Unstable 1.8.4.0
This commit is contained in:
+167
-130
@@ -88,7 +88,7 @@ namespace Barotrauma
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CalculatePriority();
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}
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protected override bool CheckObjectiveSpecific() => false;
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protected override bool CheckObjectiveState() => false;
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public override bool CanBeCompleted => true;
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public readonly HashSet<Identifier> PreferredOutpostModuleTypes = new HashSet<Identifier>();
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@@ -158,8 +158,17 @@ namespace Barotrauma
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{
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character.DeselectCharacter();
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}
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character.SelectedItem = null;
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if (character.SelectedItem != null)
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{
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if (character.SelectedItem.Prefab.AllowDeselectWhenIdling)
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{
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character.SelectedItem = null;
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}
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else
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{
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return;
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}
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}
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if (!character.IsClimbing)
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{
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@@ -176,135 +185,162 @@ namespace Barotrauma
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IsForbidden(currentTarget) ||
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(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
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if (behavior == BehaviorType.StayInHull && TargetHull != null && !IsForbidden(TargetHull) && !currentTargetIsInvalid && !HumanAIController.UnsafeHulls.Contains(TargetHull))
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if (behavior == BehaviorType.StayInHull && TargetHull != null && !currentTargetIsInvalid && !IsForbidden(TargetHull))
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{
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currentTarget = TargetHull;
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bool stayInHull = character.CurrentHull == currentTarget && IsSteeringFinished() && !character.IsClimbing;
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if (stayInHull)
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if (HumanAIController.UnsafeHulls.Contains(TargetHull))
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{
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Wander(deltaTime);
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}
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else if (currentTarget != null)
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{
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PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1, nodeFilter: node => node.Waypoint.CurrentHull != null);
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// Ask to refresh, because otherwise we can't get back to the hull.
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HumanAIController.AskToRecalculateHullSafety(TargetHull);
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}
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else
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{
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PathSteering.ResetPath();
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PathSteering.Reset();
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currentTarget = TargetHull;
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NavigateTo(currentTarget);
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return;
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}
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}
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if (currentTarget != null && !currentTargetIsInvalid)
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{
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if (character.TeamID == CharacterTeamType.FriendlyNPC && !character.IsEscorted)
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{
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if (currentTarget.Submarine.TeamID != character.TeamID)
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{
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currentTargetIsInvalid = true;
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}
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}
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else
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{
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if (currentTarget.Submarine != character.Submarine)
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{
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currentTargetIsInvalid = true;
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}
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}
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}
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if (currentTargetIsInvalid || currentTarget == null || IsForbidden(character.CurrentHull) && IsSteeringFinished())
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{
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if (newTargetTimer > timerMargin)
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{
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//don't reset to zero, otherwise the character will keep calling FindTargetHulls
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//almost constantly when there's a small number of potential hulls to move to
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SetTargetTimerLow();
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}
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}
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else if (character.IsClimbing)
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{
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if (currentTarget == null)
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{
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SetTargetTimerLow();
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}
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else if (Math.Abs(character.AnimController.TargetMovement.Y) > 0.9f)
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{
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// Don't allow new targets when climbing straight up or down
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SetTargetTimerHigh();
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}
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}
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else if (character.AnimController.InWater)
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{
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if (currentTarget == null)
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{
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SetTargetTimerLow();
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}
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}
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if (newTargetTimer <= 0.0f)
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{
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if (!searchingNewHull)
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{
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//find all available hulls first
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searchingNewHull = true;
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FindTargetHulls();
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}
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else if (targetHulls.Any())
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{
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//choose a random available hull
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currentTarget = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
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bool isInWrongSub = (character.TeamID == CharacterTeamType.FriendlyNPC && !character.IsEscorted) && character.Submarine.TeamID != character.TeamID;
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bool isCurrentHullAllowed = !isInWrongSub && !IsForbidden(character.CurrentHull);
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Vector2 targetPos = character.GetRelativeSimPosition(currentTarget);
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, targetPos, character.Submarine, nodeFilter: node =>
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{
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if (node.Waypoint.CurrentHull == null) { return false; }
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// Check that there is no unsafe hulls on the way to the target
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if (node.Waypoint.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(node.Waypoint.CurrentHull)) { return false; }
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return true;
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//don't stop at ladders when idling
