(5a377a8ee) Unstable v0.9.1000.0
This commit is contained in:
@@ -30,6 +30,7 @@ namespace Barotrauma
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public virtual bool KeepDivingGearOn => false;
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public virtual bool UnequipItems => false;
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public virtual bool AllowOutsideSubmarine => false;
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protected readonly List<AIObjective> subObjectives = new List<AIObjective>();
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private float _cumulatedDevotion;
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@@ -117,7 +118,6 @@ namespace Barotrauma
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public void TryComplete(float deltaTime)
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{
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if (isCompleted) { return; }
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//if (Abandon && !IsLoop && subObjectives.None()) { return; }
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if (CheckState()) { return; }
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// Not ready -> act (can't do foreach because it's possible that the collection is modified in event callbacks.
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for (int i = 0; i < subObjectives.Count; i++)
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@@ -182,12 +182,26 @@ namespace Barotrauma
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}
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}
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protected bool IsAllowed => AllowOutsideSubmarine || character.Submarine != null && character.Submarine.TeamID == character.TeamID && character.Submarine.Info.IsPlayer;
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/// <summary>
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/// Call this only when the priority needs to be recalculated. Use the cached Priority property when you don't need to recalculate.
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/// </summary>
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public virtual float GetPriority()
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{
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Priority = CumulatedDevotion * PriorityModifier;
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if (!IsAllowed)
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{
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Priority = 0;
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return Priority;
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}
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if (objectiveManager.CurrentOrder == this)
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{
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Priority = AIObjectiveManager.OrderPriority;
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}
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else
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{
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Priority = CumulatedDevotion;
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}
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return Priority;
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}
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@@ -196,7 +210,7 @@ namespace Barotrauma
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var currentObjective = objectiveManager.CurrentObjective;
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if (currentObjective != null && (currentObjective == this || currentObjective.subObjectives.Any(so => so == this)))
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{
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CumulatedDevotion += Devotion * PriorityModifier * deltaTime;
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CumulatedDevotion += Devotion * deltaTime;
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}
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}
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@@ -204,11 +218,7 @@ namespace Barotrauma
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public virtual void Update(float deltaTime)
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{
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if (objectiveManager.CurrentOrder == this)
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{
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Priority = AIObjectiveManager.OrderPriority;
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}
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else if (objectiveManager.WaitTimer <= 0)
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if (objectiveManager.CurrentOrder != this && objectiveManager.WaitTimer <= 0)
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{
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UpdateDevotion(deltaTime);
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}
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+6
-1
@@ -20,11 +20,16 @@ namespace Barotrauma
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{
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if (battery == null) { return false; }
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var item = battery.Item;
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if (item.NonInteractable) { return false; }
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if (item.Submarine == null) { return false; }
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if (item.CurrentHull == null) { return false; }
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if (item.Submarine.TeamID != character.TeamID) { return false; }
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if (character.Submarine != null)
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{
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if (item.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
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if (!character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
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}
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if (item.ConditionPercentage <= 0) { return false; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
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if (Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
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if (IsReady(battery)) { return false; }
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return true;
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+11
-9
@@ -13,6 +13,7 @@ namespace Barotrauma
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public override bool KeepDivingGearOn => true;
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public override bool IgnoreUnsafeHulls => true;
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public override bool AllowOutsideSubmarine => true;
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private readonly CombatMode initialMode;
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@@ -120,6 +121,12 @@ namespace Barotrauma
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protected override bool Check()
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{
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if (initialMode == CombatMode.Offensive && Mode != CombatMode.Offensive)
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{
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Abandon = true;
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SteeringManager.Reset();
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return false;
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}
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bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (initialMode != CombatMode.Offensive && coolDownTimer <= 0);
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if (completed)
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{
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@@ -464,7 +471,6 @@ namespace Barotrauma
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SteeringManager.Reset();
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return;
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}
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retreatTarget = null;
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RemoveSubObjective(ref retreatObjective);
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RemoveSubObjective(ref seekAmmunition);
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@@ -481,9 +487,8 @@ namespace Barotrauma
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},
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onAbandon: () =>
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{
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Mode = CombatMode.Defensive;
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Abandon = true;
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SteeringManager.Reset();
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RemoveSubObjective(ref followTargetObjective);
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});
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if (followTargetObjective != null)
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{
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@@ -592,10 +597,7 @@ namespace Barotrauma
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private void Attack(float deltaTime)
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{
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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 (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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@@ -603,7 +605,7 @@ namespace Barotrauma
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if (SteeringManager == PathSteering)
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{
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var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
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if (door != null && !door.IsOpen)
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if (door != null && !door.IsOpen && !door.IsBroken)
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{
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isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
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}
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@@ -625,7 +627,7 @@ namespace Barotrauma
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}
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if (WeaponComponent is MeleeWeapon meleeWeapon)
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{
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if (squaredDistance <= meleeWeapon.Range * meleeWeapon.Range)
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if (Vector2.DistanceSquared(character.Position, Enemy.Position) <= meleeWeapon.Range * meleeWeapon.Range)
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{
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character.SetInput(InputType.Shoot, false, true);
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Weapon.Use(deltaTime, character);
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@@ -635,7 +637,7 @@ namespace Barotrauma
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{
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if (WeaponComponent is RepairTool repairTool)
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{
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if (squaredDistance > repairTool.Range * repairTool.Range) { return; }
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if (Vector2.DistanceSquared(character.Position, Enemy.Position) > repairTool.Range * repairTool.Range) { return; }
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}
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4)
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{
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+1
-1
@@ -158,7 +158,7 @@ namespace Barotrauma
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Abandon = true;
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}, onCompleted: () =>
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{
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if (getItemObjective.TargetItem != null)
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if (getItemObjective?.TargetItem != null)
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{
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containedItems.Add(getItemObjective.TargetItem);
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}
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+6
-1
@@ -27,6 +27,11 @@ namespace Barotrauma
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public override float GetPriority()
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{
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if (!IsAllowed)
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{
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Priority = 0;
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return Priority;
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}
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if (!objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>()
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&& Character.CharacterList.Any(c => c.CurrentHull == targetHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
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{
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@@ -101,7 +106,7 @@ namespace Barotrauma
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if (SteeringManager == PathSteering)
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{
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var door = PathSteering.CurrentPath?.CurrentNode?.ConnectedDoor;
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if (door != null && !door.IsOpen)
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if (door != null && !door.IsOpen && !door.IsBroken)
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{
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isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
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}
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+5
-1
@@ -32,7 +32,11 @@ namespace Barotrauma
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if (hull.FireSources.None()) { return false; }
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if (hull.Submarine == null) { return false; }
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if (hull.Submarine.TeamID != character.TeamID) { return false; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(hull, true)) { return false; }
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if (character.Submarine != null)
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{
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if (hull.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
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if (!character.Submarine.IsEntityFoundOnThisSub(hull, true)) { return false; }
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}
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return true;
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}
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}
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+6
-7
@@ -1,9 +1,4 @@
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using Barotrauma.Items.Components;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Barotrauma.Extensions;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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@@ -40,7 +35,11 @@ namespace Barotrauma
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if (target.Submarine == null) { return false; }
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if (target.Submarine.TeamID != character.TeamID) { return false; }
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if (target.CurrentHull == null) { return false; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, true)) { return false; }
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if (character.Submarine != null)
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{
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if (target.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
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if (!character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, true)) { return false; }
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}
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return true;
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}
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}
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+73
-51
@@ -12,6 +12,7 @@ namespace Barotrauma
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public override bool KeepDivingGearOn => true;
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public override bool IgnoreUnsafeHulls => true;
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public override bool ConcurrentObjectives => true;
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public override bool AllowOutsideSubmarine => 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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// TODO: expose?
