Unstable v0.1300.0.1
This commit is contained in:
+28
-16
@@ -79,6 +79,7 @@ namespace Barotrauma
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private float coolDownTimer;
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private IEnumerable<Body> myBodies;
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private float aimTimer;
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private float reloadTimer;
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private float spreadTimer;
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private bool canSeeTarget;
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@@ -147,6 +148,7 @@ namespace Barotrauma
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Mode = CombatMode.Retreat;
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}
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spreadTimer = Rand.Range(-10, 10);
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HumanAIController.SortTimer = 0;
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}
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public override float GetPriority()
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@@ -170,6 +172,10 @@ namespace Barotrauma
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base.Update(deltaTime);
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ignoreWeaponTimer -= deltaTime;
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checkWeaponsTimer -= deltaTime;
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if (reloadTimer > 0)
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{
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reloadTimer -= deltaTime;
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}
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if (ignoreWeaponTimer < 0)
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{
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ignoredWeapons.Clear();
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@@ -219,7 +225,11 @@ namespace Barotrauma
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{
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OperateWeapon(deltaTime);
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}
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if (!HoldPosition && seekAmmunitionObjective == null && seekWeaponObjective == null)
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if (HoldPosition)
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{
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SteeringManager.Reset();
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}
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else if (seekAmmunitionObjective == null && seekWeaponObjective == null)
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{
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Move(deltaTime);
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}
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@@ -641,7 +651,7 @@ namespace Barotrauma
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var slots = Weapon.AllowedSlots.Where(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
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if (character.Inventory.TryPutItem(Weapon, character, slots))
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{
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aimTimer = Rand.Range(1f, 1.5f) / AimSpeed;
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aimTimer = Rand.Range(0.2f, 0.4f) / AimSpeed;
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}
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else
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{
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@@ -912,7 +922,7 @@ namespace Barotrauma
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}
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if (!canSeeTarget)
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{
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aimTimer = Rand.Range(0.2f, 1f) / AimSpeed;
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aimTimer = Rand.Range(0.2f, 0.4f) / AimSpeed;
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return;
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}
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if (Weapon.RequireAimToUse)
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@@ -930,6 +940,7 @@ namespace Barotrauma
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aimTimer -= deltaTime;
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return;
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}
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if (reloadTimer > 0) { return; }
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if (Mode == CombatMode.Arrest && isLethalWeapon && Enemy.Stun > 1) { return; }
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if (holdFireCondition != null && holdFireCondition()) { return; }
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float sqrDist = Vector2.DistanceSquared(character.Position, Enemy.Position);
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@@ -1010,18 +1021,25 @@ namespace Barotrauma
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private void UseWeapon(float deltaTime)
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{
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character.SetInput(InputType.Shoot, false, true);
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Weapon.Use(deltaTime, character);
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float reloadTime = 0;
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if (WeaponComponent is RangedWeapon rangedWeapon)
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{
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reloadTime = rangedWeapon.Reload;
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// If the weapon is just equipped, we can't shoot just yet.
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if (rangedWeapon.ReloadTimer <= 0)
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{
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reloadTime = rangedWeapon.Reload;
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}
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}
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if (WeaponComponent is MeleeWeapon mw)
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{
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reloadTime = mw.Reload;
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if (!((HumanoidAnimController)character.AnimController).Crouching)
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{
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reloadTime = mw.Reload;
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}
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}
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aimTimer = Math.Max(reloadTime, reloadTime * Rand.Range(1f, 1.5f) / AimSpeed);
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character.SetInput(InputType.Shoot, false, true);
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Weapon.Use(deltaTime, character);
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reloadTimer = Math.Max(reloadTime, reloadTime * Rand.Range(1f, 1.25f) / AimSpeed);
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}
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protected override void OnCompleted()
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@@ -1031,10 +1049,7 @@ namespace Barotrauma
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{
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Unequip();
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}
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if (!HoldPosition)
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{
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SteeringManager.Reset();
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}
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SteeringManager.Reset();
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}
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protected override void OnAbandon()
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@@ -1044,10 +1059,7 @@ namespace Barotrauma
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{
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Unequip();
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}
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if (!HoldPosition)
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{
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SteeringManager.Reset();
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}
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SteeringManager.Reset();
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}
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public override void Reset()
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+4
-1
@@ -10,6 +10,8 @@ namespace Barotrauma
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protected override float IgnoreListClearInterval => 30;
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public override bool IgnoreUnsafeHulls => true;
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protected override float TargetUpdateTimeMultiplier => 0.2f;