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}, endNodeFilter: node => node.Waypoint.Stairs == null && node.Waypoint.Ladders == null && (!isCurrentHullAllowed || !IsForbidden(node.Waypoint.CurrentHull)));
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if (path.Unreachable)
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{
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//can't go to this room, remove it from the list and try another room
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int index = targetHulls.IndexOf(currentTarget);
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targetHulls.RemoveAt(index);
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hullWeights.RemoveAt(index);
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PathSteering.Reset();
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currentTarget = null;
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SetTargetTimerLow();
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return;
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}
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character.AIController.SelectTarget(currentTarget.AiTarget);
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PathSteering.SetPath(targetPos, path);
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SetTargetTimerNormal();
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searchingNewHull = false;
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}
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else
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{
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// Couldn't find a valid hull
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SetTargetTimerHigh();
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searchingNewHull = false;
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}
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}
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newTargetTimer -= deltaTime;
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if (currentTarget == null || PathSteering.CurrentPath == null)
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{
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Wander(deltaTime);
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}
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else
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{
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if (currentTarget != null && !currentTargetIsInvalid)
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NavigateTo(currentTarget);
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}
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void NavigateTo(Hull target)
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{
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bool isAtTarget = character.CurrentHull == target && IsSteeringFinished();
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if (isAtTarget)
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{
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if (character.TeamID == CharacterTeamType.FriendlyNPC && !character.IsEscorted)
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if (character.IsClimbing)
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{
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if (currentTarget.Submarine.TeamID != character.TeamID)
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StopMoving();
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if (character.AnimController.GetHeightFromFloor() < character.AnimController.ImpactTolerance / 2)
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{
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currentTargetIsInvalid = true;
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character.StopClimbing();
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}
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}
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else
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{
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if (currentTarget.Submarine != character.Submarine)
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{
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currentTargetIsInvalid = true;
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}
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Wander(deltaTime);
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}
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}
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if (currentTargetIsInvalid || currentTarget == null || IsForbidden(character.CurrentHull) && IsSteeringFinished())
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else if (target != null)
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{
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if (newTargetTimer > timerMargin)
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{
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//don't reset to zero, otherwise the character will keep calling FindTargetHulls
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//almost constantly when there's a small number of potential hulls to move to
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SetTargetTimerLow();
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}
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}
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else if (character.IsClimbing)
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{
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if (currentTarget == null)
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{
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SetTargetTimerLow();
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}
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else if (Math.Abs(character.AnimController.TargetMovement.Y) > 0.9f)
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{
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// Don't allow new targets when climbing straight up or down
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SetTargetTimerHigh();
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}
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}
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else if (character.AnimController.InWater)
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{
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if (currentTarget == null)
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{
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SetTargetTimerLow();
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}
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}
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if (newTargetTimer <= 0.0f)
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{
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if (!searchingNewHull)
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{
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//find all available hulls first
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searchingNewHull = true;
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FindTargetHulls();
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}
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else if (targetHulls.Any())
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{
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//choose a random available hull
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currentTarget = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
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bool isInWrongSub = (character.TeamID == CharacterTeamType.FriendlyNPC && !character.IsEscorted) && character.Submarine.TeamID != character.TeamID;
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bool isCurrentHullAllowed = !isInWrongSub && !IsForbidden(character.CurrentHull);
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Vector2 targetPos = character.GetRelativeSimPosition(currentTarget);
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, targetPos, character.Submarine, nodeFilter: node =>
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{
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if (node.Waypoint.CurrentHull == null) { return false; }
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// Check that there is no unsafe hulls on the way to the target
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if (node.Waypoint.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(node.Waypoint.CurrentHull)) { return false; }
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return true;
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//don't stop at ladders when idling
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}, endNodeFilter: node => node.Waypoint.Stairs == null && node.Waypoint.Ladders == null && (!isCurrentHullAllowed || !IsForbidden(node.Waypoint.CurrentHull)));
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if (path.Unreachable)
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{
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//can't go to this room, remove it from the list and try another room
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int index = targetHulls.IndexOf(currentTarget);
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targetHulls.RemoveAt(index);
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hullWeights.RemoveAt(index);
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PathSteering.Reset();
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currentTarget = null;
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SetTargetTimerLow();
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return;
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}
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character.AIController.SelectTarget(currentTarget.AiTarget);