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@@ -26,14 +27,39 @@ namespace Barotrauma
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private AIObjectiveGoTo goToObjective;
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private AIObjectiveFindDivingGear divingGearObjective;
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public AIObjectiveFindSafety(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
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public AIObjectiveFindSafety(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
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protected override bool Check() => false;
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public override bool CanBeCompleted => true;
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private bool resetPriority;
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public override float GetPriority() => Priority;
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public override float GetPriority()
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{
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if (!IsAllowed)
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{
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Priority = 0;
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return Priority;
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}
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if (character.CurrentHull == null)
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{
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Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo && HumanAIController.HasDivingSuit(character) ? 0 : 100;
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}
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else
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{
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if (HumanAIController.NeedsDivingGear(character, character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character))
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{
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Priority = 100;
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}
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Priority = MathHelper.Clamp(Priority, 0, 100);
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if (divingGearObjective != null && !divingGearObjective.IsCompleted && divingGearObjective.CanBeCompleted)
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{
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// Boost the priority while seeking the diving gear
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Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
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}
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}
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return Priority;
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}
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public override void Update(float deltaTime)
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{
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@@ -46,28 +72,20 @@ namespace Barotrauma
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if (character.CurrentHull == null)
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{
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currenthullSafety = 0;
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Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo ? 0 : 100;
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return;
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}
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if (HumanAIController.NeedsDivingGear(character, character.CurrentHull, out _) && !HumanAIController.HasDivingGear(character))
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{
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Priority = 100;
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}
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currenthullSafety = HumanAIController.CurrentHullSafety;
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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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}
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else
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{
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float dangerFactor = (100 - currenthullSafety) / 100;
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Priority += dangerFactor * priorityIncrease * deltaTime;
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}
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Priority = MathHelper.Clamp(Priority, 0, 100);
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if (divingGearObjective != null && !divingGearObjective.IsCompleted && divingGearObjective.CanBeCompleted)
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{
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// Boost the priority while seeking the diving gear
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Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 20, 100));
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currenthullSafety = HumanAIController.CurrentHullSafety;
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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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}
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else
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{
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float dangerFactor = (100 - currenthullSafety) / 100;
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Priority += dangerFactor * priorityIncrease * deltaTime;
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}
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Priority = MathHelper.Clamp(Priority, 0, 100);
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}
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}
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@@ -76,34 +94,39 @@ namespace Barotrauma
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protected override void Act(float deltaTime)
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{
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var currentHull = character.CurrentHull;
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bool needsDivingGear = HumanAIController.NeedsDivingGear(character, currentHull, out bool needsDivingSuit);
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bool needsEquipment = false;
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if (needsDivingSuit)
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bool dangerousPressure = currentHull == null || currentHull.LethalPressure > 0;
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if (!dangerousPressure)
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{
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needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
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}
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else if (needsDivingGear)
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{
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needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
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}
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if (needsEquipment && divingGearObjective == null && !character.LockHands)
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{
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RemoveSubObjective(ref goToObjective);
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TryAddSubObjective(ref divingGearObjective,
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constructor: () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
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onAbandon: () =>
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{
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searchHullTimer = Math.Min(1, searchHullTimer);
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// Don't try to seek diving gear if the pressure is dangerous. Just get out.
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bool needsDivingGear = HumanAIController.NeedsDivingGear(character, currentHull, out bool needsDivingSuit);
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bool needsEquipment = false;
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if (needsDivingSuit)
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{
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needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
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}
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else if (needsDivingGear)
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{
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needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
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}
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if (needsEquipment && divingGearObjective == null && !character.LockHands)
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{
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RemoveSubObjective(ref goToObjective);
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TryAddSubObjective(ref divingGearObjective,
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constructor: () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
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onAbandon: () =>
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{
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searchHullTimer = Math.Min(1, searchHullTimer);
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// Don't reset the diving gear objective, because it's possible that there is no diving gear -> seek a safe hull and then reset so that we can check again.
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},
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onCompleted: () =>
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{
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resetPriority = true;
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searchHullTimer = Math.Min(1, searchHullTimer);
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RemoveSubObjective(ref divingGearObjective);
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});
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onCompleted: () =>
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{
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resetPriority = true;
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searchHullTimer = Math.Min(1, searchHullTimer);
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RemoveSubObjective(ref divingGearObjective);
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});
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}
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}
