Unstable 1.1.14.0
This commit is contained in:
+172
-182
@@ -46,7 +46,6 @@ namespace Barotrauma
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_weapon = value;
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_weaponComponent = null;
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hasAimed = false;
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RemoveSubObjective(ref seekAmmunitionObjective);
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}
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}
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private ItemComponent _weaponComponent;
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@@ -55,14 +54,7 @@ namespace Barotrauma
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get
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{
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if (Weapon == null) { return null; }
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if (_weaponComponent == null)
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{
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_weaponComponent =
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Weapon.GetComponent<RangedWeapon>() ??
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Weapon.GetComponent<MeleeWeapon>() ??
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Weapon.GetComponent<RepairTool>() as ItemComponent;
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}
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return _weaponComponent;
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return _weaponComponent ?? GetWeaponComponent(Weapon);
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}
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}
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@@ -280,13 +272,13 @@ namespace Barotrauma
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}
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break;
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case CombatMode.Arrest:
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if (HumanAIController.HasItem(Enemy, "handlocker".ToIdentifier(), out _, requireEquipped: true))
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if (HumanAIController.HasItem(Enemy, Tags.HandLockerItem, out _, requireEquipped: true))
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{
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IsCompleted = true;
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}
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else if (Enemy.IsKnockedDown &&
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!objectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>() &&
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!HumanAIController.HasItem(character, "handlocker".ToIdentifier(), out _, requireEquipped: false))
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!HumanAIController.HasItem(character, Tags.HandLockerItem, out _, requireEquipped: false))
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{
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IsCompleted = true;
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}
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@@ -348,8 +340,10 @@ namespace Barotrauma
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if (character.LockHands || Enemy == null)
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{
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Weapon = null;
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RemoveSubObjective(ref seekAmmunitionObjective);
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return false;
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}
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bool isAllowedToSeekWeapons = character.CurrentHull != null && !IsEnemyCloserThan(300) && character.IsOnPlayerTeam && IsOffensiveOrArrest;
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if (checkWeaponsTimer < 0)
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{
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checkWeaponsTimer = checkWeaponsInterval;
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@@ -375,7 +369,7 @@ namespace Barotrauma
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// All good, the weapon is loaded
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break;
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}
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if (Reload(seekAmmo: false))
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if (Reload(seekAmmo: isAllowedToSeekWeapons))
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{
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// All good, we can use the weapon.
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break;
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@@ -407,7 +401,6 @@ namespace Barotrauma
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}
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}
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}
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bool isAllowedToSeekWeapons = character.CurrentHull != null && !IsEnemyCloserThan(300) && character.IsOnPlayerTeam && IsOffensiveOrArrest;
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if (!isAllowedToSeekWeapons)
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{
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if (WeaponComponent == null)
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@@ -416,7 +409,7 @@ namespace Barotrauma
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Mode = CombatMode.Retreat;
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}
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}
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else if (seekAmmunitionObjective == null && (WeaponComponent == null || WeaponComponent.CombatPriority < goodWeaponPriority))
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else if (seekAmmunitionObjective == null && (WeaponComponent == null || (WeaponComponent.CombatPriority < goodWeaponPriority)))
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{
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// Poor weapon equipped -> try to find better.
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RemoveSubObjective(ref seekAmmunitionObjective);
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@@ -431,27 +424,10 @@ namespace Barotrauma
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{
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if (Weapon != null && (i == Weapon || i.Prefab.Identifier == Weapon.Prefab.Identifier)) { return 0; }
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if (i.IsOwnedBy(character)) { return 0; }
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var mw = i.GetComponent<MeleeWeapon>();
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var rw = i.GetComponent<RangedWeapon>();
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float priority = 0;
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if (mw != null)
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if (GetWeaponComponent(i) is ItemComponent ic)
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{
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priority = mw.CombatPriority / 100;
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}
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else if (rw != null)
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{
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priority = rw.CombatPriority / 100;
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}
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if (i.HasTag("stunner"))
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{
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if (Mode == CombatMode.Arrest)
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{
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priority *= 2;
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}
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else
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{
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priority /= 2;
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}
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priority = GetWeaponPriority(ic, prioritizeMelee: false, isCloseToEnemy: false, out _) / 100;
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}
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return priority;
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}
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@@ -477,6 +453,7 @@ namespace Barotrauma
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if (!CheckWeapon(seekAmmo: false))
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{
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Weapon = null;
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RemoveSubObjective(ref seekAmmunitionObjective);
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}
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}
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return Weapon != null;
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@@ -521,111 +498,164 @@ namespace Barotrauma
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private Item FindWeapon(out ItemComponent weaponComponent) => GetWeapon(FindWeaponsFromInventory(), out weaponComponent);
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private static ItemComponent GetWeaponComponent(Item item) =>
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item.GetComponent<MeleeWeapon>() ??
