Unstable 1.1.14.0
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+55
-45
@@ -34,24 +34,29 @@ namespace Barotrauma
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protected override bool Filter(Character target)
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{
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if (!IsValidTarget(target, character, requireTreatableAfflictions: false)) { return false; }
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if (GetTreatableAfflictions(target).Any())
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if (!IsValidTarget(target, character, out bool ignoredasMinorWounds))
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{
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return true;
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}
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else
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{
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//the target might be at a low enough health to be considered a valid target,
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//but if all afflictions are below treatment thresholds, the bot won't (and shouldn't) treat them
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// -> make the bot speak to make it clear the bot intentionally ignores very minor injuries
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if (!charactersWithMinorInjuries.Contains(character))
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if (ignoredasMinorWounds)
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{
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character.Speak(TextManager.GetWithVariable("dialogignoreminorinjuries", "[targetname]", target.Name).Value,
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null, 1.0f, $"notreatableafflictions{target.Name}".ToIdentifier(), 10.0f);
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charactersWithMinorInjuries.Add(character);
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//the target might be at a low enough health to be considered a valid target,
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//but if all afflictions are below treatment thresholds, the bot won't (and shouldn't) treat them
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// -> make the bot speak to make it clear the bot intentionally ignores very minor injuries
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if (character.IsOnPlayerTeam && target != character && !charactersWithMinorInjuries.Contains(target))
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{
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// But only speak about targets when we are not already actively treating, in which case we should be speaking about the current target.
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if (objectiveManager.GetFirstActiveObjective<AIObjectiveRescue>() == null)
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{
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charactersWithMinorInjuries.Add(target);
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character.Speak(TextManager.GetWithVariable("dialogignoreminorinjuries", "[targetname]", target.Name).Value,
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delay: 1.0f,
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identifier: $"notreatableafflictions{target.Name}".ToIdentifier(),
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minDurationBetweenSimilar: 10.0f);
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}
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}
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}
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return false;
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}
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}
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return true;
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}
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protected override IEnumerable<Character> GetList() => Character.CharacterList;
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@@ -103,12 +108,13 @@ namespace Barotrauma
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return Math.Clamp(vitality, 0, 100);
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}
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public static IEnumerable<Affliction> GetTreatableAfflictions(Character character, bool ignoreTreatmentThreshold = false)
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public static IEnumerable<Affliction> GetTreatableAfflictions(Character character, bool ignoreTreatmentThreshold)
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{
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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) { continue; }
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if (!affliction.Prefab.HasTreatments) { continue; }
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if (!ignoreTreatmentThreshold)
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{
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//other afflictions of the same type increase the "treatability"
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@@ -116,7 +122,6 @@ namespace Barotrauma
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float totalAfflictionStrength = character.CharacterHealth.GetTotalAdjustedAfflictionStrength(affliction);
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if (totalAfflictionStrength < affliction.Prefab.TreatmentThreshold) { continue; }
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}
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if (affliction.Prefab.TreatmentSuitability.None(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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@@ -128,39 +133,50 @@ namespace Barotrauma
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protected override void OnObjectiveCompleted(AIObjective objective, Character target)
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=> HumanAIController.RemoveTargets<AIObjectiveRescueAll, Character>(character, target);
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public static bool IsValidTarget(Character target, Character character, bool requireTreatableAfflictions = true)
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public static bool IsValidTarget(Character target, Character character, out bool ignoredAsMinorWounds)
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{
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ignoredAsMinorWounds = false;
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if (target == null || target.IsDead || target.Removed) { return false; }
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if (target.IsInstigator) { return false; }
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if (target.IsPet) { return false; }
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if (!HumanAIController.IsFriendly(character, target, onlySameTeam: true)) { return false; }
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bool isBelowTreatmentThreshold;
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float vitalityFactor;
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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))
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{
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return false;
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}
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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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// Don't allow to treat others autonomously, unless we are a medic
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return false;
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}
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// Ignore unsafe hulls, unless ordered
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if (humanAI.UnsafeHulls.Contains(target.CurrentHull))
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{
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return false;
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}
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}
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if (requireTreatableAfflictions && GetTreatableAfflictions(target).None())
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{
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return false;
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}
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if (!IsValidTargetForAI(target, humanAI)) { return false; }
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vitalityFactor = GetVitalityFactor(target);
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isBelowTreatmentThreshold = vitalityFactor < GetVitalityThreshold(humanAI.ObjectiveManager, character, target);
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}
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else
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{
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if (GetVitalityFactor(target) >= vitalityThreshold) { return false; }
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vitalityFactor = GetVitalityFactor(target);
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isBelowTreatmentThreshold = vitalityFactor < vitalityThreshold;
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}
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bool hasTreatableAfflictions = GetTreatableAfflictions(target, ignoreTreatmentThreshold: false).Any();
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bool isValidTarget = isBelowTreatmentThreshold && hasTreatableAfflictions;
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if (!isValidTarget)
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{
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ignoredAsMinorWounds = hasTreatableAfflictions || vitalityFactor < 100;
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}
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return isValidTarget;
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}
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private static bool IsValidTargetForAI(Character target, HumanAIController humanAI)
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{
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Character character = humanAI.Character;
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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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// Don't allow to treat others autonomously, unless we are a medic
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return false;
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}
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// Ignore unsafe hulls, unless ordered
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if (humanAI.UnsafeHulls.Contains(target.CurrentHull))
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{
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return false;
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}
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}
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if (character.Submarine != null)
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{
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@@ -189,11 +205,5 @@ namespace Barotrauma
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}
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return character.GetDamageDoneByAttacker(target) <= 0;
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}
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public override void Reset()
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{
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base.Reset();
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charactersWithMinorInjuries.Clear();
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}
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}
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}
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