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else if (divingGearObjective == null || !divingGearObjective.CanBeCompleted)
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if (divingGearObjective == null || !divingGearObjective.CanBeCompleted)
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{
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if (currenthullSafety < HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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@@ -128,14 +151,14 @@ namespace Barotrauma
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{
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RemoveSubObjective(ref goToObjective);
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}
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TryAddSubObjective(ref goToObjective,
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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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},
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onCompleted: () =>
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{
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if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD ||
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if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD ||
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HumanAIController.NeedsDivingGear(character, currentHull, out bool needsSuit) && (needsSuit ? HumanAIController.HasDivingSuit(character) : HumanAIController.HasDivingMask(character)))
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{
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resetPriority = true;
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@@ -233,10 +256,8 @@ namespace Barotrauma
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//(no need to do the expensive pathfinding if we already know we're not going to choose this hull)
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if (hullSafety < bestValue) { continue; }
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// Don't allow to go outside if not already outside.
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var path = character.CurrentHull != null ?
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PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition, nodeFilter: node => node.Waypoint.CurrentHull != null) :
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PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
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if (path.Unreachable && character.CurrentHull != null)
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition, nodeFilter: node => node.Waypoint.CurrentHull != null);
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if (path.Unreachable)
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{
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HumanAIController.UnreachableHulls.Add(hull);
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continue;
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@@ -276,6 +297,7 @@ namespace Barotrauma
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float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), 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
|
||||
if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != Character.TeamType.FriendlyNPC)
|
||||
{
|
||||
hullSafety /= 10;
|
||||
|
||||
+13
-5
@@ -1,9 +1,9 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -20,15 +20,23 @@ namespace Barotrauma
|
||||
private AIObjectiveGoTo gotoObjective;
|
||||
private AIObjectiveOperateItem operateObjective;
|
||||
|
||||
public AIObjectiveFixLeak(Gap leak, Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base (character, objectiveManager, priorityModifier)
|
||||
public bool IgnoreSeverityAndDistance { get; private set; }
|
||||
|
||||
public AIObjectiveFixLeak(Gap leak, Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool ignoreSeverityAndDistance = false) : base (character, objectiveManager, priorityModifier)
|
||||
{
|
||||
Leak = leak;
|
||||
IgnoreSeverityAndDistance = ignoreSeverityAndDistance;
|
||||
}
|
||||
|
||||
protected override bool Check() => Leak.Open <= 0 || Leak.Removed;
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
if (Leak.Removed || Leak.Open <= 0)
|
||||
{
|
||||
Priority = 0;
|
||||
@@ -39,8 +47,8 @@ namespace Barotrauma
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y);
|
||||
// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally).
|
||||
// If the target is close, ignore the distance factor alltogether so that we keep fixing the leaks that are nearby.
|
||||
float distanceFactor = xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, xDist + yDist * 3.0f));
|
||||
float severity = AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
|
||||
float distanceFactor = IgnoreSeverityAndDistance || xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, xDist + yDist * 3.0f));
|
||||
float severity = IgnoreSeverityAndDistance ? 1 : AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
|
||||
float max = Math.Min((AIObjectiveManager.OrderPriority - 1), 90);
|
||||
float devotion = CumulatedDevotion / 100;
|
||||
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
|
||||
|
||||
+12
-6
@@ -1,7 +1,5 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -11,8 +9,12 @@ namespace Barotrauma
|
||||
public override string DebugTag => "fix leaks";
|
||||
public override bool ForceRun => true;
|
||||
public override bool KeepDivingGearOn => true;
|
||||
private Hull PrioritizedHull { get; set; }
|
||||
|
||||
public AIObjectiveFixLeaks(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
|
||||
public AIObjectiveFixLeaks(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Hull prioritizedHull = null) : base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
PrioritizedHull = prioritizedHull;
|
||||
}
|
||||
|
||||
protected override bool Filter(Gap gap) => IsValidTarget(gap, character);
|
||||
|
||||
@@ -35,7 +37,7 @@ namespace Barotrauma
|
||||
|
||||
protected override float TargetEvaluation()
|
||||
{
|
||||
int otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveFixLeaks>(), onlyBots: true);
|
||||
int otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveFixLeaks>() && !c.Character.IsIncapacitated, onlyBots: true);
|
||||
int totalLeaks = Targets.Count();
|
||||
if (totalLeaks == 0) { return 0; }
|
||||
int secondaryLeaks = Targets.Count(l => l.IsRoomToRoom);
|
||||
@@ -60,7 +62,7 @@ namespace Barotrauma
|
||||
|
||||
protected override IEnumerable<Gap> GetList() => Gap.GapList;
|
||||
protected override AIObjective ObjectiveConstructor(Gap gap)
|
||||
=> new AIObjectiveFixLeak(gap, character, objectiveManager, PriorityModifier);
|
||||
=> new AIObjectiveFixLeak(gap, character, objectiveManager, priorityModifier: PriorityModifier, ignoreSeverityAndDistance: gap.FlowTargetHull == PrioritizedHull);
|
||||
|
||||
protected override void OnObjectiveCompleted(AIObjective objective, Gap target)
|
||||
=> HumanAIController.RemoveTargets<AIObjectiveFixLeaks, Gap>(character, target);
|
||||
@@ -71,7 +73,11 @@ namespace Barotrauma
|
||||
if (gap.ConnectedWall == null || gap.ConnectedDoor != null || gap.Open <= 0 || gap.linkedTo.All(l => l == null)) { return false; }
|
||||
if (gap.Submarine == null) { return false; }
|
||||
if (gap.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(gap, true)) { return false; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (gap.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(gap, true)) { return false; }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
+52
-17
@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -20,7 +21,9 @@ namespace Barotrauma
|
||||
//can be either tags or identifiers
|
||||
private string[] itemIdentifiers;
|
||||
public IEnumerable<string> Identifiers => itemIdentifiers;
|
||||
private Item targetItem, moveToTarget, rootContainer;
|
||||
|
||||
private Item targetItem;
|
||||
private ISpatialEntity moveToTarget;
|
||||
private bool isDoneSeeking;
|
||||
public Item TargetItem => targetItem;
|
||||
private int currSearchIndex;
|
||||
@@ -29,6 +32,8 @@ namespace Barotrauma
|
||||
private float currItemPriority;
|
||||
private bool checkInventory;
|
||||
|
||||
public static float DefaultReach = 100;
|
||||
|
||||
public bool AllowToFindDivingGear { get; set; } = true;
|
||||
|
||||
public AIObjectiveGetItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, bool equip = true, float priorityModifier = 1)
|
||||
@@ -62,8 +67,7 @@ namespace Barotrauma
|
||||
if (item != null)
|
||||
{
|
||||
targetItem = item;
|
||||
rootContainer = item.GetRootContainer();
|
||||
moveToTarget = rootContainer ?? item;
|
||||
moveToTarget = item.GetRootInventoryOwner();
|
||||
}
|
||||
return item != null;
|
||||
}
|
||||
@@ -86,6 +90,15 @@ namespace Barotrauma
|
||||
}
|
||||
if (!isDoneSeeking)
|
||||
{
|
||||
bool dangerousPressure = character.CurrentHull == null || character.CurrentHull.LethalPressure > 0;
|
||||
if (dangerousPressure)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Seeking item aborted, because the pressure is dangerous.", Color.Yellow);
|
||||
#endif
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
FindTargetItem();
|
||||
objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
|
||||
return;
|
||||
@@ -108,7 +121,26 @@ namespace Barotrauma
|
||||
Reset();
|
||||
return;
|
||||
}
|
||||
if (character.CanInteractWith(targetItem, out _, checkLinked: false))
|
||||
bool canInteract = false;
|
||||
if (moveToTarget is Character c)
|
||||
{
|
||||
if (character == c)
|
||||
{
|
||||
canInteract = true;
|
||||
moveToTarget = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
character.SelectCharacter(c);
|
||||
canInteract = character.CanInteractWith(c, maxDist: DefaultReach);
|
||||
character.DeselectCharacter();
|
||||
}
|
||||
}
|
||||
else if (moveToTarget is Item parentItem)
|
||||
{
|
||||
canInteract = character.CanInteractWith(parentItem, out _, checkLinked: false);
|
||||
}
|
||||
if (canInteract)
|
||||
{
|
||||
var pickable = targetItem.GetComponent<Pickable>();
|
||||
if (pickable == null)
|
||||
@@ -173,17 +205,17 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
else if (moveToTarget != null)
|
||||
{
|
||||
TryAddSubObjective(ref goToObjective,
|
||||
constructor: () =>
|
||||
{
|
||||
return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: AllowToFindDivingGear)
|
||||
return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: AllowToFindDivingGear, closeEnough: DefaultReach)
|
||||
{
|
||||
// If the root container changes, the item is no longer where it was (taken by someone -> need to find another item)
|
||||
abortCondition = () => targetItem == null || targetItem.GetRootContainer() != rootContainer,
|
||||
abortCondition = () => targetItem == null || targetItem.GetRootInventoryOwner() != moveToTarget,
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
TargetName = moveToTarget.Name
|
||||
TargetName = (moveToTarget as MapEntity)?.Name ?? (moveToTarget as Character)?.Name ?? moveToTarget.ToString()
|
||||
};
|
||||
},
|
||||
onAbandon: () =>
|
||||
@@ -212,23 +244,27 @@ namespace Barotrauma
|