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item.GetComponent<RangedWeapon>() ??
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item.GetComponent<RepairTool>() ??
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item.GetComponent<Holdable>() as ItemComponent;
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private float GetWeaponPriority(ItemComponent weapon, bool prioritizeMelee, bool isCloseToEnemy, out float lethalDmg)
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{
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lethalDmg = -1;
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float priority = weapon.CombatPriority;
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if (weapon is RepairTool repairTool)
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{
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switch (repairTool.UsableIn)
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{
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case RepairTool.UseEnvironment.Air:
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if (character.InWater) { return 0; }
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break;
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case RepairTool.UseEnvironment.Water:
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if (!character.InWater) { return 0; }
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break;
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case RepairTool.UseEnvironment.None:
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return 0;
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case RepairTool.UseEnvironment.Both:
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default:
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break;
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}
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}
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if (prioritizeMelee && weapon is MeleeWeapon)
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{
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priority *= 5;
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}
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if (weapon.IsEmpty(character))
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{
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if (weapon is RangedWeapon && isCloseToEnemy)
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{
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// Ignore weapons that don't have any ammunition (-> Don't seek ammo).
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return 0;
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}
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else
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{
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// Reduce the priority for weapons that don't have proper ammunition loaded.
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if (character.HasEquippedItem(Weapon, predicate: CharacterInventory.IsHandSlotType))
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{
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// Yet prefer the equipped weapon.
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priority *= 0.75f;
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}
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else
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{
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priority *= 0.5f;
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}
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}
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}
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if (Enemy.Params.Health.StunImmunity)
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{
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if (weapon.Item.HasTag(Tags.StunnerItem))
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{
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priority /= 2;
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}
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}
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else if (Enemy.IsKnockedDown)
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{
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// Enemy is stunned, reduce the priority of stunner weapons.
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Attack attack = GetAttackDefinition(weapon);
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if (attack != null)
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{
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lethalDmg = attack.GetTotalDamage();
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float max = lethalDmg + 1;
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if (weapon.Item.HasTag(Tags.StunnerItem))
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{
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priority = max;
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}
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else
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{
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float stunDmg = ApproximateStunDamage(weapon, attack);
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float diff = stunDmg - lethalDmg;
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priority = Math.Clamp(priority - Math.Max(diff * 2, 0), min: 1, max);
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}
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}
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}
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else if (Mode == CombatMode.Arrest)
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{
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// Enemy is not stunned, increase the priority of stunner weapons and decrease the priority of lethal weapons.
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if (weapon.Item.HasTag(Tags.StunnerItem))
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{
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priority *= 5;
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}
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else
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{
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Attack attack = GetAttackDefinition(weapon);
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if (attack != null)
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{
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lethalDmg = attack.GetTotalDamage();
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float stunDmg = ApproximateStunDamage(weapon, attack);
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float diff = stunDmg - lethalDmg;
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if (diff < 0)
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{
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priority /= 2;
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}
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}
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}
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}
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else if (weapon is MeleeWeapon && weapon.Item.HasTag(Tags.StunnerItem) && (Enemy.Params.Health.StunImmunity || !CanMeleeStunnerStun(weapon)))
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{
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// Cannot do stun damage -> use the melee damage to determine the priority.
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Attack attack = GetAttackDefinition(weapon);
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priority = attack?.GetTotalDamage() ?? priority / 2;
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}
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return priority;
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}
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private float ApproximateStunDamage(ItemComponent weapon, Attack attack)
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{
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// Try to reduce the priority using the actual damage values and status effects.
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// This is an approximation, because we can't check the status effect conditions here.
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// The result might be incorrect if there is a high stun effect that's only applied in certain conditions.