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public AIObjectiveFightIntruders(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier) { }
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@@ -48,7 +50,8 @@ namespace Barotrauma
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public static bool IsValidTarget(Character target, Character character)
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{
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if (target == null || target.IsDead || target.Removed) { return false; }
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if (target == null || target.Removed) { return false; }
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if (target.IsDead || target.IsUnconscious) { return false; }
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if (target == character) { return false; }
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if (target.Submarine == null) { return false; }
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if (character.Submarine == null) { return false; }
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@@ -555,6 +555,13 @@ namespace Barotrauma
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//otherwise characters can let go of the ladders too soon once they're close enough to the target
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if (PathSteering.CurrentPath.NextNode != null) { return false; }
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}
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if (!character.AnimController.InWater)
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{
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float yDiff = Math.Abs(Target.WorldPosition.Y - character.WorldPosition.Y);
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if (yDiff > CloseEnough) { return false; }
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float xDiff = Math.Abs(Target.WorldPosition.X - character.WorldPosition.X);
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return xDiff <= CloseEnough;
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}
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return Vector2.DistanceSquared(Target.WorldPosition, character.WorldPosition) < CloseEnough * CloseEnough;
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}
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}
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+6
-5
@@ -11,6 +11,7 @@ namespace Barotrauma
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protected HashSet<T> ignoreList = new HashSet<T>();
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private float ignoreListTimer;
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protected float targetUpdateTimer;
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protected virtual float TargetUpdateTimeMultiplier { get; } = 1;
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private float syncTimer;
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private readonly float syncTime = 1;
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@@ -61,7 +62,7 @@ namespace Barotrauma
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ignoreListTimer += deltaTime;
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}
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}
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if (targetUpdateTimer < 0)
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if (targetUpdateTimer <= 0)
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{
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UpdateTargets();
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}
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@@ -69,9 +70,9 @@ namespace Barotrauma
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{
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targetUpdateTimer -= deltaTime;
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}
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if (syncTimer < 0)
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if (syncTimer <= 0)
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{
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syncTimer = syncTime * Rand.Range(0.9f, 1.1f);
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syncTimer = Math.Min(syncTime * Rand.Range(0.9f, 1.1f), targetUpdateTimer);
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// Sync objectives, subobjectives and targets
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foreach (var objective in Objectives)
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{
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@@ -95,7 +96,7 @@ namespace Barotrauma
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}
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// the timer is set between 1 and 10 seconds, depending on the priority modifier and a random +-25%
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private float SetTargetUpdateTimer() => targetUpdateTimer = 1 / MathHelper.Clamp(PriorityModifier * Rand.Range(0.75f, 1.25f), 0.1f, 1);
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private float CalculateTargetUpdateTimer() => targetUpdateTimer = 1 / MathHelper.Clamp(PriorityModifier * Rand.Range(0.75f, 1.25f), 0.1f, 1) * TargetUpdateTimeMultiplier;
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public override void Reset()
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{
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@@ -156,7 +157,7 @@ namespace Barotrauma
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protected void UpdateTargets()
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{
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SetTargetUpdateTimer();
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CalculateTargetUpdateTimer();
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Targets.Clear();
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FindTargets();
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CreateObjectives();
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+3
-1
@@ -386,7 +386,9 @@ namespace Barotrauma
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Abandon = true;
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return false;
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}
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bool isCompleted = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter);
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bool isCompleted =
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AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter) ||
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targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Strength < a.Prefab.TreatmentThreshold);
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if (isCompleted && targetCharacter != character && character.IsOnPlayerTeam)
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{
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character.Speak(TextManager.GetWithVariable("DialogTargetHealed", "[targetname]", targetCharacter.Name),
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+3
-3
@@ -25,8 +25,8 @@ namespace Barotrauma
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{
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// When targeting player characters, always treat them when ordered, else use the threshold so that minor/non-severe damage is ignored.
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// If we ignore any damage when the player orders a bot to do healings, it's observed to cause confusion among the players.
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// On the other hand, if the bots too eagerly heal characters when it's not nevessary, it's inefficient and can feel frustrating, because it can't be controlled.
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return character == target || manager.CurrentOrder is AIObjectiveRescueAll ? (target.IsPlayer ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
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// On the other hand, if the bots too eagerly heal characters when it's not necessary, it's inefficient and can feel frustrating, because it can't be controlled.
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return character == target || manager.HasOrder<AIObjectiveRescueAll>() ? (target.IsPlayer ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
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}
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}
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@@ -83,7 +83,7 @@ namespace Barotrauma
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if (character.AIController is HumanAIController humanAI)
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{
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if (GetVitalityFactor(target) >= GetVitalityThreshold(humanAI.ObjectiveManager, character, target)) { return false; }
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if (!humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveRescueAll>())
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if (!humanAI.ObjectiveManager.HasOrder<AIObjectiveRescueAll>())
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{
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if (!character.IsMedic && target != character)
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{
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