||||
{
|
||||
currSearchIndex++;
|
||||
var item = Item.ItemList[currSearchIndex];
|
||||
if (item.Submarine == null) { continue; }
|
||||
if (item.CurrentHull == null) { continue; }
|
||||
if (item.Submarine.TeamID != character.TeamID) { continue; }
|
||||
Submarine itemSub = item.Submarine ?? item.ParentInventory?.Owner?.Submarine;
|
||||
if (itemSub == null) { continue; }
|
||||
if (itemSub.TeamID != character.TeamID) { continue; }
|
||||
if (!CheckItem(item)) { continue; }
|
||||
if (ignoredContainerIdentifiers != null && item.Container != null)
|
||||
{
|
||||
if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
|
||||
}
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { continue; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (itemSub.Info.Type != character.Submarine.Info.Type) { continue; }
|
||||
if (character.Submarine.GetConnectedSubs().None(s => s == itemSub && itemSub.TeamID == character.TeamID && itemSub.Info.Type == character.Submarine.Info.Type)) { continue; }
|
||||
}
|
||||
if (character.IsItemTakenBySomeoneElse(item)) { continue; }
|
||||
float itemPriority = 1;
|
||||
if (GetItemPriority != null)
|
||||
{
|
||||
itemPriority = GetItemPriority(item);
|
||||
}
|
||||
Item rootContainer = item.GetRootContainer();
|
||||
Vector2 itemPos = (rootContainer ?? item).WorldPosition;
|
||||
Entity rootInventoryOwner = item.GetRootInventoryOwner();
|
||||
Vector2 itemPos = (rootInventoryOwner ?? item).WorldPosition;
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - itemPos.Y);
|
||||
yDist = yDist > 100 ? yDist * 5 : 0;
|
||||
float dist = Math.Abs(character.WorldPosition.X - itemPos.X) + yDist;
|
||||
@@ -239,8 +275,7 @@ namespace Barotrauma
|
||||
if (itemPriority < currItemPriority) { continue; }
|
||||
currItemPriority = itemPriority;
|
||||
targetItem = item;
|
||||
moveToTarget = rootContainer ?? item;
|
||||
this.rootContainer = rootContainer;
|
||||
moveToTarget = rootInventoryOwner ?? item;
|
||||
}
|
||||
if (currSearchIndex >= Item.ItemList.Count - 1)
|
||||
{
|
||||
@@ -276,6 +311,7 @@ namespace Barotrauma
|
||||
|
||||
private bool CheckItem(Item item)
|
||||
{
|
||||
if (item.NonInteractable) { return false; }
|
||||
if (ignoredItems.Contains(item)) { return false; };
|
||||
if (item.Condition < TargetCondition) { return false; }
|
||||
if (ItemFilter != null && !ItemFilter(item)) { return false; }
|
||||
@@ -288,7 +324,6 @@ namespace Barotrauma
|
||||
RemoveSubObjective(ref goToObjective);
|
||||
targetItem = null;
|
||||
moveToTarget = null;
|
||||
rootContainer = null;
|
||||
isDoneSeeking = false;
|
||||
currSearchIndex = 0;
|
||||
}
|
||||
|
||||
+48
-19
@@ -44,6 +44,9 @@ namespace Barotrauma
|
||||
public bool AllowGoingOutside { get; set; }
|
||||
|
||||
public override bool AbandonWhenCannotCompleteSubjectives => !repeat;
|
||||
|
||||
public override bool AllowOutsideSubmarine => AllowGoingOutside;
|
||||
|
||||
public string DialogueIdentifier { get; set; }
|
||||
public string TargetName { get; set; }
|
||||
|
||||
@@ -63,31 +66,42 @@ namespace Barotrauma
|
||||
{
|
||||
Priority = 0;
|
||||
}
|
||||
return objectiveManager.CurrentOrder == this ? AIObjectiveManager.OrderPriority : Priority;
|
||||
else
|
||||
{
|
||||
Priority = objectiveManager.CurrentOrder == this ? AIObjectiveManager.OrderPriority : 10;
|
||||
}
|
||||
return Priority;
|
||||
}
|
||||
|
||||
public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1, float closeEnough = 0)
|
||||
: base (character, objectiveManager, priorityModifier)
|
||||
public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1, float closeEnough = 0)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
this.Target = target;
|
||||
this.repeat = repeat;
|
||||
waitUntilPathUnreachable = 3.0f;
|
||||
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
|
||||
CloseEnough = closeEnough;
|
||||
if (Target is Item i)
|
||||
{
|
||||
CloseEnough = Math.Max(CloseEnough, i.InteractDistance + Math.Max(i.Rect.Width, i.Rect.Height) / 2);
|
||||
}
|
||||
else if (Target is Character)
|
||||
{
|
||||
CloseEnough = Math.Max(closeEnough, AIObjectiveGetItem.DefaultReach);
|
||||
}
|
||||
else
|
||||
{
|
||||
CloseEnough = closeEnough;
|
||||
}
|
||||
}
|
||||
|
||||
private void SpeakCannotReach()
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target.ToString()}", Color.Yellow);
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target}", Color.Yellow);
|
||||
#endif
|
||||
if (objectiveManager.CurrentOrder != null && DialogueIdentifier != null)
|
||||
{
|
||||
string msg = TargetName == null ? TextManager.Get(DialogueIdentifier, true) : TextManager.GetWithVariable(DialogueIdentifier, "[name]", TargetName, true);
|
||||
string msg = TargetName == null ? TextManager.Get(DialogueIdentifier, true) : TextManager.GetWithVariable(DialogueIdentifier, "[name]", TargetName, formatCapitals: !(Target is Character));
|
||||
if (msg != null)
|
||||
{
|
||||
character.Speak(msg, identifier: DialogueIdentifier, minDurationBetweenSimilar: 20.0f);
|
||||
@@ -200,16 +214,25 @@ namespace Barotrauma
|
||||
}
|
||||
if (needsEquipment)
|
||||
{
|
||||
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
|
||||
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref findDivingGear));
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (repeat && IsCloseEnough)
|
||||
if (repeat)
|
||||
{
|
||||
OnCompleted();
|
||||
return;
|
||||
if (IsCloseEnough)
|
||||
{
|
||||
if (requiredCondition == null || requiredCondition())
|
||||
{
|
||||
if (character.CanSeeTarget(Target))
|
||||
{
|
||||
OnCompleted();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (SteeringManager == PathSteering)
|
||||
{
|
||||
@@ -237,7 +260,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private Hull GetTargetHull()
|
||||
public Hull GetTargetHull()
|
||||
{
|
||||
if (Target is Hull h)
|
||||
{
|
||||
@@ -277,13 +300,7 @@ namespace Barotrauma
|
||||
//otherwise characters can let go of the ladders too soon once they're close enough to the target
|
||||
if (PathSteering.CurrentPath.NextNode != null) { return false; }
|
||||
}
|
||||
|
||||
bool closeEnough = Vector2.DistanceSquared(Target.WorldPosition, character.WorldPosition) < CloseEnough * CloseEnough;
|
||||
if (closeEnough)
|
||||
{
|
||||
closeEnough = !(Target is Character) || Target is Character c && c.CurrentHull == character.CurrentHull;
|
||||
}
|
||||
return closeEnough;
|
||||
return Vector2.DistanceSquared(Target.WorldPosition, character.WorldPosition) < CloseEnough * CloseEnough;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -319,7 +336,9 @@ namespace Barotrauma
|
||||
}
|
||||
else if (Target is Character targetCharacter)
|
||||
{
|
||||
if (character.CanInteractWith(targetCharacter, CloseEnough)) { IsCompleted = true; }
|
||||
character.SelectCharacter(targetCharacter);
|
||||
if (character.CanInteractWith(targetCharacter, skipDistanceCheck: true)) { IsCompleted = true; }
|
||||
character.DeselectCharacter();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -331,6 +350,16 @@ namespace Barotrauma
|
||||
return IsCompleted;
|
||||
}
|
||||
|
||||
protected override void OnAbandon()
|
||||
{
|
||||
StopMovement();
|
||||
if (SteeringManager == PathSteering)
|
||||
{
|
||||
PathSteering.ResetPath();
|
||||
}
|
||||
base.OnAbandon();
|
||||
}
|
||||
|
||||
private void StopMovement()
|
||||
{
|
||||
character.AIController.SteeringManager.Reset();
|
||||
|
||||
+27
-23
@@ -3,7 +3,6 @@ using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -11,6 +10,7 @@ namespace Barotrauma
|
||||
{
|
||||
public override string DebugTag => "idle";
|
||||
public override bool UnequipItems => true;
|
||||
public override bool AllowOutsideSubmarine => true;
|
||||
|
||||
private readonly float newTargetIntervalMin = 10;
|
||||
private readonly float newTargetIntervalMax = 20;
|
||||
@@ -34,41 +34,43 @@ namespace Barotrauma
|
||||
{
|
||||
standStillTimer = Rand.Range(-10.0f, 10.0f);
|
||||
walkDuration = Rand.Range(0.0f, 10.0f);
|
||||
CalculatePriority();
|
||||
}
|
||||
|
||||
protected override bool Check() => false;
|
||||
public override bool CanBeCompleted => true;
|
||||
|
||||
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
|
||||
public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + Environment.StackTrace); }
|
||||
|
||||
private float randomTimer;
|
||||
private float randomUpdateInterval = 5;
|
||||
public float Random { get; private set; }
|
||||
|
||||
public void CalculatePriority()
|
||||
public void CalculatePriority(float max = 0)
|
||||
{
|
||||
Random = Rand.Range(0.5f, 1.5f);
|
||||
randomTimer = randomUpdateInterval;
|
||||
float max = Math.Min(Math.Min(AIObjectiveManager.RunPriority, AIObjectiveManager.OrderPriority) - 1, 100);
|
||||
float initiative = character.GetSkillLevel("initiative");
|
||||
Priority = MathHelper.Lerp(1, max, MathUtils.InverseLerp(100, 0, initiative * Random));
|
||||
//Random = Rand.Range(0.5f, 1.5f);
|
||||
//randomTimer = randomUpdateInterval;
|
||||
//max = max > 0 ? max : Math.Min(Math.Min(AIObjectiveManager.RunPriority, AIObjectiveManager.OrderPriority) - 1, 100);
|
||||
//float initiative = character.GetSkillLevel("initiative");
|
||||
//Priority = MathHelper.Lerp(1, max, MathUtils.InverseLerp(100, 0, initiative * Random));
|
||||
Priority = 1;
|
||||
}
|
||||
|
||||
public override float GetPriority() => Priority;
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (objectiveManager.CurrentObjective == this)
|
||||
{
|
||||
if (randomTimer > 0)
|
||||
{
|
||||
randomTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
CalculatePriority();
|
||||
}
|
||||
}
|
||||
//if (objectiveManager.CurrentObjective == this)
|
||||
//{
|
||||
// if (randomTimer > 0)
|
||||
// {
|
||||
// randomTimer -= deltaTime;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// CalculatePriority();
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
@@ -128,7 +130,7 @@ namespace Barotrauma
|
||||
//choose a random available hull
|
||||
currentTarget = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
|
||||
bool isCurrentHullAllowed = !IsForbidden(character.CurrentHull);
|
||||
var path = PathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition, nodeFilter: node =>
|
||||
var path = PathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition, errorMsgStr: $"AIObjectiveIdle {character.DisplayName}", nodeFilter: node =>
|
||||
{
|
||||
if (node.Waypoint.CurrentHull == null) { return false; }
|
||||
// Check that there is no unsafe or forbidden hulls on the way to the target
|
||||
@@ -231,9 +233,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (HumanAIController.UnsafeHulls.Contains(hull)) { continue; }
|
||||
if (hull.Submarine == null) { continue; }
|
||||
if (hull.Submarine.TeamID != character.TeamID) { continue; }
|
||||
// If the character is inside, only take connected hulls into account.
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(hull, true)) { continue; }
|
||||
if (character.Submarine == null) { break; }
|
||||
if (hull.Submarine.TeamID != character.Submarine.TeamID) { continue; }
|
||||
if (hull.Submarine.Info.Type != character.Submarine.Info.Type) { continue; }
|
||||
// If the character is inside, only take connected subs into account.