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PathSteering.SetPath(targetPos, path);
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SetTargetTimerNormal();
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searchingNewHull = false;
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}
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else
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{
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// Couldn't find a valid hull
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SetTargetTimerHigh();
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searchingNewHull = false;
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}
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}
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newTargetTimer -= deltaTime;
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if (!character.IsClimbing && (PathSteering == null || PathSteering.CurrentPath == null || IsSteeringFinished()))
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{
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Wander(deltaTime);
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}
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else if (currentTarget != null)
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{
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PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1,
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nodeFilter: node => node.Waypoint.CurrentHull != null,
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endNodeFilter: node => node.Waypoint.Ladders == null && node.Waypoint.Stairs == null);
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PathTo(target);
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}
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else
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{
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PathSteering.ResetPath();
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PathSteering.Reset();
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StopMoving();
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}
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}
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void StopMoving()
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{
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SteeringManager.Reset();
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PathSteering.ResetPath();
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}
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void PathTo(ISpatialEntity target)
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{
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PathSteering.SteeringSeek(character.GetRelativeSimPosition(target), weight: 1,
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nodeFilter: node => node.Waypoint.CurrentHull != null,
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endNodeFilter: node => node.Waypoint.Ladders == null && node.Waypoint.Stairs == null);
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}
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}
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public void Wander(float deltaTime)
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@@ -378,14 +414,14 @@ namespace Barotrauma
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chairCheckTimer -= deltaTime;
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if (chairCheckTimer <= 0.0f && character.SelectedSecondaryItem == null)
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{
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foreach (Item item in Item.ItemList)
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foreach (Item chair in Item.ChairItems)
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{
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if (item.CurrentHull != currentHull || !item.HasTag(Tags.ChairItem)) { continue; }
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if (chair.CurrentHull != currentHull) { continue; }
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//not possible in vanilla game, but a mod might have holdable/attachable chairs
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if (item.ParentInventory != null || item.body is { Enabled: true }) { continue; }
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var controller = item.GetComponent<Controller>();
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if (chair.ParentInventory != null || chair.body is { Enabled: true }) { continue; }
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var controller = chair.GetComponent<Controller>();
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if (controller == null || controller.User != null) { continue; }
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item.TryInteract(character, forceSelectKey: true);
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chair.TryInteract(character, forceSelectKey: true);
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}
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chairCheckTimer = chairCheckInterval;
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}
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@@ -489,27 +525,26 @@ namespace Barotrauma
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if (checkItemsTimer <= 0)
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{
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checkItemsTimer = checkItemsInterval * Rand.Range(0.9f, 1.1f);
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var hull = character.CurrentHull;
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if (hull != null)
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if (character.Submarine is not Submarine sub) { return; }
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if (sub.TeamID != character.TeamID) { return; }
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if (character.CurrentHull is not Hull currentHull) { return; }
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itemsToClean.Clear();
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foreach (Item item in Item.CleanableItems)
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{
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itemsToClean.Clear();
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foreach (Item item in Item.CleanableItems)
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if (item.CurrentHull != currentHull) { continue; }
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if (AIObjectiveCleanupItems.IsValidTarget(item, character, checkInventory: true, allowUnloading: false) && !ignoredItems.Contains(item))
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{
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if (item.CurrentHull != hull) { continue; }
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if (AIObjectiveCleanupItems.IsValidTarget(item, character, checkInventory: true, allowUnloading: false) && !ignoredItems.Contains(item))
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{
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itemsToClean.Add(item);
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}
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itemsToClean.Add(item);
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}
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if (itemsToClean.Any())
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}
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if (itemsToClean.Any())
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{
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var targetItem = itemsToClean.MinBy(i => Math.Abs(character.WorldPosition.X - i.WorldPosition.X));
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if (targetItem != null)
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{
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var targetItem = itemsToClean.OrderBy(i => Math.Abs(character.WorldPosition.X - i.WorldPosition.X)).FirstOrDefault();
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if (targetItem != null)
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{
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var cleanupObjective = new AIObjectiveCleanupItem(targetItem, character, objectiveManager, PriorityModifier);
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cleanupObjective.Abandoned += () => ignoredItems.Add(targetItem);
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subObjectives.Add(cleanupObjective);
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}
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var cleanupObjective = new AIObjectiveCleanupItem(targetItem, character, objectiveManager, PriorityModifier);
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cleanupObjective.Abandoned += () => ignoredItems.Add(targetItem);
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subObjectives.Add(cleanupObjective);
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}
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}
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}
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@@ -534,6 +569,8 @@ namespace Barotrauma
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itemsToClean.Clear();
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ignoredItems.Clear();
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autonomousObjectiveRetryTimer = 10;
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timerMargin = 0;
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newTargetTimer = 0;
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}
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public override void OnDeselected()
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Reference in New Issue
Block a user