(f0d812055) v0.9.9.0
This commit is contained in:
+14
-9
@@ -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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@@ -35,6 +36,11 @@ 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 (character.CurrentHull == null)
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{
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Priority = objectiveManager.CurrentOrder is AIObjectiveGoTo ? 0 : 100;
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@@ -77,7 +83,7 @@ namespace Barotrauma
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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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Priority = Math.Min(Priority + dangerFactor * priorityIncrease * deltaTime, 100);
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}
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}
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}
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@@ -100,7 +106,7 @@ namespace Barotrauma
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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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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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@@ -139,14 +145,14 @@ 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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@@ -244,10 +250,8 @@ 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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@@ -265,7 +269,7 @@ namespace Barotrauma
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else
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{
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// Outside
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if (hull.RoomName != null && hull.RoomName.ToLowerInvariant().Contains("airlock"))
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if (hull.RoomName != null && hull.RoomName.Contains("airlock", StringComparison.OrdinalIgnoreCase))
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{
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hullSafety = 100;
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}
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@@ -287,6 +291,7 @@ 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
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if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != Character.TeamType.FriendlyNPC)
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{
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hullSafety /= 10;
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