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(hull, true)) { continue; }
|
||||
if (IsForbidden(hull)) { continue; }
|
||||
// Ignore hulls that are too low to stand inside
|
||||
if (character.AnimController is HumanoidAnimController animController)
|
||||
|
||||
+7
-2
@@ -47,7 +47,7 @@ namespace Barotrauma
|
||||
public override bool AllowSubObjectiveSorting => true;
|
||||
public virtual bool InverseTargetEvaluation => false;
|
||||
|
||||
public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
|
||||
public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
@@ -108,6 +108,11 @@ namespace Barotrauma
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
if (character.LockHands || character.Submarine == null || Targets.None())
|
||||
{
|
||||
Priority = 0;
|
||||
@@ -199,7 +204,7 @@ namespace Barotrauma
|
||||
{
|
||||
Objectives.Remove(target);
|
||||
ignoreList.Add(target);
|
||||
targetUpdateTimer = 0;
|
||||
targetUpdateTimer = Math.Min(0.1f, targetUpdateTimer);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
+115
-37
@@ -1,9 +1,10 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -13,8 +14,11 @@ namespace Barotrauma
|
||||
public const float OrderPriority = 70;
|
||||
public const float RunPriority = 50;
|
||||
// Constantly increases the priority of the selected objective, unless overridden
|
||||
public const float baseDevotion = 3;
|
||||
public const float baseDevotion = 5;
|
||||
|
||||
/// <summary>
|
||||
/// Excluding the current order.
|
||||
/// </summary>
|
||||
public List<AIObjective> Objectives { get; private set; } = new List<AIObjective>();
|
||||
|
||||
private readonly Character character;
|
||||
@@ -87,8 +91,25 @@ namespace Barotrauma
|
||||
|
||||
public Dictionary<AIObjective, CoroutineHandle> DelayedObjectives { get; private set; } = new Dictionary<AIObjective, CoroutineHandle>();
|
||||
|
||||
private void ClearIgnored()
|
||||
{
|
||||
if (character.AIController is HumanAIController humanAi)
|
||||
{
|
||||
humanAi.UnreachableHulls.Clear();
|
||||
humanAi.IgnoredItems.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public void CreateAutonomousObjectives()
|
||||
{
|
||||
if (character.IsDead)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Attempted to create autonomous orders for a dead character");
|
||||
#else
|
||||
return;
|
||||
#endif
|
||||
}
|
||||
foreach (var delayedObjective in DelayedObjectives)
|
||||
{
|
||||
CoroutineManager.StopCoroutines(delayedObjective.Value);
|
||||
@@ -98,24 +119,16 @@ namespace Barotrauma
|
||||
AddObjective(new AIObjectiveFindSafety(character, this));
|
||||
AddObjective(new AIObjectiveIdle(character, this));
|
||||
int objectiveCount = Objectives.Count;
|
||||
foreach (var automaticOrder in character.Info.Job.Prefab.AutomaticOrders)
|
||||
foreach (var autonomousObjective in character.Info.Job.Prefab.AutonomousObjective)
|
||||
{
|
||||
var orderPrefab = Order.GetPrefab(automaticOrder.identifier);
|
||||
if (orderPrefab == null) { throw new Exception($"Could not find a matching prefab by the identifier: '{automaticOrder.identifier}'"); }
|
||||
// TODO: Similar code is used in CrewManager:815-> DRY
|
||||
var matchingItems = orderPrefab.ItemIdentifiers.Any() ?
|
||||
Item.ItemList.FindAll(it => orderPrefab.ItemIdentifiers.Contains(it.Prefab.Identifier) || it.HasTag(orderPrefab.ItemIdentifiers)) :
|
||||
Item.ItemList.FindAll(it => it.Components.Any(ic => ic.GetType() == orderPrefab.ItemComponentType));
|
||||
matchingItems.RemoveAll(it => it.Submarine != character.Submarine);
|
||||
var item = matchingItems.GetRandom();
|
||||
var order = new Order(
|
||||
orderPrefab,
|
||||
item ?? character.CurrentHull as Entity,
|
||||
item?.Components.FirstOrDefault(ic => ic.GetType() == orderPrefab.ItemComponentType),
|
||||
orderGiver: character);
|
||||
var orderPrefab = Order.GetPrefab(autonomousObjective.identifier);
|
||||
if (orderPrefab == null) { throw new Exception($"Could not find a matching prefab by the identifier: '{autonomousObjective.identifier}'"); }
|
||||
var item = orderPrefab.MustSetTarget ? orderPrefab.GetMatchingItems(character.Submarine, false)?.GetRandom() : null;
|
||||
var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity,
|
||||
item?.Components.FirstOrDefault(ic => ic.GetType() == orderPrefab.ItemComponentType), orderGiver: character);
|
||||
if (order == null) { continue; }
|
||||
var objective = CreateObjective(order, automaticOrder.option, character, automaticOrder.priorityModifier);
|
||||
if (objective != null)
|
||||
var objective = CreateObjective(order, autonomousObjective.option, character, isAutonomous: true, autonomousObjective.priorityModifier);
|
||||
if (objective != null && objective.CanBeCompleted)
|
||||
{
|
||||
AddObjective(objective, delay: Rand.Value() / 2);
|
||||
objectiveCount++;
|
||||
@@ -167,7 +180,7 @@ namespace Barotrauma
|
||||
{
|
||||
previousObjective?.OnDeselected();
|
||||
CurrentObjective?.OnSelected();
|
||||
GetObjective<AIObjectiveIdle>().CalculatePriority();
|
||||
GetObjective<AIObjectiveIdle>().CalculatePriority(Math.Max(CurrentObjective.Priority - 10, 0));
|
||||
}
|
||||
return CurrentObjective;
|
||||
}
|
||||
@@ -179,7 +192,27 @@ namespace Barotrauma
|
||||
|
||||
public void UpdateObjectives(float deltaTime)
|
||||
{
|
||||
CurrentOrder?.Update(deltaTime);
|
||||
if (CurrentOrder != null)
|
||||
{
|
||||
if (CurrentOrder.IsCompleted)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Removing order {CurrentOrder.DebugTag}, because it is completed.", Color.LightGreen);
|
||||
#endif
|
||||
CurrentOrder = null;
|
||||
}
|
||||
else if (!CurrentOrder.CanBeCompleted)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Removing order {CurrentOrder.DebugTag}, because it cannot be completed.", Color.Red);
|
||||
#endif
|
||||
CurrentOrder = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentOrder.Update(deltaTime);
|
||||
}
|
||||
}
|
||||
if (WaitTimer > 0)
|
||||
{
|
||||
WaitTimer -= deltaTime;
|
||||
@@ -202,7 +235,7 @@ namespace Barotrauma
|
||||
#endif
|
||||
Objectives.Remove(objective);
|
||||
}
|
||||
else if (objective != CurrentOrder)
|
||||
else
|
||||
{
|
||||
objective.Update(deltaTime);
|
||||
}
|
||||
@@ -212,14 +245,15 @@ namespace Barotrauma
|
||||
|
||||
public void SortObjectives()
|
||||
{
|
||||
CurrentOrder?.GetPriority();
|
||||
Objectives.ForEach(o => o.GetPriority());
|
||||
if (Objectives.Any())
|
||||
{
|
||||
Objectives.ForEach(o => o.GetPriority());
|
||||
Objectives.Sort((x, y) => y.Priority.CompareTo(x.Priority));
|
||||
}
|
||||
GetCurrentObjective()?.SortSubObjectives();
|
||||
}
|
||||
|
||||
|
||||
public void DoCurrentObjective(float deltaTime)
|
||||
{
|
||||
if (WaitTimer <= 0)
|
||||
@@ -231,7 +265,7 @@ namespace Barotrauma
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void SetOrder(AIObjective objective)
|
||||
{
|
||||
CurrentOrder = objective;
|
||||
@@ -239,7 +273,16 @@ namespace Barotrauma
|
||||
|
||||
public void SetOrder(Order order, string option, Character orderGiver)
|
||||
{
|
||||
CurrentOrder = CreateObjective(order, option, orderGiver);
|
||||
if (character.IsDead)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Attempted to set an order for a dead character");
|
||||
#else
|
||||
return;
|
||||
#endif
|
||||
}
|
||||
ClearIgnored();
|
||||
CurrentOrder = CreateObjective(order, option, orderGiver, isAutonomous: false);
|
||||
if (CurrentOrder == null)
|
||||
{
|
||||
// Recreate objectives, because some of them may be removed, if impossible to complete (e.g. due to path finding)
|
||||
@@ -251,7 +294,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public AIObjective CreateObjective(Order order, string option, Character orderGiver, float priorityModifier = 1)
|
||||
public AIObjective CreateObjective(Order order, string option, Character orderGiver, bool isAutonomous, float priorityModifier = 1)
|
||||
{
|
||||
if (order == null) { return null; }
|
||||
AIObjective newObjective;
|
||||
@@ -270,13 +313,13 @@ namespace Barotrauma
|
||||
};
|
||||
break;
|
||||
case "wait":
|
||||
newObjective = new AIObjectiveGoTo(character, character, this, repeat: true, priorityModifier: priorityModifier)
|
||||
newObjective = new AIObjectiveGoTo(order.TargetEntity ?? character, character, this, repeat: true, priorityModifier: priorityModifier)
|
||||
{
|
||||
AllowGoingOutside = character.CurrentHull == null
|
||||
};
|
||||
break;
|
||||
case "fixleaks":
|
||||
newObjective = new AIObjectiveFixLeaks(character, this, priorityModifier);
|
||||
newObjective = new AIObjectiveFixLeaks(character, this, priorityModifier: priorityModifier, prioritizedHull: order.TargetEntity as Hull);
|
||||
break;
|
||||
case "chargebatteries":
|
||||
newObjective = new AIObjectiveChargeBatteries(character, this, option, priorityModifier);
|
||||
@@ -285,13 +328,31 @@ namespace Barotrauma
|
||||
newObjective = new AIObjectiveRescueAll(character, this, priorityModifier);
|
||||
break;
|
||||
case "repairsystems":
|
||||
newObjective = new AIObjectiveRepairItems(character, this, priorityModifier)
|
||||
case "repairmechanical":
|
||||
case "repairelectrical":
|
||||
newObjective = new AIObjectiveRepairItems(character, this, priorityModifier: priorityModifier, prioritizedItem: order.TargetEntity as Item)
|
||||
{
|
||||
RequireAdequateSkills = option == "jobspecific"
|
||||
RelevantSkill = order.AppropriateSkill,
|
||||
RequireAdequateSkills = isAutonomous
|
||||
};
|
||||
break;
|
||||
case "pumpwater":
|
||||
newObjective = new AIObjectivePumpWater(character, this, option, priorityModifier: priorityModifier);
|
||||
if (order.TargetItemComponent is Pump targetPump)
|
||||
{
|
||||
if (order.TargetItemComponent.Item.NonInteractable) { return null; }
|
||||
newObjective = new AIObjectiveOperateItem(targetPump, character, this, option, false, priorityModifier: priorityModifier)
|
||||
{
|
||||
IsLoop = true,
|
||||
Override = orderGiver != null && orderGiver.IsPlayer
|
||||
};
|
||||
// ItemComponent.AIOperate() returns false by default -> We'd have to set IsLoop = false and implement a custom override of AIOperate for the Pump.cs,
|
||||
// if we want that the bot just switches the pump on/off and continues doing something else.