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var statusEffects = attack.StatusEffects.Where(se => !se.HasConditions && se.type == ActionType.OnUse && se.HasRequiredItems(character));
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if (weapon.statusEffectLists != null && weapon.statusEffectLists.TryGetValue(ActionType.OnUse, out List<StatusEffect> hitEffects))
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{
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statusEffects = statusEffects.Concat(hitEffects);
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}
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float afflictionsStun = attack.Afflictions.Keys.Sum(a => a.Identifier == AfflictionPrefab.StunType ? a.Strength : 0);
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float effectsStun = statusEffects.None() ? 0 : statusEffects.Max(se =>
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{
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float stunAmount = 0;
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var stunAffliction = se.Afflictions.Find(a => a.Identifier == AfflictionPrefab.StunType);
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if (stunAffliction != null)
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{
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stunAmount = stunAffliction.Strength;
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}
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return stunAmount;
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});
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return attack.Stun + afflictionsStun + effectsStun;
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}
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private bool CanMeleeStunnerStun(ItemComponent weapon)
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{
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// If there's an item container that takes a battery,
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// assume that it's required for the stun effect
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// as we can't check the status effect conditions here.
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var mobileBatteryTag = Tags.MobileBattery;
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var containers = weapon.Item.Components.Where(ic =>
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ic is ItemContainer container &&
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container.ContainableItemIdentifiers.Contains(mobileBatteryTag));
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// If there's no such container, assume that the melee weapon can stun without a battery.
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return containers.None() || containers.Any(container =>
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(container as ItemContainer)?.Inventory.AllItems.Any(i => i != null && i.HasTag(mobileBatteryTag) && i.Condition > 0.0f) ?? false);
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}
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private Item GetWeapon(IEnumerable<ItemComponent> weaponList, out ItemComponent weaponComponent)
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{
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weaponComponent = null;
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float bestPriority = 0;
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float lethalDmg = -1;
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bool isAllowedToSeekWeapons = !IsEnemyCloserThan(300);
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bool isCloseToEnemy = IsEnemyCloserThan(300);
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bool prioritizeMelee = IsEnemyCloserThan(50) || EnemyAIController.IsLatchedTo(Enemy, character);
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foreach (var weapon in weaponList)
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{
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float priority = weapon.CombatPriority;
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if (weapon is RepairTool repairTool)
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{
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switch (repairTool.UsableIn)
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{
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case RepairTool.UseEnvironment.Air:
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if (character.InWater) { continue; }
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break;
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case RepairTool.UseEnvironment.Water:
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if (!character.InWater) { continue; }
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break;
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case RepairTool.UseEnvironment.None:
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continue;
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case RepairTool.UseEnvironment.Both:
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default:
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break;
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}
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}
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if (prioritizeMelee)
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{
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if (weapon is MeleeWeapon)
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{
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priority *= 5;
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}
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else
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{
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priority /= 2;
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}
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}
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if (weapon.IsEmpty(character))
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{
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if (weapon is RangedWeapon && !isAllowedToSeekWeapons)
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{
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// Close to the enemy. Ignore weapons that don't have any ammunition (-> Don't seek ammo).
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continue;
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}
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else
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{
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// Halve the priority for weapons that don't have proper ammunition loaded.
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priority /= 2;
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}
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}
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if (Enemy.Params.Health.StunImmunity)
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{
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if (weapon.Item.HasTag("stunner"))
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{
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priority /= 2;
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}
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}
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else if (Enemy.IsKnockedDown)
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{
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// Enemy is stunned, reduce the priority of stunner weapons.
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Attack attack = GetAttackDefinition(weapon);
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if (attack != null)
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{
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lethalDmg = attack.GetTotalDamage();
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float max = lethalDmg + 1;
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if (weapon.Item.HasTag("stunner"))
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{
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priority = max;
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}
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else
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{
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float stunDmg = ApproximateStunDamage(weapon, attack);
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float diff = stunDmg - lethalDmg;
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priority = Math.Clamp(priority - Math.Max(diff * 2, 0), min: 1, max);
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}
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}
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}
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else if (Mode == CombatMode.Arrest)
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{
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// Enemy is not stunned, increase the priority of stunner weapons and decrease the priority of lethal weapons.
