(0e668e083) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev (squashed together 20290af96..0e668e083 because the merge script shit itself due to the merges in between)
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@@ -128,7 +128,7 @@ namespace Barotrauma
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if (seekAmmunition == null || !subObjectives.Contains(seekAmmunition))
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{
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Move();
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if (Weapon != null)
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if (WeaponComponent != null)
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{
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OperateWeapon(deltaTime);
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}
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@@ -320,7 +320,10 @@ namespace Barotrauma
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{
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retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls);
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}
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TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
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if (character.CurrentHull != retreatTarget)
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{
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TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
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}
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}
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private void Engage()
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@@ -336,8 +339,7 @@ namespace Barotrauma
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constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true)
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{
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AllowGoingOutside = true,
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IgnoreIfTargetDead = true,
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CheckVisibility = true
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IgnoreIfTargetDead = true
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},
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onAbandon: () =>
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{
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@@ -347,7 +349,7 @@ namespace Barotrauma
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if (followTargetObjective != null && subObjectives.Contains(followTargetObjective))
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{
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followTargetObjective.CloseEnough =
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WeaponComponent is RangedWeapon ? 3 :
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WeaponComponent is RangedWeapon ? 300 :
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WeaponComponent is MeleeWeapon mw ? mw.Range :
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WeaponComponent is RepairTool rt ? rt.Range : 50;
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}
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@@ -437,7 +439,7 @@ namespace Barotrauma
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float squaredDistance = Vector2.DistanceSquared(character.Position, Enemy.Position);
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character.CursorPosition = Enemy.Position;
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float engageDistance = 500;
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if (squaredDistance > engageDistance * engageDistance) { return; }
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if (character.CurrentHull != Enemy.CurrentHull && squaredDistance > engageDistance * engageDistance) { return; }
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if (!character.CanSeeCharacter(Enemy)) { return; }
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if (Weapon.RequireAimToUse)
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{
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@@ -450,7 +452,7 @@ namespace Barotrauma
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isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
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}
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}
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if (!isOperatingButtons && character.SelectedConstruction == null)
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if (!isOperatingButtons)
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{
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character.SetInput(InputType.Aim, false, true);
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}
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@@ -25,7 +25,6 @@ namespace Barotrauma
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public float CloseEnough { get; set; } = 50;
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public bool IgnoreIfTargetDead { get; set; }
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public bool AllowGoingOutside { get; set; }
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public bool CheckVisibility { get; set; }
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public ISpatialEntity Target { get; private set; }
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@@ -92,11 +91,18 @@ namespace Barotrauma
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{
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abandon = true;
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}
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else if (!repeat && waitUntilPathUnreachable < 0)
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else if (waitUntilPathUnreachable < 0)
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{
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if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
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if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable)
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{
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abandon = PathSteering.CurrentPath.Unreachable;
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if (repeat)
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{
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SteeringManager.Reset();
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}
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else
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{
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abandon = true;
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}
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}
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}
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if (abandon)
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@@ -68,6 +68,12 @@ namespace Barotrauma
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{
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if (character.CanInteractWith(target.Item, out _, checkLinked: false))
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{
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// Don't allow to operate an item that someone already operates, unless this objective is an order
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if (objectiveManager.CurrentOrder != this && Character.CharacterList.Any(c => c.SelectedConstruction == target.Item && c != character && HumanAIController.IsFriendly(c)))
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{
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abandon = true;
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return;
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}
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if (character.SelectedConstruction != target.Item)
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{
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target.Item.TryInteract(character, false, true);
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@@ -16,8 +16,8 @@ namespace Barotrauma
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private readonly Character targetCharacter;
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private AIObjectiveGoTo goToObjective;
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private float treatmentTimer;
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private Hull safeHull;
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public AIObjectiveRescue(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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@@ -84,15 +84,21 @@ namespace Barotrauma
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{
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goToObjective = null;
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}
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var findSafety = objectiveManager.GetObjective<AIObjectiveFindSafety>();
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if (findSafety == null)
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if (safeHull == null)
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{
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// Ensure that we have the find safety objective (should always be the case)
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objectiveManager.AddObjective(new AIObjectiveFindSafety(character, objectiveManager));
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var findSafety = objectiveManager.GetObjective<AIObjectiveFindSafety>();
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if (findSafety == null)
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{
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// Ensure that we have the find safety objective (should always be the case)
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objectiveManager.AddObjective(new AIObjectiveFindSafety(character, objectiveManager));
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}
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safeHull = findSafety.FindBestHull(HumanAIController.VisibleHulls);
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}
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if (character.CurrentHull != safeHull)
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{
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(safeHull, character, objectiveManager));
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}
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(findSafety.FindBestHull(HumanAIController.VisibleHulls), character, objectiveManager));
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}
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return;
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}
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if (subObjectives.Any()) { return; }
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