v1.0.7.0 (Full Release)
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@@ -546,12 +546,11 @@ namespace Barotrauma
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bool NeedsDivingGearOnPath(AIObjectiveGoTo gotoObjective)
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{
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if (Character.IsImmuneToPressure) { return false; }
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bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
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Hull targetHull = gotoObjective.GetTargetHull();
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return gotoObjective.Target != null && targetHull == null ||
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return (gotoObjective.Target != null && targetHull == null && !Character.IsImmuneToPressure) ||
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NeedsDivingGear(targetHull, out _) ||
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insideSteering && (PathSteering.CurrentPath.HasOutdoorsNodes || PathSteering.CurrentPath.Nodes.Any(n => NeedsDivingGear(n.CurrentHull, out _)));
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(insideSteering && ((PathSteering.CurrentPath.HasOutdoorsNodes && !Character.IsImmuneToPressure) || PathSteering.CurrentPath.Nodes.Any(n => NeedsDivingGear(n.CurrentHull, out _))));
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}
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if (isCarrying)
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@@ -1550,23 +1549,19 @@ namespace Barotrauma
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public bool NeedsDivingGear(Hull hull, out bool needsSuit)
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{
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if (Character.IsImmuneToPressure)
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{
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needsSuit = false;
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return false;
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}
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needsSuit = false;
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bool needsAir = Character.NeedsAir && Character.CharacterHealth.OxygenLowResistance < 1;
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if (hull == null ||
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hull.WaterPercentage > 90 ||
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hull.LethalPressure > 0 ||
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hull.ConnectedGaps.Any(gap => !gap.IsRoomToRoom && gap.Open > 0.9f))
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{
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needsSuit = true;
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return true;
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needsSuit = !Character.IsProtectedFromPressure;
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return needsAir || needsSuit;
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}
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if (Character.CharacterHealth.OxygenLowResistance < 1 && (hull.WaterPercentage > 60 || hull.OxygenPercentage < HULL_LOW_OXYGEN_PERCENTAGE + 1))
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if (hull.WaterPercentage > 60 || hull.OxygenPercentage < HULL_LOW_OXYGEN_PERCENTAGE + 1)
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{
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return true;
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return needsAir;
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}
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return false;
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}
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@@ -1943,7 +1938,7 @@ namespace Barotrauma
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visibleHulls = VisibleHulls;
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}
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bool ignoreFire = objectiveManager.CurrentOrder is AIObjectiveExtinguishFires extinguishOrder && extinguishOrder.Priority > 0 || objectiveManager.HasActiveObjective<AIObjectiveExtinguishFire>();
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bool ignoreOxygen = character.IsProtectedFromPressure || HasDivingGear(character);
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bool ignoreOxygen = HasDivingGear(character);
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bool ignoreEnemies = ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() || ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
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float safety = CalculateHullSafety(hull, visibleHulls, character, ignoreWater: false, ignoreOxygen, ignoreFire, ignoreEnemies);
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if (isCurrentHull)
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@@ -1976,7 +1971,7 @@ namespace Barotrauma
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waterFactor = MathHelper.Lerp(1, HULL_SAFETY_THRESHOLD / 2 / 100, relativeWaterVolume);
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}
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}
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if (character.CharacterHealth.OxygenLowResistance >= 1)
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if (!character.NeedsOxygen || character.CharacterHealth.OxygenLowResistance >= 1)
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{
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oxygenFactor = 1;
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}
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@@ -26,7 +26,7 @@ namespace Barotrauma
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private float findPathTimer;
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private const float buttonPressCooldown = 3;
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private const float ButtonPressCooldown = 1;
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private float checkDoorsTimer;
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private float buttonPressTimer;
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@@ -342,7 +342,7 @@ namespace Barotrauma
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CheckDoorsInPath();
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doorsChecked = true;
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}
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if (buttonPressTimer > 0 && lastDoor.door != null && lastDoor.shouldBeOpen && lastDoor.door.IsOpening)
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if (buttonPressTimer > 0 && lastDoor.door != null && lastDoor.shouldBeOpen && !lastDoor.door.IsFullyOpen)
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{
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// We have pressed the button and are waiting for the door to open -> Hold still until we can press the button again.
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Reset();
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@@ -694,7 +694,7 @@ namespace Barotrauma
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if (door.Item.TryInteract(character, forceSelectKey: true))
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{
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lastDoor = (door, shouldBeOpen);
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buttonPressTimer = shouldBeOpen ? buttonPressCooldown : 0;
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buttonPressTimer = shouldBeOpen ? ButtonPressCooldown : 0;
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}
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else
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{
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@@ -712,7 +712,7 @@ namespace Barotrauma
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if (closestButton.Item.TryInteract(character, forceSelectKey: true))
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{
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lastDoor = (door, shouldBeOpen);
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buttonPressTimer = shouldBeOpen ? buttonPressCooldown : 0;
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buttonPressTimer = shouldBeOpen ? ButtonPressCooldown : 0;
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}
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else
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{
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+1
-1
@@ -52,7 +52,7 @@ namespace Barotrauma
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objectiveManager.HasOrder<AIObjectiveReturn>(o => o.Priority > 0) ||
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objectiveManager.HasActiveObjective<AIObjectiveRescue>() ||
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objectiveManager.Objectives.Any(o => o is AIObjectiveCombat && o.Priority > 0))
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&& character.IsProtectedFromPressure ? 0 : 100;
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&& ((character.IsImmuneToPressure && !character.IsLowInOxygen)|| HumanAIController.HasDivingSuit(character)) ? 0 : 100;
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}
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else
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{
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@@ -465,6 +465,10 @@ namespace Barotrauma
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public readonly OrderTarget TargetPosition;
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private ISpatialEntity targetSpatialEntity;
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/// <summary>
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/// Note this property doesn't return the follow target of the Follow objective, as expected!
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/// </summary>
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public ISpatialEntity TargetSpatialEntity
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{
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get
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@@ -348,6 +348,7 @@ namespace Barotrauma
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{
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if (body.UserData is Submarine) { return false; }
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if (body.UserData is Structure s && !s.IsPlatform) { return false; }
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if (body.UserData is Voronoi2.VoronoiCell) { return false; }
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if (body.UserData is Item && body.FixtureList[0].CollisionCategories.HasFlag(Physics.CollisionWall)) { return false; }
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}
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}
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