(7ee8dbc11) v0.9.8.0
This commit is contained in:
@@ -89,9 +89,6 @@ namespace Barotrauma
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private readonly float memoryFadeTime = 0.5f;
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private readonly float avoidTime = 3;
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//Has the character been attacked since the last Update.
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private bool wasAttacked;
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private float avoidTimer;
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public LatchOntoAI LatchOntoAI { get; private set; }
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@@ -234,13 +231,6 @@ namespace Barotrauma
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public override void Update(float deltaTime)
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{
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if (wasAttacked)
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{
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LatchOntoAI?.DeattachFromBody();
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Character.AnimController.ReleaseStuckLimbs();
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wasAttacked = false;
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}
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if (DisableEnemyAI) { return; }
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base.Update(deltaTime);
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@@ -305,7 +295,8 @@ namespace Barotrauma
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FadeMemories(updateMemoriesInverval);
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updateMemoriesTimer = updateMemoriesInverval;
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}
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if (Character.HealthPercentage <= FleeHealthThreshold)
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if (Character.HealthPercentage <= FleeHealthThreshold && SelectedAiTarget != null &&
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SelectedAiTarget.Entity is Character target && (target.IsPlayer || IsBeingChasedBy(target)))
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{
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State = AIState.Flee;
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wallTarget = null;
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@@ -384,9 +375,9 @@ namespace Barotrauma
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State = AIState.Idle;
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return;
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}
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float distance = Vector2.DistanceSquared(WorldPosition, SelectedAiTarget.WorldPosition);
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float squaredDistance = Vector2.DistanceSquared(WorldPosition, SelectedAiTarget.WorldPosition);
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var attackLimb = GetAttackLimb(SelectedAiTarget.WorldPosition);
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if (attackLimb != null && distance <= Math.Pow(attackLimb.attack.Range, 2))
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if (attackLimb != null && squaredDistance <= Math.Pow(attackLimb.attack.Range, 2))
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{
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run = true;
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if (State == AIState.Avoid)
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@@ -402,17 +393,18 @@ namespace Barotrauma
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{
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bool isBeingChased = IsBeingChased;
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float reactDistance = !isBeingChased && selectedTargetingParams != null && selectedTargetingParams.ReactDistance > 0 ? selectedTargetingParams.ReactDistance : GetPerceivingRange(SelectedAiTarget);
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if (distance <= Math.Pow(reactDistance + escapeMargin, 2))
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if (squaredDistance <= Math.Pow(reactDistance + escapeMargin, 2))
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{
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float halfReactDistance = reactDistance / 2;
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if (State == AIState.Aggressive || State == AIState.PassiveAggressive && distance < Math.Pow(halfReactDistance, 2))
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float attackDistance = selectedTargetingParams != null && selectedTargetingParams.AttackDistance > 0 ? selectedTargetingParams.AttackDistance : halfReactDistance;
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if (State == AIState.Aggressive || State == AIState.PassiveAggressive && squaredDistance < Math.Pow(attackDistance, 2))
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{
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run = true;
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UpdateAttack(deltaTime);
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}
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else
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{
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run = isBeingChased ? true : distance < Math.Pow(halfReactDistance, 2);
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run = isBeingChased ? true : squaredDistance < Math.Pow(halfReactDistance, 2);
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if (escapeMargin <= 0)
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{
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escapeMargin = halfReactDistance;
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@@ -440,13 +432,14 @@ namespace Barotrauma
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SwarmBehavior.Refresh();
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SwarmBehavior.UpdateSteering(deltaTime);
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}
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float speed = Character.AnimController.GetCurrentSpeed(run);
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float speed = Character.AnimController.GetCurrentSpeed(run && Character.CanRun);
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steeringManager.Update(speed);
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Character.AnimController.TargetMovement = Character.ApplyMovementLimits(Steering, State == AIState.Idle && Character.AnimController.InWater ? Steering.Length() : speed);
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if (Character.CurrentHull != null && Character.AnimController.InWater)
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{
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// Halve the swimming speed inside the sub
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speed /= 2;
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Character.AnimController.TargetMovement *= 0.5f;
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}
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steeringManager.Update(speed);
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}
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#region Idle
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@@ -577,7 +570,7 @@ namespace Barotrauma
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else if (SelectedAiTarget?.Entity is Character targetCharacter && targetCharacter.CurrentHull == Character.CurrentHull)
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{
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// Steer away from the target if in the same room
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Vector2 escapeDir = Vector2.Normalize(SelectedAiTarget != null ? WorldPosition - SelectedAiTarget.WorldPosition : Character.GetTargetMovement());
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Vector2 escapeDir = Vector2.Normalize(SelectedAiTarget != null ? WorldPosition - SelectedAiTarget.WorldPosition : Character.AnimController.TargetMovement);
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if (!MathUtils.IsValid(escapeDir)) escapeDir = Vector2.UnitY;
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SteeringManager.SteeringManual(deltaTime, escapeDir);
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}
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@@ -615,7 +608,7 @@ namespace Barotrauma
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{
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escapeTarget = null;
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allGapsSearched = false;
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Vector2 escapeDir = Vector2.Normalize(SelectedAiTarget != null ? WorldPosition - SelectedAiTarget.WorldPosition : Character.GetTargetMovement());
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Vector2 escapeDir = Vector2.Normalize(SelectedAiTarget != null ? WorldPosition - SelectedAiTarget.WorldPosition : Character.AnimController.TargetMovement);
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if (!MathUtils.IsValid(escapeDir)) escapeDir = Vector2.UnitY;
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SteeringManager.SteeringManual(deltaTime, escapeDir);
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if (Character.CurrentHull == null)
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@@ -758,6 +751,10 @@ namespace Barotrauma
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bool pursue = false;
