Unstable v0.1300.0.1
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@@ -15,7 +15,7 @@ namespace Barotrauma
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private readonly AIObjectiveManager objectiveManager;
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private float sortTimer;
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public float SortTimer { get; set; }
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private float crouchRaycastTimer;
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private float reactTimer;
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private float unreachableClearTimer;
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@@ -131,7 +131,7 @@ namespace Barotrauma
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outsideSteering = new SteeringManager(this);
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objectiveManager = new AIObjectiveManager(c);
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reactTimer = GetReactionTime();
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sortTimer = Rand.Range(0f, sortObjectiveInterval);
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SortTimer = Rand.Range(0f, sortObjectiveInterval);
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}
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public override void Update(float deltaTime)
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@@ -218,6 +218,7 @@ namespace Barotrauma
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foreach (Character c in Character.CharacterList)
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{
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if (c.Submarine != Character.Submarine) { continue; }
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if (c.Removed || c.IsDead || c.IsIncapacitated) { continue; }
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if (IsFriendly(c)) { continue; }
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Vector2 toTarget = c.WorldPosition - WorldPosition;
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float dist = toTarget.LengthSquared();
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@@ -264,14 +265,14 @@ namespace Barotrauma
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CheckCrouching(deltaTime);
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Character.ClearInputs();
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if (sortTimer > 0.0f)
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if (SortTimer > 0.0f)
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{
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sortTimer -= deltaTime;
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SortTimer -= deltaTime;
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}
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else
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{
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objectiveManager.SortObjectives();
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sortTimer = sortObjectiveInterval;
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SortTimer = sortObjectiveInterval;
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}
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objectiveManager.UpdateObjectives(deltaTime);
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@@ -288,14 +289,14 @@ namespace Barotrauma
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{
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if (Character.CurrentHull != null)
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{
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if (Character.TeamID == CharacterTeamType.FriendlyNPC)
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if (Character.IsOnPlayerTeam)
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{
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// Outpost npcs don't inform each other about threats, like crew members do.
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VisibleHulls.ForEach(h => RefreshHullSafety(h));
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VisibleHulls.ForEach(h => PropagateHullSafety(Character, h));
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}
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else
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{
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VisibleHulls.ForEach(h => PropagateHullSafety(Character, h));
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// Outpost npcs don't inform each other about threats, like crew members do.
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VisibleHulls.ForEach(h => RefreshHullSafety(h));
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}
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}
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if (Character.SpeechImpediment < 100.0f)
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@@ -1065,7 +1066,9 @@ namespace Barotrauma
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{
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if (!IsFriendly(attacker))
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{
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return c.IsSecurity ? AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Defensive;
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return c.AIController is HumanAIController humanAI &&
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(humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() || humanAI.ObjectiveManager.Objectives.Any(o => o is AIObjectiveFightIntruders))
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? AIObjectiveCombat.CombatMode.Offensive : AIObjectiveCombat.CombatMode.Defensive;
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}
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else
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{
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@@ -1192,7 +1195,7 @@ namespace Barotrauma
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{
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base.Reset();
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objectiveManager.SortObjectives();
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sortTimer = sortObjectiveInterval;
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SortTimer = sortObjectiveInterval;
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float waitDuration = characterWaitOnSwitch;
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if (ObjectiveManager.IsCurrentObjective<AIObjectiveIdle>())
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{
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@@ -1418,6 +1421,9 @@ namespace Barotrauma
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item.StolenDuringRound = true;
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otherCharacter.Speak(TextManager.Get("dialogstealwarning"), null, Rand.Range(0.5f, 1.0f), "thief", 10.0f);
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someoneSpoke = true;
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#if CLIENT
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HintManager.OnStoleItem(thief, item);
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#endif
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}
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// React if we are security
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if (!TriggerSecurity(otherHumanAI))
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@@ -1554,7 +1560,7 @@ namespace Barotrauma
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targetAdded = true;
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}
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}
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}, (caller.AIController as HumanAIController)?.ReportRange ?? float.PositiveInfinity);
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}, range: (caller.AIController as HumanAIController)?.ReportRange ?? float.PositiveInfinity);
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return targetAdded;
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}
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@@ -1726,11 +1732,9 @@ namespace Barotrauma
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switch (myTeam)
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{
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case CharacterTeamType.None:
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// Only enemies are in the Team "None"
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return false;
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case CharacterTeamType.Team1:
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case CharacterTeamType.Team2:
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// Team1 is only friendly to Team1 and friendly NPCs
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// Only friendly to the same team and friendly NPCs
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return otherTeam == CharacterTeamType.FriendlyNPC;
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case CharacterTeamType.FriendlyNPC:
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// Friendly NPCs are friendly to both teams
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