|
||||
// If we want that the bot does the objective and then forgets about it, I think we could do the same plus dismiss when the bot is done.
|
||||
}
|
||||
else
|
||||
{
|
||||
newObjective = new AIObjectivePumpWater(character, this, option, priorityModifier: priorityModifier);
|
||||
}
|
||||
break;
|
||||
case "extinguishfires":
|
||||
newObjective = new AIObjectiveExtinguishFires(character, this, priorityModifier);
|
||||
@@ -301,9 +362,11 @@ namespace Barotrauma
|
||||
break;
|
||||
case "steer":
|
||||
var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();
|
||||
if (steering != null) steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
|
||||
if (steering != null) { steering.PosToMaintain = steering.Item.Submarine?.WorldPosition; }
|
||||
if (order.TargetItemComponent == null) { return null; }
|
||||
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, requireEquip: false, useController: order.UseController, priorityModifier: priorityModifier)
|
||||
if (order.TargetItemComponent.Item.NonInteractable) { return null; }
|
||||
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
|
||||
requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
|
||||
{
|
||||
IsLoop = true,
|
||||
// Don't override unless it's an order by a player
|
||||
@@ -312,17 +375,32 @@ namespace Barotrauma
|
||||
break;
|
||||
default:
|
||||
if (order.TargetItemComponent == null) { return null; }
|
||||
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, requireEquip: false, useController: order.UseController, priorityModifier: priorityModifier)
|
||||
if (order.TargetItemComponent.Item.NonInteractable) { return null; }
|
||||
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
|
||||
requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
|
||||
{
|
||||
IsLoop = true,
|
||||
IsLoop = option != "shutdown",
|
||||
// Don't override unless it's an order by a player
|
||||
Override = orderGiver != null && orderGiver.IsPlayer
|
||||
};
|
||||
if (newObjective.Abandon) { return null; }
|
||||
break;
|
||||
}
|
||||
return newObjective;
|
||||
}
|
||||
|
||||
private void DismissSelf()
|
||||
{
|
||||
#if CLIENT
|
||||
if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.IsSinglePlayer)
|
||||
{
|
||||
GameMain.GameSession?.CrewManager?.SetCharacterOrder(character, Order.GetPrefab("dismissed"), null, character);
|
||||
}
|
||||
#else
|
||||
GameMain.Server?.SendOrderChatMessage(new OrderChatMessage(Order.GetPrefab("dismissed"), null, null, character, character));
|
||||
#endif
|
||||
}
|
||||
|
||||
private bool IsAllowedToWait()
|
||||
{
|
||||
if (CurrentOrder != null) { return false; }
|
||||
|
||||
+55
-15
@@ -3,7 +3,6 @@ using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -32,6 +31,11 @@ namespace Barotrauma
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
if (component.Item.ConditionPercentage <= 0)
|
||||
{
|
||||
Priority = 0;
|
||||
@@ -42,38 +46,74 @@ namespace Barotrauma
|
||||
{
|
||||
Priority = AIObjectiveManager.OrderPriority;
|
||||
}
|
||||
|
||||
if (component.Item.CurrentHull == null || component.Item.CurrentHull.FireSources.Any() || HumanAIController.IsItemOperatedByAnother(GetTarget(), out _))
|
||||
ItemComponent target = GetTarget();
|
||||
Item targetItem = target?.Item;
|
||||
if (targetItem == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Item or component of AI Objective Operate item wass null. This shouldn't happen.");
|
||||
#endif
|
||||
Abandon = true;
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
switch (Option)
|
||||
{
|
||||
case "shutdown":
|
||||
var powered = component?.Item.GetComponent<Powered>();
|
||||
if (powered != null && powered.IsActive)
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
break;
|
||||
case "powerup":
|
||||
// Check that we don't already have another order that is targeting the same item.
|
||||
if (objectiveManager.CurrentOrder is AIObjectiveOperateItem operateOrder && operateOrder != this && operateOrder.GetTarget() == target)
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
break;
|
||||
}
|
||||
if (targetItem.CurrentHull == null || targetItem.CurrentHull.FireSources.Any() || HumanAIController.IsItemOperatedByAnother(target, out _))
|
||||
{
|
||||
Priority = 0;
|
||||
}
|
||||
else if (Character.CharacterList.Any(c => c.CurrentHull == component.Item.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
|
||||
else if (Character.CharacterList.Any(c => c.CurrentHull == targetItem.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
|
||||
{
|
||||
Priority = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
float value = CumulatedDevotion + (AIObjectiveManager.OrderPriority * PriorityModifier);
|
||||
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1), 90);
|
||||
float max = objectiveManager.CurrentOrder == this ? MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90) : AIObjectiveManager.RunPriority - 1;
|
||||
Priority = MathHelper.Clamp(value, 0, max);
|
||||
}
|
||||
}
|
||||
return Priority;
|
||||
}
|
||||
|
||||
public AIObjectiveOperateItem(ItemComponent item, Character character, AIObjectiveManager objectiveManager, string option, bool requireEquip, Entity operateTarget = null, bool useController = false, float priorityModifier = 1)
|
||||
: base (character, objectiveManager, priorityModifier, option)
|
||||
public AIObjectiveOperateItem(ItemComponent item, Character character, AIObjectiveManager objectiveManager, string option, bool requireEquip,
|
||||
Entity operateTarget = null, bool useController = false, ItemComponent controller = null, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier, option)
|
||||
{
|
||||
this.component = item ?? throw new System.ArgumentNullException("item", "Attempted to create an AIObjectiveOperateItem with a null target.");
|
||||
component = item ?? throw new ArgumentNullException("item", "Attempted to create an AIObjectiveOperateItem with a null target.");
|
||||
this.requireEquip = requireEquip;
|
||||
this.operateTarget = operateTarget;
|
||||
this.useController = useController;
|
||||
if (useController)
|
||||
if (useController) { this.controller = controller ?? component?.Item?.FindController(); }
|
||||
var target = GetTarget();
|
||||
if (target == null)
|
||||
{
|
||||
//try finding the controller with the simpler non-recursive method first
|
||||
controller =
|
||||
component.Item.GetConnectedComponents<Controller>().FirstOrDefault() ??