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if (IsCoolDownRunning)
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{
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if (AttackingLimb.attack.CoolDownTimer >= AttackingLimb.attack.CoolDown + AttackingLimb.attack.CurrentRandomCoolDown - AttackingLimb.attack.AfterAttackDelay)
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{
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return;
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}
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switch (AttackingLimb.attack.AfterAttack)
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{
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case AIBehaviorAfterAttack.Pursue:
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@@ -1017,58 +1014,63 @@ namespace Barotrauma
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return;
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}
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Vector2 offset = Character.SimPosition - steeringLimb.SimPosition;
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// Offset so that we don't overshoot the movement
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Vector2 steerPos = attackSimPos + offset;
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if (SteeringManager is IndoorsSteeringManager pathSteering)
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if (AttackingLimb != null && AttackingLimb.attack.Retreat)
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{
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if (pathSteering.CurrentPath != null)
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UpdateFallBack(attackWorldPos, deltaTime, false);
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}
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else
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{
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Vector2 offset = Character.SimPosition - steeringLimb.SimPosition;
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// Offset so that we don't overshoot the movement
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Vector2 steerPos = attackSimPos + offset;
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if (SteeringManager is IndoorsSteeringManager pathSteering)
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{
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// Attack doors
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if (canAttackSub)
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if (pathSteering.CurrentPath != null)
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{
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// If the target is in the same hull, there shouldn't be any doors blocking the path
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if (targetCharacter == null || targetCharacter.CurrentHull != Character.CurrentHull)
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// Attack doors
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if (canAttackSub)
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{
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var door = pathSteering.CurrentPath.CurrentNode?.ConnectedDoor ?? pathSteering.CurrentPath.NextNode?.ConnectedDoor;
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if (door != null && !door.IsOpen)
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// If the target is in the same hull, there shouldn't be any doors blocking the path
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if (targetCharacter == null || targetCharacter.CurrentHull != Character.CurrentHull)
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{
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if (door.Item.AiTarget != null && SelectedAiTarget != door.Item.AiTarget)
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var door = pathSteering.CurrentPath.CurrentNode?.ConnectedDoor ?? pathSteering.CurrentPath.NextNode?.ConnectedDoor;
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if (door != null && !door.IsOpen)
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{
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SelectTarget(door.Item.AiTarget, selectedTargetMemory.Priority);
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return;
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if (door.Item.AiTarget != null && SelectedAiTarget != door.Item.AiTarget)
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{
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SelectTarget(door.Item.AiTarget, selectedTargetMemory.Priority);
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return;
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}
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}
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}
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}
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}
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// Steer towards the target if in the same room and swimming
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if ((Character.AnimController.InWater || pursue) && targetCharacter != null && VisibleHulls.Contains(targetCharacter.CurrentHull))
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{
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SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(attackSimPos - steeringLimb.SimPosition));
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// Steer towards the target if in the same room and swimming
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if ((Character.AnimController.InWater || pursue) && targetCharacter != null && VisibleHulls.Contains(targetCharacter.CurrentHull))
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{
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SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(attackSimPos - steeringLimb.SimPosition));
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}
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else
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{
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SteeringManager.SteeringSeek(steerPos, 2);
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// Switch to Idle when cannot reach the target and if cannot damage the walls
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if ((!canAttackSub || wallTarget == null) && !pathSteering.IsPathDirty && pathSteering.CurrentPath.Unreachable)
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{
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State = AIState.Idle;
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return;
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}
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}
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}
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else
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{
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SteeringManager.SteeringSeek(steerPos, 2);
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// Switch to Idle when cannot reach the target and if cannot damage the walls
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if ((!canAttackSub || wallTarget == null) && !pathSteering.IsPathDirty && pathSteering.CurrentPath.Unreachable)
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{
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State = AIState.Idle;
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return;
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}
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SteeringManager.SteeringSeek(steerPos, 5);
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}
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}
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else
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{
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SteeringManager.SteeringSeek(steerPos, 5);
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SteeringManager.SteeringSeek(steerPos, 10);
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
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}
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}
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else
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{
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SteeringManager.SteeringSeek(steerPos, 10);
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
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}
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if (canAttack)
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{
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if (!UpdateLimbAttack(deltaTime, AttackingLimb, attackSimPos, distance, attackTargetLimb))
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@@ -1259,9 +1261,16 @@ namespace Barotrauma
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float reactionTime = Rand.Range(0.1f, 0.3f);
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updateTargetsTimer = Math.Min(updateTargetsTimer, reactionTime);
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wasAttacked = true;
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bool wasLatched = IsLatchedOnSub;
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Character.AnimController.ReleaseStuckLimbs();
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LatchOntoAI?.DeattachFromBody();
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if (attacker == null || attacker.AiTarget == null) { return; }
