(98ad00fa2) v0.9.1.0
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@@ -218,6 +218,35 @@ namespace Barotrauma
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if (run || speedMultiplier <= 0.0f) targetMovement *= speedMultiplier;
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Character.ResetSpeedMultiplier(); // Reset, items will set the value before the next update
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Character.AnimController.TargetMovement = targetMovement;
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if (!Character.LockHands)
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{
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DropUnnecessaryItems();
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}
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if (Character.IsKeyDown(InputType.Aim))
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{
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var cursorDiffX = Character.CursorPosition.X - Character.Position.X;
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if (cursorDiffX > 10.0f)
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{
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Character.AnimController.TargetDir = Direction.Right;
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}
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else if (cursorDiffX < -10.0f)
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{
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Character.AnimController.TargetDir = Direction.Left;
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}
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if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
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}
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else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
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{
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Character.AnimController.TargetDir = Character.AnimController.TargetMovement.X > 0.0f ? Direction.Right : Direction.Left;
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}
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}
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private void DropUnnecessaryItems()
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{
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if (!NeedsDivingGear(Character.CurrentHull))
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{
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bool oxygenLow = Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
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@@ -278,26 +307,6 @@ namespace Barotrauma
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}
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}
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}
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if (Character.IsKeyDown(InputType.Aim))
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{
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var cursorDiffX = Character.CursorPosition.X - Character.Position.X;
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if (cursorDiffX > 10.0f)
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{
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Character.AnimController.TargetDir = Direction.Right;
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}
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else if (cursorDiffX < -10.0f)
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{
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Character.AnimController.TargetDir = Direction.Left;
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}
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if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
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}
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else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
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{
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Character.AnimController.TargetDir = Character.AnimController.TargetMovement.X > 0.0f ? Direction.Right : Direction.Left;
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}
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}
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protected void ReportProblems()
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@@ -428,16 +437,24 @@ namespace Barotrauma
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}
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else
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{
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float currentVitality = Character.CharacterHealth.Vitality;
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float dmgPercentage = damage / currentVitality * 100;
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if (dmgPercentage < currentVitality / 10)
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// If not on the same team, always stay defensive
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if (attacker.TeamID != Character.TeamID)
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{
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// Don't retaliate on minor (accidental) dmg done by friendly characters
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AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
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AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
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}
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else
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{
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AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
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float currentVitality = Character.CharacterHealth.Vitality;
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float dmgPercentage = damage / currentVitality * 100;
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if (dmgPercentage < currentVitality / 10)
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{
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// Don't retaliate on minor (accidental) dmg done by characters that are in the same team
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AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
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}
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else
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{
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AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
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}
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}
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}
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}
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@@ -448,24 +465,25 @@ namespace Barotrauma
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void AddCombatObjective(AIObjectiveCombat.CombatMode mode, float delay = 0)
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{
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bool holdPosition = Character.Info?.Job?.Prefab.Identifier == "watchman";
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if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
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{
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if (combatObjective.Enemy != attacker || (combatObjective.Enemy == null && attacker == null))
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{
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// Replace the old objective with the new.
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ObjectiveManager.Objectives.Remove(combatObjective);
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objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode, objectiveManager));
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objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode, objectiveManager) { HoldPosition = holdPosition});
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}
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}
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else
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{
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if (delay > 0)
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{
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objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode, objectiveManager), delay);
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objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode, objectiveManager) { HoldPosition = holdPosition }, delay);
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}
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else
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{
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objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode, objectiveManager));
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objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode, objectiveManager) { HoldPosition = holdPosition });
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}
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}
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}
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