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if (weapon.Item.HasTag("stunner"))
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{
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priority *= 2;
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}
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else
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{
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Attack attack = GetAttackDefinition(weapon);
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if (attack != null)
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{
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lethalDmg = attack.GetTotalDamage();
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float stunDmg = ApproximateStunDamage(weapon, attack);
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float diff = stunDmg - lethalDmg;
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if (diff < 0)
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{
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priority /= 2;
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}
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}
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}
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}
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else if (weapon is MeleeWeapon && weapon.Item.HasTag("stunner") && !CanMeleeStunnerStun(weapon))
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{
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Attack attack = GetAttackDefinition(weapon);
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priority = attack?.GetTotalDamage() ?? priority / 2;
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}
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float priority = GetWeaponPriority(weapon, prioritizeMelee, isCloseToEnemy, out lethalDmg);
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if (priority > bestPriority)
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{
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weaponComponent = weapon;
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@@ -636,7 +666,7 @@ namespace Barotrauma
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if (bestPriority < 1) { return null; }
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if (Mode == CombatMode.Arrest)
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{
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if (weaponComponent.Item.HasTag("stunner"))
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if (weaponComponent.Item.HasTag(Tags.StunnerItem))
|
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{
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isLethalWeapon = false;
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}
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@@ -654,44 +684,6 @@ namespace Barotrauma
|
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}
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}
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return weaponComponent.Item;
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|
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float ApproximateStunDamage(ItemComponent weapon, Attack attack)
|
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{
|
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// Try to reduce the priority using the actual damage values and status effects.
|
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// This is an approximation, because we can't check the status effect conditions here.
|
||||
// The result might be incorrect if there is a high stun effect that's only applied in certain conditions.
|
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var statusEffects = attack.StatusEffects.Where(se => !se.HasConditions && se.type == ActionType.OnUse && se.HasRequiredItems(character));
|
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if (weapon.statusEffectLists != null && weapon.statusEffectLists.TryGetValue(ActionType.OnUse, out List<StatusEffect> hitEffects))
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{
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statusEffects = statusEffects.Concat(hitEffects);
|
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}
|
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float afflictionsStun = attack.Afflictions.Keys.Sum(a => a.Identifier == AfflictionPrefab.StunType ? a.Strength : 0);
|
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float effectsStun = statusEffects.None() ? 0 : statusEffects.Max(se =>
|
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{
|
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float stunAmount = 0;
|
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var stunAffliction = se.Afflictions.Find(a => a.Identifier == AfflictionPrefab.StunType);
|
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if (stunAffliction != null)
|
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{
|
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stunAmount = stunAffliction.Strength;
|
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}
|
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return stunAmount;
|
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});
|
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return attack.Stun + afflictionsStun + effectsStun;
|
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}
|
||||
|
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bool CanMeleeStunnerStun(ItemComponent weapon)
|
||||
{
|
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// If there's an item container that takes a battery,
|
||||
// assume that it's required for the stun effect
|
||||
// as we can't check the status effect conditions here.
|
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var mobileBatteryTag = "mobilebattery".ToIdentifier();
|
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var containers = weapon.Item.Components.Where(ic =>
|
||||
ic is ItemContainer container &&
|
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container.ContainableItemIdentifiers.Contains(mobileBatteryTag));
|
||||
// If there's no such container, assume that the melee weapon can stun without a battery.