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if (wasLatched)
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{
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avoidTimer = avoidTime * Rand.Range(0.75f, 1.25f);
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SelectTarget(attacker.AiTarget);
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return;
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}
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if (State == AIState.Flee)
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{
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@@ -1272,22 +1281,30 @@ namespace Barotrauma
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if (attackResult.Damage > 0.0f)
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{
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bool canAttack = attacker.Submarine == Character.Submarine && canAttackCharacters || attacker.Submarine != null && canAttackSub;
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if (Character.Params.AI.AttackWhenProvoked)
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if (Character.Params.AI.AttackWhenProvoked && canAttack)
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{
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if (canAttack)
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if (attacker.IsHusk)
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{
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ChangeTargetState("husk", AIState.Attack, 100);
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}
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else
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{
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ChangeTargetState(attacker, AIState.Attack, 100);
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}
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}
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else if (!AIParams.HasTag(attacker.SpeciesName))
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{
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if (attacker.AIController is EnemyAIController enemyAI)
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if (attacker.IsHusk)
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{
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ChangeTargetState("husk", canAttack ? AIState.Attack : AIState.Escape, 100);
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}
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else if (attacker.AIController is EnemyAIController enemyAI)
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{
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if (enemyAI.CombatStrength > CombatStrength)
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{
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if (!AIParams.HasTag("stronger"))
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{
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ChangeTargetState(attacker, AIState.Escape, 100);
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ChangeTargetState(attacker, canAttack ? AIState.Attack : AIState.Escape, 100);
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}
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}
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else if (enemyAI.CombatStrength < CombatStrength)
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@@ -1305,7 +1322,7 @@ namespace Barotrauma
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}
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else
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{
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ChangeTargetState(attacker, AIState.Escape, 100);
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ChangeTargetState(attacker, canAttack ? AIState.Attack : AIState.Escape, 100);
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}
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}
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}
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@@ -1515,7 +1532,8 @@ namespace Barotrauma
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if (targetCharacter.Submarine != Character.Submarine)
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{
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// In a different sub or the target is outside when we are inside or vice versa.
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if (State == AIState.Avoid && State == AIState.Escape & State == AIState.Flee)
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// Make an exception for humans so that creatures cannot avoid/flee from humans that are inside a sub.
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if (!targetCharacter.IsHuman && State == AIState.Avoid && State == AIState.Escape & State == AIState.Flee)
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{
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// If we are escaping, let's not ignore the target entirely, because there can be a gaps where we or they can go freely
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if (targetCharacter.Submarine != null)
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@@ -1550,29 +1568,36 @@ namespace Barotrauma
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// Ignore targets that are in the same group (treat them like they were of the same species)
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continue;
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}
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if (enemy.CombatStrength > CombatStrength)
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if (targetCharacter.IsHusk && AIParams.HasTag("husk"))
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{
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targetingTag = "stronger";
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targetingTag = "husk";
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}
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else if (enemy.CombatStrength < CombatStrength)
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else
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{
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targetingTag = "weaker";
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}
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if (targetingTag == "stronger" && (State == AIState.Avoid || State == AIState.Escape || State == AIState.Flee))
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{
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if (SelectedAiTarget == aiTarget)
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if (enemy.CombatStrength > CombatStrength)
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{
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// Freightened -> hold on to the target
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valueModifier *= 2;
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targetingTag = "stronger";
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}
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if (IsBeingChasedBy(targetCharacter))
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else if (enemy.CombatStrength < CombatStrength)
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{
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valueModifier *= 2;
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targetingTag = "weaker";
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}
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if (Character.CurrentHull != null && !VisibleHulls.Contains(targetCharacter.CurrentHull))
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if (targetingTag == "stronger" && (State == AIState.Avoid || State == AIState.Escape || State == AIState.Flee))
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{
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// Inside but in a different room
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valueModifier /= 2;
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if (SelectedAiTarget == aiTarget)
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{
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// Freightened -> hold on to the target
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valueModifier *= 2;
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}
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if (IsBeingChasedBy(targetCharacter))
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{
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valueModifier *= 2;
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}
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if (Character.CurrentHull != null && !VisibleHulls.Contains(targetCharacter.CurrentHull))
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{
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// Inside but in a different room
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valueModifier /= 2;
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}
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}
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}
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}
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@@ -1746,6 +1771,9 @@ namespace Barotrauma
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if (valueModifier > targetValue)
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{
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// Don't target items that we own.
