(78fa52fb7) Add a bunch of null checks, which should fix the issues with shuttles.
This commit is contained in:
+4
@@ -58,6 +58,10 @@ namespace Barotrauma
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{
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if (batteryList == null)
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{
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if (character == null || character.Submarine == null)
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{
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return new PowerContainer[0];
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}
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batteryList = character.Submarine.GetItems(true).Select(i => i.GetComponent<PowerContainer>()).Where(b => b != null);
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}
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return batteryList;
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@@ -179,6 +179,32 @@ namespace Barotrauma
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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@@ -74,36 +74,6 @@ namespace Barotrauma
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}
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}
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public override void Update(float deltaTime)
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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}
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public override void Update(float deltaTime)
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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}
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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@@ -74,8 +74,12 @@ namespace Barotrauma
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var item = matchingItems.GetRandom();
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var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity, item?.Components.FirstOrDefault(ic => ic.GetType() == orderPrefab.ItemComponentType));
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if (order == null) { continue; }
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AddObjective(CreateObjective(order, automaticOrder.option, character, automaticOrder.priorityModifier), delay: Rand.Value() / 2);
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objectiveCount++;
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var objective = CreateObjective(order, automaticOrder.option, character, automaticOrder.priorityModifier);
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if (objective != null)
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{
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AddObjective(objective, delay: Rand.Value() / 2);
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objectiveCount++;
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}
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}
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WaitTimer = Math.Max(WaitTimer, Rand.Range(0.5f, 1f) * objectiveCount);
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}
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@@ -805,6 +805,10 @@ namespace Barotrauma
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{
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isCompleted = true;
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isCompleted = true;
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}
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}
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else
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{
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@@ -49,6 +49,7 @@ namespace Barotrauma
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{
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if (pumpList == null)
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{
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if (character == null || character.Submarine == null) { return new Pump[0]; }
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pumpList = character.Submarine.GetItems(true).Select(i => i.GetComponent<Pump>()).Where(p => p != null);
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}
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return pumpList;
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@@ -1145,6 +1145,15 @@ namespace Barotrauma
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
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{
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//apply some smoothing to the cursor positions of remote players when playing as a client
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//to make aiming look a little less choppy
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Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
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smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
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SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
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}
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if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
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{
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if (speedMultipliers.Count == 0) return 1f;
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