|
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return containers.None() || containers.Any(container =>
|
||||
(container as ItemContainer)?.Inventory.AllItems.Any(i => i != null && i.HasTag(mobileBatteryTag) && i.Condition > 0.0f) ?? false);
|
||||
}
|
||||
}
|
||||
|
||||
public static float GetLethalDamage(ItemComponent weapon)
|
||||
@@ -771,13 +763,13 @@ namespace Barotrauma
|
||||
{
|
||||
return false;
|
||||
}
|
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if (!character.HasEquippedItem(Weapon, predicate: IsHandSlotType))
|
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if (!character.HasEquippedItem(Weapon, predicate: CharacterInventory.IsHandSlotType))
|
||||
{
|
||||
//clear aim and shoot inputs so the bot doesn't immediately fire the weapon if it was previously e.g. using a scooter
|
||||
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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var slots = Weapon.AllowedSlots.Where(s => CharacterInventory.IsHandSlotType(s));
|
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if (character.Inventory.TryPutItem(Weapon, character, slots))
|
||||
{
|
||||
SetAimTimer(Rand.Range(0.2f, 0.4f) / AimSpeed);
|
||||
@@ -791,8 +783,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
||||
static bool IsHandSlotType(InvSlotType s) => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand);
|
||||
}
|
||||
|
||||
private float findHullTimer;
|
||||
@@ -926,7 +916,7 @@ namespace Barotrauma
|
||||
if (followTargetObjective == null) { return; }
|
||||
if (Mode == CombatMode.Arrest && Enemy.IsKnockedDown)
|
||||
{
|
||||
if (HumanAIController.HasItem(character, "handlocker".ToIdentifier(), out _))
|
||||
if (HumanAIController.HasItem(character, Tags.HandLockerItem, out _))
|
||||
{
|
||||
if (!arrestingRegistered)
|
||||
{
|
||||
@@ -986,7 +976,7 @@ namespace Barotrauma
|
||||
foreach (var item in Enemy.Inventory.AllItemsMod)
|
||||
{
|
||||
if (character.TeamID == CharacterTeamType.FriendlyNPC && item.StolenDuringRound ||
|
||||
item.HasTag("weapon") ||
|
||||
item.HasTag(Tags.Weapon) ||
|
||||
item.GetComponent<MeleeWeapon>() != null ||
|
||||
item.GetComponent<RangedWeapon>() != null)
|
||||
{
|
||||
@@ -997,9 +987,9 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
//prefer using handcuffs already on the enemy's inventory
|
||||
if (!HumanAIController.HasItem(Enemy, "handlocker".ToIdentifier(), out IEnumerable<Item> matchingItems))
|
||||
if (!HumanAIController.HasItem(Enemy, Tags.HandLockerItem, out IEnumerable<Item> matchingItems))
|
||||
{
|
||||
HumanAIController.HasItem(character, "handlocker".ToIdentifier(), out matchingItems);
|
||||
HumanAIController.HasItem(character, Tags.HandLockerItem, out matchingItems);
|
||||
}
|
||||
|
||||
if (matchingItems.Any() &&
|
||||
@@ -1079,7 +1069,7 @@ namespace Barotrauma
|
||||
if (ammunitionIdentifiers != null)
|
||||
{
|
||||
// Try reload ammunition from inventory
|
||||
static bool IsInsideHeadset(Item i) => i.ParentInventory?.Owner is Item ownerItem && ownerItem.HasTag("mobileradio");
|
||||
static bool IsInsideHeadset(Item i) => i.ParentInventory?.Owner is Item ownerItem && ownerItem.HasTag(Tags.MobileRadio);
|
||||
Item ammunition = character.Inventory.FindItem(i => i.HasIdentifierOrTags(ammunitionIdentifiers) && i.Condition > 0 && !IsInsideHeadset(i), recursive: true);
|
||||
if (ammunition != null)
|
||||
{
|
||||
@@ -1205,7 +1195,7 @@ namespace Barotrauma
|
||||
myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
|
||||
}
|
||||
// Check that we don't hit friendlies. No need to check the walls, because there's a separate check for that at 1096 (which intentionally has a small delay)
|
||||
var pickedBodies = Submarine.PickBodies(Weapon.SimPosition, Character.GetRelativeSimPosition(from: Weapon, to: Enemy), myBodies, Physics.CollisionCharacter);
|
||||
var pickedBodies = Submarine.PickBodies(Weapon.SimPosition, Submarine.GetRelativeSimPosition(from: Weapon, to: Enemy), myBodies, Physics.CollisionCharacter);
|
||||
foreach (var body in pickedBodies)
|
||||
{
|
||||
Character target = null;
|
||||
@@ -1248,7 +1238,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
Weapon.Use(deltaTime, character);
|
||||
Weapon.Use(deltaTime, user: character);
|
||||
reloadTimer = Math.Max(reloadTime, reloadTime * Rand.Range(1f, 1.25f) / AimSpeed);
|
||||
}
|
||||
|
||||
@@ -1265,7 +1255,7 @@ namespace Barotrauma
|
||||
{
|
||||
Unequip();
|
||||
}
|
||||
SteeringManager.Reset();
|
||||
SteeringManager?.Reset();
|
||||
}
|
||||
|
||||
protected override void OnAbandon()
|
||||
@@ -1275,7 +1265,7 @@ namespace Barotrauma
|
||||
{
|
||||
Unequip();
|
||||
}
|
||||
SteeringManager.Reset();
|
||||
SteeringManager?.Reset();
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
|
||||
Reference in New Issue
Block a user