraDistanceWhileSwimming;
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public float ExtraDistanceOutsideSub;
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private float _closeEnoughMultiplier = 1;
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@@ -45,6 +50,7 @@ namespace Barotrauma
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private readonly float minDistance = 50;
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private readonly float seekGapsInterval = 1;
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private float seekGapsTimer;
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private bool cantFindDivingGear;
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/// <summary>
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/// Display units
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@@ -85,7 +91,7 @@ namespace Barotrauma
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/// </summary>
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public bool UseDistanceRelativeToAimSourcePos { get; set; } = false;
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public override bool AbandonWhenCannotCompleteSubjectives => !repeat;
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public override bool AbandonWhenCannotCompleteSubjectives => false;
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public override bool AllowOutsideSubmarine => AllowGoingOutside;
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public override bool AllowInAnySub => true;
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@@ -258,48 +264,73 @@ namespace Barotrauma
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}
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if (!Abandon)
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{
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if (getDivingGearIfNeeded && !character.LockHands)
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if (getDivingGearIfNeeded)
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{
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Character followTarget = Target as Character;
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bool needsDivingSuit = (!isInside || hasOutdoorNodes) && character.NeedsAir && !character.HasAbilityFlag(AbilityFlags.ImmuneToPressure);
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bool needsDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit);
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if (Mimic)
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bool needsDivingSuit = (!isInside || hasOutdoorNodes) && !character.IsImmuneToPressure;
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bool tryToGetDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit);
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bool tryToGetDivingSuit = needsDivingSuit;
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if (Mimic && !character.IsImmuneToPressure)
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{
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if (HumanAIController.HasDivingSuit(followTarget))
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{
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needsDivingGear = true;
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needsDivingSuit = true;
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tryToGetDivingGear = true;
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tryToGetDivingSuit = true;
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}
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else if (HumanAIController.HasDivingMask(followTarget))
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else if (HumanAIController.HasDivingMask(followTarget) && character.CharacterHealth.OxygenLowResistance < 1)
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{
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needsDivingGear = true;
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tryToGetDivingGear = true;
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}
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}
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bool needsEquipment = false;
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float minOxygen = AIObjectiveFindDivingGear.GetMinOxygen(character);
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if (needsDivingSuit)
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if (tryToGetDivingSuit)
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{
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needsEquipment = !HumanAIController.HasDivingSuit(character, minOxygen);
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}
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else if (needsDivingGear)
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else if (tryToGetDivingGear)
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{
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needsEquipment = !HumanAIController.HasDivingGear(character, minOxygen);
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}
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if (needsEquipment)
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if (character.LockHands)
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{
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cantFindDivingGear = true;
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}
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if (cantFindDivingGear && needsDivingSuit)
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{
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// Don't try to reach the target without a suit because it's lethal.
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Abandon = true;
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return;
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}
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if (needsEquipment && !cantFindDivingGear)
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{
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SteeringManager.Reset();
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if (findDivingGear != null && !findDivingGear.CanBeCompleted)
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref findDivingGear));
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}
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else
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref findDivingGear));
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}
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: tryToGetDivingSuit, objectiveManager),
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onAbandon: () =>
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{
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cantFindDivingGear = true;
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if (needsDivingSuit)
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{
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// Shouldn't try to reach the target without a suit, because it's lethal.
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Abandon = true;
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}
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else
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{
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// Try again without requiring the diving suit
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RemoveSubObjective(ref findDivingGear);
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
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onAbandon: () =>
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{
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Abandon = character.CurrentHull != null && (objectiveManager.CurrentOrder != this || Target.Submarine == null);
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RemoveSubObjective(ref findDivingGear);
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},
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onCompleted: () =>
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{
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RemoveSubObjective(ref findDivingGear);
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});
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}
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},
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onCompleted: () => RemoveSubObjective(ref findDivingGear));
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return;
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}
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}
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@@ -593,7 +624,7 @@ namespace Barotrauma
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}
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else if (target is Character c)
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{
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return c.CurrentHull;
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return c.CurrentHull ?? c.AnimController.CurrentHull;
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}
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else if (target is Structure structure)
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{
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