(0bd92547e) Show ping direction when adjusting the direction slider even if directional ping is not enabled. Closes #1298
This commit is contained in:
@@ -726,8 +726,7 @@ namespace Barotrauma
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if (!canAttack && !IsCoolDownRunning)
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{
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// If not, reset the attacking limb, if the cooldown is not running
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// Don't use the property, because we don't want cancel reversing, if we are reversing.
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_attackingLimb = null;
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AttackingLimb = null;
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}
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}
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@@ -1148,6 +1147,65 @@ namespace Barotrauma
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//skip the target if it's a room and the character is already inside a sub
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if (character.CurrentHull != null && target.Entity is Hull) continue;
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Door door = null;
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if (target.Entity is Item item)
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{
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targetingTag = "dead";
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if (targetCharacter.Submarine != Character.Submarine)
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{
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// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
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continue;
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}
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else if (targetCharacter.CurrentHull != Character.CurrentHull)
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{
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// In the same sub, halve the priority, if not in the same hull.
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valueModifier = 0.5f;
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}
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}
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else if (targetCharacter.AIController is EnemyAIController enemy)
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{
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if (enemy.combatStrength > combatStrength)
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{
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targetingTag = "stronger";
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}
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else if (enemy.combatStrength < combatStrength)
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{
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targetingTag = "weaker";
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}
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if (State == AIState.Escape && targetingTag == "stronger")
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{
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// Frightened
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valueModifier = 2;
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}
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else
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{
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if (targetCharacter.Submarine != Character.Submarine)
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{
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// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
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continue;
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}
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else if (targetCharacter.CurrentHull != Character.CurrentHull)
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{
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// In the same sub, halve the priority, if not in the same hull.
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valueModifier = 0.5f;
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}
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}
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}
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else if (targetCharacter.Submarine != null && Character.Submarine == null)
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{
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//target inside, AI outside -> we'll be attacking a wall between the characters so use the priority for attacking rooms
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targetingTag = "room";
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}
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else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
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{
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targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
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}
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}
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else if (target.Entity != null)
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{
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//skip the target if it's a room and the character is already inside a sub
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if (character.CurrentHull != null && target.Entity is Hull) continue;
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Door door = null;
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if (target.Entity is Item item)
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{
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@@ -1217,49 +1275,11 @@ namespace Barotrauma
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valueModifier = isOutdoor ? 1 : 0;
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valueModifier *= isOpen ? 5 : 1;
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}
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}
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}
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else if (targetCharacter.Submarine != null && Character.Submarine == null)
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{
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targetingTag = "dead";
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if (targetCharacter.Submarine != Character.Submarine)
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{
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// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
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continue;
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}
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else if (targetCharacter.CurrentHull != Character.CurrentHull)
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{
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// In the same sub, halve the priority, if not in the same hull.
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valueModifier = 0.5f;
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}
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}
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else if (targetCharacter.AIController is EnemyAIController enemy)
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{
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if (enemy.combatStrength > combatStrength)
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{
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targetingTag = "stronger";
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}
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else if (enemy.combatStrength < combatStrength)
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{
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targetingTag = "weaker";
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}
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if (State == AIState.Escape && targetingTag == "stronger")
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{
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// Frightened
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valueModifier = 2;
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}
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else
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{
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if (targetCharacter.Submarine != Character.Submarine)
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else if (targetCharacter.CurrentHull != Character.CurrentHull)
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{
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valueModifier = isOutdoor ? 0 : 1;
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valueModifier *= isOpen ? 0 : 1;
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}
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else if (targetCharacter.CurrentHull != Character.CurrentHull)
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{
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// In the same sub, halve the priority, if not in the same hull.
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valueModifier = 0.5f;
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}
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}
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else if (isOpen) //ignore broken and open doors
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{
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@@ -1277,11 +1297,6 @@ namespace Barotrauma
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valueModifier *= targetingPriorities[targetingTag].Priority;
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if (targetingTag == null) continue;
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if (!targetingPriorities.ContainsKey(targetingTag)) continue;
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valueModifier *= targetingPriorities[targetingTag].Priority;
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if (valueModifier == 0.0f) continue;
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Vector2 toTarget = target.WorldPosition - character.WorldPosition;
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