Faction Test 100.4.0.0
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@@ -256,7 +256,9 @@ namespace Barotrauma
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if (!AllowOutsideSubmarine && character.Submarine == null) { return false; }
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if (AllowInAnySub) { return true; }
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if ((AllowInFriendlySubs && character.Submarine.TeamID == CharacterTeamType.FriendlyNPC) || character.IsEscorted) { return true; }
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return character.Submarine.TeamID == character.TeamID || character.Submarine.DockedTo.Any(sub => sub.TeamID == character.TeamID);
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return character.Submarine.TeamID == character.TeamID ||
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character.Submarine.TeamID == character.OriginalTeamID ||
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character.Submarine.DockedTo.Any(sub => sub.TeamID == character.TeamID || sub.TeamID == character.OriginalTeamID);
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}
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}
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+4
-1
@@ -748,6 +748,9 @@ namespace Barotrauma
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}
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if (!character.HasEquippedItem(Weapon, predicate: IsHandSlotType))
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{
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//clear aim and shoot inputs so the bot doesn't immediately fire the weapon if it was previously e.g. using a scooter
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character.ClearInput(InputType.Aim);
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character.ClearInput(InputType.Shoot);
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Weapon.TryInteract(character, forceSelectKey: true);
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var slots = Weapon.AllowedSlots.Where(s => IsHandSlotType(s));
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if (character.Inventory.TryPutItem(Weapon, character, slots))
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@@ -764,7 +767,7 @@ namespace Barotrauma
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}
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return true;
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bool IsHandSlotType(InvSlotType s) => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand);
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static bool IsHandSlotType(InvSlotType s) => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand);
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}
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private float findHullTimer;
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+3
-3
@@ -23,8 +23,8 @@ namespace Barotrauma
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protected override float TargetEvaluation()
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{
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if (!character.IsOnPlayerTeam) { return Targets.None() ? 0 : 100; }
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int totalEnemies = Targets.Count();
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if (!character.IsOnPlayerTeam && !character.IsOriginallyOnPlayerTeam) { return Targets.None() ? 0 : 100; }
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int totalEnemies = Targets.Count;
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if (totalEnemies == 0) { return 0; }
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if (character.IsSecurity) { return 100; }
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if (objectiveManager.IsOrder(this)) { return 100; }
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@@ -67,7 +67,7 @@ namespace Barotrauma
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if (target.CurrentHull == null) { return false; }
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if (HumanAIController.IsFriendly(character, target)) { return false; }
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if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
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if (!targetCharactersInOtherSubs && character.Submarine.TeamID != target.Submarine.TeamID) { return false; }
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if (!targetCharactersInOtherSubs && character.Submarine.TeamID != target.Submarine.TeamID && character.Submarine.TeamID != character.OriginalTeamID) { return false; }
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if (target.HasAbilityFlag(AbilityFlags.IgnoredByEnemyAI)) { return false; }
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if (target.IsArrested) { return false; }
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if (EnemyAIController.IsLatchedToSomeoneElse(target, character)) { return false; }
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@@ -33,6 +33,11 @@ namespace Barotrauma
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public bool DebugLogWhenFails { get; set; } = true;
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public bool UsePathingOutside { get; set; } = true;
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/// <summary>
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/// Which event action created this objective (if any)
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/// </summary>
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public EventAction SourceEventAction;
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public float ExtraDistanceWhileSwimming;
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public float ExtraDistanceOutsideSub;
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private float _closeEnoughMultiplier = 1;
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+2
-2
@@ -222,7 +222,7 @@ namespace Barotrauma
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{
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target.Item.TryInteract(character, forceSelectKey: true);
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}
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if (component.AIOperate(deltaTime, character, this))
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if (component.CrewAIOperate(deltaTime, character, this))
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{
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isDoneOperating = completionCondition == null || completionCondition();
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}
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@@ -290,7 +290,7 @@ namespace Barotrauma
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}
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return;
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}
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if (component.AIOperate(deltaTime, character, this))
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if (component.CrewAIOperate(deltaTime, character, this))
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{
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isDoneOperating = completionCondition == null || completionCondition();
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}
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+3
-1
@@ -502,10 +502,12 @@ namespace Barotrauma
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public static IEnumerable<Affliction> GetTreatableAfflictions(Character character)
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{
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foreach (Affliction affliction in character.CharacterHealth.GetAllAfflictions())
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var allAfflictions = character.CharacterHealth.GetAllAfflictions();
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foreach (Affliction affliction in allAfflictions)
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{
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if (affliction.Prefab.IsBuff || affliction.Strength < affliction.Prefab.TreatmentThreshold) { continue; }
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if (!affliction.Prefab.TreatmentSuitability.Any(kvp => kvp.Value > 0)) { continue; }
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if (allAfflictions.Any(otherAffliction => affliction.Prefab.IgnoreTreatmentIfAfflictedBy.Contains(otherAffliction.Identifier))) { continue; }
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yield return affliction;
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}
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}
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