Build 0.21.6.0 (1.0 pre-patch)

This commit is contained in:
Regalis11
2023-01-31 18:08:26 +02:00
parent e1c04bc31d
commit cf9ecd35b3
231 changed files with 4479 additions and 2276 deletions
@@ -26,7 +26,7 @@ namespace Barotrauma
// When targeting player characters, always treat them when ordered, else use the threshold so that minor/non-severe damage is ignored.
// If we ignore any damage when the player orders a bot to do healings, it's observed to cause confusion among the players.
// 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.
return character == target || manager.HasOrder<AIObjectiveRescueAll>() ? (target.IsPlayer ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
return character == target || manager.HasOrder<AIObjectiveRescueAll>() ? (target.IsPlayer && target.HealthPercentage < 100 ? 100 : vitalityThresholdForOrders) : vitalityThreshold;
}
}
@@ -67,15 +67,34 @@ namespace Barotrauma
float vitality = 100;
vitality -= character.Bleeding * 2;
vitality += Math.Min(character.Oxygen, 0);
vitality -= character.CharacterHealth.GetAfflictionStrength("paralysis");
foreach (Affliction affliction in AIObjectiveRescue.GetTreatableAfflictions(character))
foreach (Affliction affliction in GetTreatableAfflictions(character))
{
float strength = character.CharacterHealth.GetPredictedStrength(affliction, predictFutureDuration: 10.0f);
vitality -= affliction.GetVitalityDecrease(character.CharacterHealth, strength) / character.MaxVitality * 100;
if (affliction.Prefab.AfflictionType == "paralysis")
{
vitality -= affliction.Strength;
}
else if (affliction.Prefab.AfflictionType == "poison")
{
vitality -= affliction.Strength;
}
}
return Math.Clamp(vitality, 0, 100);
}
public static IEnumerable<Affliction> GetTreatableAfflictions(Character character)
{
var allAfflictions = character.CharacterHealth.GetAllAfflictions();
foreach (Affliction affliction in allAfflictions)
{
if (affliction.Prefab.IsBuff || affliction.Strength < affliction.Prefab.TreatmentThreshold) { continue; }
if (affliction.Prefab.TreatmentSuitability.None(kvp => kvp.Value > 0)) { continue; }
if (allAfflictions.Any(otherAffliction => affliction.Prefab.IgnoreTreatmentIfAfflictedBy.Contains(otherAffliction.Identifier))) { continue; }
yield return affliction;
}
}
protected override AIObjective ObjectiveConstructor(Character target)
=> new AIObjectiveRescue(character, target, objectiveManager, PriorityModifier);