|
||||
component.Item.GetConnectedComponents<Controller>(recursive: true).FirstOrDefault();
|
||||
#if DEBUG
|
||||
throw new Exception("target null");
|
||||
#endif
|
||||
Abandon = true;
|
||||
}
|
||||
else if (target.Item.NonInteractable)
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -117,7 +157,7 @@ namespace Barotrauma
|
||||
{
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
TargetName = target.Item.Name
|
||||
},
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref goToObjective));
|
||||
}
|
||||
@@ -132,7 +172,7 @@ namespace Barotrauma
|
||||
}
|
||||
else if (!character.Inventory.Items.Contains(component.Item))
|
||||
{
|
||||
TryAddSubObjective(ref getItemObjective, () => new AIObjectiveGetItem(character, component.Item, objectiveManager, equip: true),
|
||||
TryAddSubObjective(ref getItemObjective, () => new AIObjectiveGetItem(character, component.Item, objectiveManager, equip: true),
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref getItemObjective));
|
||||
}
|
||||
|
||||
+6
-2
@@ -3,7 +3,6 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Extensions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -27,13 +26,18 @@ namespace Barotrauma
|
||||
protected override bool Filter(Pump pump)
|
||||
{
|
||||
if (pump == null) { return false; }
|
||||
if (pump.Item.NonInteractable) { return false; }
|
||||
if (pump.Item.HasTag("ballast")) { return false; }
|
||||
if (pump.Item.Submarine == null) { return false; }
|
||||
if (pump.Item.CurrentHull == null) { return false; }
|
||||
if (pump.Item.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (pump.Item.ConditionPercentage <= 0) { return false; }
|
||||
if (pump.Item.CurrentHull.FireSources.Count > 0) { return false; }
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(pump.Item, true)) { return false; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (pump.Item.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(pump.Item, true)) { return false; }
|
||||
}
|
||||
if (Character.CharacterList.Any(c => c.CurrentHull == pump.Item.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
|
||||
if (IsReady(pump)) { return false; }
|
||||
return true;
|
||||
|
||||
+17
-11
@@ -3,7 +3,6 @@ using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
using FarseerPhysics;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -20,14 +19,22 @@ namespace Barotrauma
|
||||
private RepairTool repairTool;
|
||||
|
||||
private bool IsRepairing => character.SelectedConstruction == Item && Item.GetComponent<Repairable>()?.CurrentFixer == character;
|
||||
private readonly bool isPriority;
|
||||
|
||||
public AIObjectiveRepairItem(Character character, Item item, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier)
|
||||
public AIObjectiveRepairItem(Character character, Item item, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool isPriority = false)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
Item = item;
|
||||
this.isPriority = isPriority;
|
||||
}
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
// TODO: priority list?
|
||||
// Ignore items that are being repaired by someone else.
|
||||
if (Item.Repairables.Any(r => r.CurrentFixer != null && r.CurrentFixer != character))
|
||||
@@ -36,20 +43,19 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y);
|
||||
yDist = yDist > 100 ? yDist * 5 : 0;
|
||||
float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + yDist;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 5000, dist));
|
||||
if (Item.CurrentHull == character.CurrentHull)
|
||||
float distanceFactor = 1;
|
||||
if (!isPriority && Item.CurrentHull != character.CurrentHull)
|
||||
{
|
||||
distanceFactor = 1;
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y);
|
||||
yDist = yDist > 100 ? yDist * 5 : 0;
|
||||
float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + yDist;
|
||||
distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 5000, dist));
|
||||
}
|
||||
float damagePriority = MathHelper.Lerp(1, 0, Item.Condition / Item.MaxCondition);
|
||||
float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
|
||||
float severity = isPriority ? 1 : AIObjectiveRepairItems.GetTargetPriority(Item, character);
|
||||
float isSelected = IsRepairing ? 50 : 0;
|
||||
float devotion = (CumulatedDevotion + isSelected) / 100;
|
||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
|
||||
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (damagePriority * distanceFactor * successFactor * PriorityModifier), 0, 1));
|
||||
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
|
||||
}
|
||||
return Priority;
|
||||
}
|
||||
|
||||
+39
-8
@@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Extensions;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -15,12 +16,23 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public bool RequireAdequateSkills;
|
||||
|
||||
/// <summary>
|
||||
/// If set, only fix items where required skill matches this.
|
||||
/// </summary>
|
||||
public string RelevantSkill;
|
||||
|
||||
private readonly Item prioritizedItem;
|
||||
|
||||
public override bool AllowMultipleInstances => true;
|
||||
|
||||
public override bool IsDuplicate<T>(T otherObjective) =>
|
||||
(otherObjective as AIObjective) is AIObjectiveRepairItems repairObjective && repairObjective.RequireAdequateSkills == RequireAdequateSkills;
|
||||
|
||||
public AIObjectiveRepairItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
|
||||
public AIObjectiveRepairItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Item prioritizedItem = null)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
this.prioritizedItem = prioritizedItem;
|
||||
}
|
||||
|
||||
protected override void CreateObjectives()
|
||||
{
|
||||
@@ -45,7 +57,7 @@ namespace Barotrauma
|
||||
{
|
||||
Objectives.Remove(item);
|
||||
ignoreList.Add(item);
|
||||
targetUpdateTimer = 0;
|
||||
targetUpdateTimer = Math.Min(0.1f, targetUpdateTimer);
|
||||
};
|
||||
}
|
||||
break;
|
||||
@@ -67,9 +79,9 @@ namespace Barotrauma
|
||||
if (item.Repairables.All(r => condition >= r.AIRepairThreshold)) { return false; }
|
||||
}
|
||||
}
|
||||
if (RequireAdequateSkills)
|
||||
if (!string.IsNullOrWhiteSpace(RelevantSkill))
|
||||
{
|
||||
if (item.Repairables.Any(r => !r.HasRequiredSkills(character))) { return false; }
|
||||
if (item.Repairables.None(r => r.requiredSkills.Any(s => s.Identifier.Equals(RelevantSkill, StringComparison.OrdinalIgnoreCase)))) { return false; }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -81,7 +93,7 @@ namespace Barotrauma
|
||||
// Don't stop fixing until done
|
||||
return 100;
|
||||
}
|
||||
int otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveRepairItems>(), onlyBots: true);
|
||||
int otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveRepairItems>() && !c.Character.IsIncapacitated, onlyBots: true);
|
||||
int items = Targets.Count;
|
||||
bool anyFixers = otherFixers > 0;
|
||||
float ratio = anyFixers ? items / (float)otherFixers : 1;
|
||||
@@ -96,14 +108,28 @@ namespace Barotrauma
|
||||
// Enough fixers
|
||||
return 0;
|
||||
}
|
||||
return Targets.Sum(t => 100 - t.ConditionPercentage) * ratio;
|
||||
if (RequireAdequateSkills)
|
||||
{
|
||||
return Targets.Sum(t => GetTargetPriority(t, character)) * ratio;
|
||||
}
|
||||
else
|
||||
{
|
||||
return Targets.Sum(t => 100 - t.ConditionPercentage) * ratio;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static float GetTargetPriority(Item item, Character character)
|
||||
{
|
||||
float damagePriority = MathHelper.Lerp(1, 0, item.Condition / item.MaxCondition);
|
||||
float successFactor = MathHelper.Lerp(0, 1, item.Repairables.Average(r => r.DegreeOfSuccess(character)));
|
||||
return MathHelper.Lerp(0, 100, MathHelper.Clamp(damagePriority * successFactor, 0, 1));
|
||||
}
|
||||
|
||||
protected override IEnumerable<Item> GetList() => Item.ItemList;
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Item item)
|
||||
=> new AIObjectiveRepairItem(character, item, objectiveManager, PriorityModifier);
|
||||
=> new AIObjectiveRepairItem(character, item, objectiveManager, priorityModifier: PriorityModifier, isPriority: item == prioritizedItem);
|
||||
|
||||
protected override void OnObjectiveCompleted(AIObjective objective, Item target)
|
||||
=> HumanAIController.RemoveTargets<AIObjectiveRepairItems, Item>(character, target);
|
||||
@@ -111,12 +137,17 @@ namespace Barotrauma
|
||||
public static bool IsValidTarget(Item item, Character character)
|
||||
{
|
||||
if (item == null) { return false; }
|
||||
if (item.NonInteractable) { return false; }
|
||||
if (item.IsFullCondition) { return false; }
|
||||
if (item.CurrentHull == null) { return false; }
|
||||
if (item.Submarine == null) { return false; }
|
||||
if (item.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (item.Repairables.None()) { return false; }
|
||||
if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (item.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(item, true)) { return false; }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
+50
-18
@@ -38,7 +38,19 @@ namespace Barotrauma
|
||||
}
|
||||
this.targetCharacter = targetCharacter;
|
||||
}
|
||||
|
||||
|
||||
protected override void OnAbandon()
|
||||
{
|
||||
character.SelectedCharacter = null;
|
||||
base.OnAbandon();
|
||||
}
|
||||
|
||||
protected override void OnCompleted()
|
||||
{
|
||||
character.SelectedCharacter = null;
|
||||
base.OnCompleted();
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
|
||||
@@ -46,16 +58,13 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (targetCharacter.SelectedBy != null && targetCharacter.SelectedBy != character)
|
||||
var otherRescuer = targetCharacter.SelectedBy;
|
||||
if (otherRescuer != null && otherRescuer != character)
|
||||
{
|
||||
var otherCharacter = character.SelectedBy;
|
||||
if (otherCharacter != null)
|
||||
{
|
||||
// Someone else is rescuing/holding the target.