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// This is a rare case, and almost entirely related to Humanhusks, so let's check it last to reduce unnecessary checks (although the check shouldn't be expensive)
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if (aiTarget.Entity is Item i && i.IsOwnedBy(character)) { continue; }
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newTarget = aiTarget;
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selectedTargetMemory = targetMemory;
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targetValue = valueModifier;
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@@ -1867,6 +1895,39 @@ namespace Barotrauma
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private readonly Dictionary<string, CharacterParams.TargetParams> modifiedParams = new Dictionary<string, CharacterParams.TargetParams>();
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private readonly Dictionary<string, CharacterParams.TargetParams> tempParams = new Dictionary<string, CharacterParams.TargetParams>();
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private void ChangeParams(string tag, AIState state, float? priority = null, bool onlyExisting = false)
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{
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if (!AIParams.TryGetTarget(tag, out CharacterParams.TargetParams targetParams))
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{
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if (!onlyExisting && !tempParams.ContainsKey(tag))
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{
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if (AIParams.TryAddNewTarget(tag, state, priority ?? 100, out targetParams))
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{
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tempParams.Add(tag, targetParams);
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}
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}
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}
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if (targetParams != null)
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{
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if (priority.HasValue)
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{
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targetParams.Priority = priority.Value;
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}
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targetParams.State = state;
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if (!modifiedParams.ContainsKey(tag))
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{
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modifiedParams.Add(tag, targetParams);
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}
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}
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}
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private void ChangeTargetState(string tag, AIState state, float? priority = null)
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{
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isStateChanged = true;
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SetStateResetTimer();
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ChangeParams(tag, state, priority);
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}
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/// <summary>
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/// Temporarily changes the predefined state for a target. Eg. Idle -> Attack.
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/// </summary>
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@@ -1874,50 +1935,27 @@ namespace Barotrauma
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{
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isStateChanged = true;
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SetStateResetTimer();
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ChangeParams(target.SpeciesName);
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// Target also items, because if we are blind and the target doesn't move, we can only perceive the target when it uses items
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if (state == AIState.Attack || state == AIState.Escape)
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ChangeParams(target.SpeciesName, state, priority);
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if (target.IsHuman)
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{
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ChangeParams("weapon");
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ChangeParams("tool");
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}
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if (state == AIState.Attack)
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{
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// If the target is shooting from the submarine, we might not perceive it because it doesn't move.
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// --> Target the submarine too.
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if (target.Submarine != null && canAttackSub)
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// Target also items, because if we are blind and the target doesn't move, we can only perceive the target when it uses items
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if (state == AIState.Attack || state == AIState.Escape)
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{
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ChangeParams("room");
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ChangeParams("wall");
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ChangeParams("door");
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ChangeParams("weapon", state, priority);
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ChangeParams("tool", state, priority);
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}
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ChangeParams("provocative", onlyExisting: true);
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ChangeParams("light", onlyExisting: true);
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}
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void ChangeParams(string tag, bool onlyExisting = false)
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{
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if (!AIParams.TryGetTarget(tag, out CharacterParams.TargetParams targetParams))
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if (state == AIState.Attack)
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{
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if (!onlyExisting && !tempParams.ContainsKey(tag))
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// If the target is shooting from the submarine, we might not perceive it because it doesn't move.
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// --> Target the submarine too.
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if (target.Submarine != null && canAttackSub)
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{
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if (AIParams.TryAddNewTarget(tag, state, priority ?? 100, out targetParams))
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{
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tempParams.Add(tag, targetParams);
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}
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}
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}
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if (targetParams != null)
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{
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if (priority.HasValue)
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{
|
||||
targetParams.Priority = priority.Value;
|
||||
}
|
||||
targetParams.State = state;
|
||||
if (!modifiedParams.ContainsKey(tag))
|
||||
{
|
||||
modifiedParams.Add(tag, targetParams);
|
||||
ChangeParams("room", state, priority);
|
||||
ChangeParams("wall", state, priority);
|
||||
ChangeParams("door", state, priority);
|
||||
}
|
||||
ChangeParams("provocative", state, priority, onlyExisting: true);
|
||||
ChangeParams("light", state, priority, onlyExisting: true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user