(69d6e11bf) shuttle tweaks
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@@ -15,14 +15,14 @@ namespace Barotrauma
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private float sortTimer;
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private float crouchRaycastTimer;
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private float reactTimer;
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private float reportTimer;
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private float hullVisibilityTimer;
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private bool shouldCrouch;
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const float reactionTime = 0.5f;
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const float hullVisibilityInterval = 0.5f;
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const float crouchRaycastInterval = 1;
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const float reportInterval = 1;
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const float sortObjectiveInterval = 1;
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const float hullVisibilityInterval = 1;
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public static float HULL_SAFETY_THRESHOLD = 50;
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@@ -72,7 +72,7 @@ namespace Barotrauma
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insideSteering = new IndoorsSteeringManager(this, true, false);
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outsideSteering = new SteeringManager(this);
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objectiveManager = new AIObjectiveManager(c);
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reactTimer = Rand.Range(0f, reactionTime);
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reportTimer = Rand.Range(0f, reportInterval);
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sortTimer = Rand.Range(0f, sortObjectiveInterval);
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hullVisibilityTimer = Rand.Range(0f, hullVisibilityTimer);
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InitProjSpecific();
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@@ -119,22 +119,22 @@ namespace Barotrauma
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sortTimer = sortObjectiveInterval;
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}
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if (reactTimer > 0.0f)
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if (reportTimer > 0.0f)
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{
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reactTimer -= deltaTime;
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reportTimer -= deltaTime;
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}
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else
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{
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if (Character.CurrentHull != null)
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{
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VisibleHulls.ForEach(h => PropagateHullSafety(Character, h));
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VisibleHulls.ForEach(h => PropagateHullSafety(Character.Controlled, h));
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}
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if (Character.SpeechImpediment < 100.0f)
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{
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ReportProblems();
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UpdateSpeaking();
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}
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reactTimer = reactionTime * Rand.Range(0.75f, 1.25f);
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reportTimer = reportInterval;
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}
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if (objectiveManager.CurrentObjective == null) { return; }
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@@ -646,7 +646,6 @@ namespace Barotrauma
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DoForEachCrewMember(character, (humanAi) => humanAi.RefreshHullSafety(hull));
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}
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public float CurrentHullSafety { get; private set; }
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private void RefreshHullSafety(Hull hull)
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{
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if (GetHullSafety(hull, Character, VisibleHulls) > HULL_SAFETY_THRESHOLD)
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@@ -741,34 +740,12 @@ namespace Barotrauma
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public float GetHullSafety(Hull hull, Character character, IEnumerable<Hull> visibleHulls = null)
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{
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bool updateCurrentHullSafety = character == Character && character.CurrentHull == hull;
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if (hull == null)
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{
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if (updateCurrentHullSafety)
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{
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CurrentHullSafety = 0;
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}
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return 0;
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}
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if (character == Character)
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{
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// If the character is this character, we can use the cached hulls.
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// If no visible hulls are provided, the calculations don't take visible/adjacent hulls into account.
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if (visibleHulls == null)
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{
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visibleHulls = VisibleHulls;
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}
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}
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if (hull == null) { return 0; }
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bool ignoreFire = ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFires>() || ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFire>();
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bool ignoreWater = HasDivingSuit(character);
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bool ignoreOxygen = ignoreWater || HasDivingMask(character);
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bool ignoreEnemies = ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
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float safety = GetHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
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if (updateCurrentHullSafety)
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{
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CurrentHullSafety = safety;
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}
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return safety;
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return GetHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
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}
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public static float GetHullSafety(Hull hull, IEnumerable<Hull> visibleHulls, Character character, bool ignoreWater = false, bool ignoreOxygen = false, bool ignoreFire = false, bool ignoreEnemies = false)
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