|
||||
Abandon = otherCharacter.IsPlayer || character.GetSkillLevel("medical") < otherCharacter.GetSkillLevel("medical");
|
||||
}
|
||||
// Someone else is rescuing/holding the target.
|
||||
Abandon = otherRescuer.IsPlayer || character.GetSkillLevel("medical") < otherRescuer.GetSkillLevel("medical");
|
||||
return;
|
||||
}
|
||||
|
||||
if (targetCharacter != character)
|
||||
{
|
||||
// Incapacitated target is not in a safe place -> Move to a safe place first
|
||||
@@ -63,9 +72,12 @@ namespace Barotrauma
|
||||
{
|
||||
if (character.SelectedCharacter != targetCharacter)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariables("DialogFoundUnconsciousTarget", new string[2] { "[targetname]", "[roomname]" },
|
||||
new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
|
||||
null, 1.0f, "foundunconscioustarget" + targetCharacter.Name, 60.0f);
|
||||
if (targetCharacter.CurrentHull.DisplayName != null)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariables("DialogFoundUnconsciousTarget", new string[2] { "[targetname]", "[roomname]" },
|
||||
new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
|
||||
null, 1.0f, "foundunconscioustarget" + targetCharacter.Name, 60.0f);
|
||||
}
|
||||
|
||||
// Go to the target and select it
|
||||
if (!character.CanInteractWith(targetCharacter))
|
||||
@@ -142,10 +154,13 @@ namespace Barotrauma
|
||||
{
|
||||
// We can start applying treatment
|
||||
if (character != targetCharacter && character.SelectedCharacter != targetCharacter)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariables("DialogFoundWoundedTarget", new string[2] { "[targetname]", "[roomname]" },
|
||||
new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
|
||||
null, 1.0f, "foundwoundedtarget" + targetCharacter.Name, 60.0f);
|
||||
{
|
||||
if (targetCharacter.CurrentHull.DisplayName != null)
|
||||
{
|
||||
character.Speak(TextManager.GetWithVariables("DialogFoundWoundedTarget", new string[2] { "[targetname]", "[roomname]" },
|
||||
new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
|
||||
null, 1.0f, "foundwoundedtarget" + targetCharacter.Name, 60.0f);
|
||||
}
|
||||
|
||||
character.SelectCharacter(targetCharacter);
|
||||
}
|
||||
@@ -155,13 +170,23 @@ namespace Barotrauma
|
||||
|
||||
private readonly List<string> suitableItemIdentifiers = new List<string>();
|
||||
private readonly List<string> itemNameList = new List<string>();
|
||||
private Dictionary<string, float> currentTreatmentSuitabilities = new Dictionary<string, float>();
|
||||
private readonly Dictionary<string, float> currentTreatmentSuitabilities = new Dictionary<string, float>();
|
||||
private void GiveTreatment(float deltaTime)
|
||||
{
|
||||
if (targetCharacter == null)
|
||||
{
|
||||
string errorMsg = $"{character.Name}: Attempted to update a Rescue objective with no target!";
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
|
||||
SteeringManager?.Reset();
|
||||
|
||||
if (!targetCharacter.IsPlayer)
|
||||
{
|
||||
// If the target is a bot, don't let it move
|
||||
targetCharacter.AIController?.SteeringManager.Reset();
|
||||
targetCharacter.AIController?.SteeringManager?.Reset();
|
||||
}
|
||||
if (treatmentTimer > 0.0f)
|
||||
{
|
||||
@@ -176,6 +201,8 @@ namespace Barotrauma
|
||||
//check if we already have a suitable treatment for any of the afflictions
|
||||
foreach (Affliction affliction in GetSortedAfflictions(targetCharacter))
|
||||
{
|
||||
if (affliction == null) { throw new Exception("Affliction was null"); }
|
||||
if (affliction.Prefab == null) { throw new Exception("Affliction prefab was null"); }
|
||||
foreach (KeyValuePair<string, float> treatmentSuitability in affliction.Prefab.TreatmentSuitability)
|
||||
{
|
||||
if (currentTreatmentSuitabilities.ContainsKey(treatmentSuitability.Key) && currentTreatmentSuitabilities[treatmentSuitability.Key] > 0.0f)
|
||||
@@ -288,6 +315,11 @@ namespace Barotrauma
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
if (targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
|
||||
{
|
||||
Priority = 0;
|
||||
|
||||
+30
-35
@@ -33,46 +33,32 @@ namespace Barotrauma
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protected override float TargetEvaluation()
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{
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int otherRescuers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveRescueAll>(), onlyBots: true);
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int targetCount = Targets.Count;
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bool anyRescuers = otherRescuers > 0;
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float ratio = anyRescuers ? targetCount / (float)otherRescuers : 1;
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if (objectiveManager.CurrentOrder == this)
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if (objectiveManager.CurrentOrder != this)
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{
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return Targets.Min(t => GetVitalityFactor(t)) / ratio;
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}
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else
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{
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float multiplier = 1;
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if (anyRescuers)
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if (!character.IsMedic && HumanAIController.IsTrueForAnyCrewMember(c => c != HumanAIController && c.Character.IsMedic && !c.Character.IsUnconscious))
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{
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float mySkill = character.GetSkillLevel("medical");
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int betterRescuers = HumanAIController.CountCrew(c => c != HumanAIController && c.Character.Info.Job.GetSkillLevel("medical") >= mySkill, onlyBots: true);
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if (targetCount / (float)betterRescuers <= 1)
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{
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// Enough rescuers
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return 100;
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}
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else
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{
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bool foundOtherMedics = HumanAIController.IsTrueForAnyCrewMember(c => c != HumanAIController && c.Character.Info.Job.Prefab.Identifier == "medicaldoctor");
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if (foundOtherMedics)
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{
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if (character.Info.Job.Prefab.Identifier != "medicaldoctor")
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{
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// Double the vitality factor -> less likely to take action
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multiplier = 2;
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}
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}
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}
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// Don't do anything if there's a medic on board and we are not a medic
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return 100;
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}
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return Targets.Min(t => GetVitalityFactor(t)) / ratio * multiplier;
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}
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float worstCondition = Targets.Min(t => GetVitalityFactor(t));
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if (Targets.Contains(character))
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{
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if (character.Bleeding > 10)
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{
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// Enforce the highest priority when bleeding out.
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worstCondition = 0;
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}
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// Boost the priority when wounded.
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worstCondition /= 2;
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}
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return worstCondition;
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}
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public static float GetVitalityFactor(Character character)
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{
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float vitality = character.HealthPercentage - character.Bleeding - character.Bloodloss + Math.Min(character.Oxygen, 0);
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float vitality = character.HealthPercentage - (character.Bleeding * 2) - character.Bloodloss + Math.Min(character.Oxygen, 0);
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vitality -= character.CharacterHealth.GetAfflictionStrength("paralysis");
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return Math.Clamp(vitality, 0, 100);
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}
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@@ -91,6 +77,11 @@ namespace Barotrauma
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if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target)) { return false; }
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if (!humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveRescueAll>())
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{
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if (!character.IsMedic && target != character)
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{
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// Don't allow to treat others autonomously
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return false;
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}
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// Ignore unsafe hulls, unless ordered
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if (humanAI.UnsafeHulls.Contains(target.CurrentHull))
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{
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@@ -105,11 +96,15 @@ namespace Barotrauma
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if (target.Submarine == null || character.Submarine == null) { return false; }
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if (target.Submarine.TeamID != character.Submarine.TeamID) { return false; }
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if (target.CurrentHull == null) { return false; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, true)) { return false; }
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if (!target.IsPlayer && HumanAIController.IsActive(target) && target.AIController is HumanAIController targetAI)
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if (character.Submarine != null)
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{
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if (target.Submarine.Info.Type != character.Submarine.Info.Type) { return false; }
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, true)) { return false; }
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}
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if (target != character &&!target.IsPlayer && HumanAIController.IsActive(target) && target.AIController is HumanAIController targetAI)
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{
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// Ignore all concious targets that are currently fighting, fleeing or treating characters
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if (targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveCombat>() ||
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if (targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveCombat>() ||
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targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveFindSafety>() ||
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targetAI.ObjectiveManager.HasActiveObjective<AIObjectiveRescue>())
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{
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Reference in New Issue
Block a user