(c6ca0ef58) Recreate objectives when the bot is dismissed.
This commit is contained in:
@@ -1096,6 +1096,8 @@ namespace Barotrauma
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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@@ -51,26 +51,8 @@ namespace Barotrauma
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{
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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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objectiveManager.AddObjective(new AIObjectiveFindSafety(c));
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objectiveManager.AddObjective(new AIObjectiveIdle(c));
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foreach (var automaticOrder in c.Info.Job.Prefab.AutomaticOrders)
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == automaticOrder.aiTag);
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// TODO: Similar code is used in CrewManager:815-> DRY
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var matchingItems = orderPrefab.ItemIdentifiers.Any() ?
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Item.ItemList.FindAll(it => orderPrefab.ItemIdentifiers.Contains(it.Prefab.Identifier) || it.HasTag(orderPrefab.ItemIdentifiers)) :
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Item.ItemList.FindAll(it => it.Components.Any(ic => ic.GetType() == orderPrefab.ItemComponentType));
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matchingItems.RemoveAll(it => it.Submarine != c.Submarine);
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var item = matchingItems.GetRandom();
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var order = new Order(orderPrefab, item ?? c.CurrentHull as Entity, item?.Components.FirstOrDefault(ic => ic.GetType() == orderPrefab.ItemComponentType));
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//SetOrder(order, automaticOrder.option, c, true);
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objectiveManager.AddObjective(objectiveManager.CreateObjective(order, automaticOrder.option, c, automaticOrder.priorityModifier));
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}
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updateObjectiveTimer = Rand.Range(0.0f, UpdateObjectiveInterval);
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InitProjSpecific();
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}
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partial void InitProjSpecific();
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@@ -377,8 +359,10 @@ namespace Barotrauma
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CurrentOrderOption = option;
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CurrentOrder = order;
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objectiveManager.SetOrder(order, option, orderGiver);
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if (speak && Character.SpeechImpediment < 100.0f) Character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f);
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if (speak && Character.SpeechImpediment < 100.0f)
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{
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Character.Speak(TextManager.Get("DialogAffirmative"), null, 1.0f);
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}
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SetOrderProjSpecific(order);
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}
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partial void SetOrderProjSpecific(Order order);
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@@ -2,6 +2,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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@@ -28,8 +29,8 @@ namespace Barotrauma
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public AIObjectiveManager(Character character)
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{
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this.character = character;
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Objectives = new List<AIObjective>();
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CreateAutomaticObjectives();
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}
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public void AddObjective(AIObjective objective)
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@@ -46,6 +47,26 @@ namespace Barotrauma
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}
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public Dictionary<AIObjective, CoroutineHandle> DelayedObjectives { get; private set; } = new Dictionary<AIObjective, CoroutineHandle>();
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public void CreateAutomaticObjectives()
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{
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Objectives.Clear();
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AddObjective(new AIObjectiveFindSafety(character));
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AddObjective(new AIObjectiveIdle(character));
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foreach (var automaticOrder in character.Info.Job.Prefab.AutomaticOrders)
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == automaticOrder.aiTag);
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// TODO: Similar code is used in CrewManager:815-> DRY
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var matchingItems = orderPrefab.ItemIdentifiers.Any() ?
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Item.ItemList.FindAll(it => orderPrefab.ItemIdentifiers.Contains(it.Prefab.Identifier) || it.HasTag(orderPrefab.ItemIdentifiers)) :
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Item.ItemList.FindAll(it => it.Components.Any(ic => ic.GetType() == orderPrefab.ItemComponentType));
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matchingItems.RemoveAll(it => it.Submarine != character.Submarine);
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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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AddObjective(CreateObjective(order, automaticOrder.option, character, automaticOrder.priorityModifier));
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}
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}
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public void AddObjective(AIObjective objective, float delay, Action callback = null)
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{
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if (DelayedObjectives.TryGetValue(objective, out CoroutineHandle coroutine))
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@@ -146,6 +167,11 @@ namespace Barotrauma
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public void SetOrder(Order order, string option, Character orderGiver)
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{
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CurrentOrder = CreateObjective(order, option, orderGiver);
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if (CurrentOrder == null)
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{
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// Recreate objectives, because some of them may be removed, if impossible to complete (e.g. due to path finding)
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CreateAutomaticObjectives();
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}
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}
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public AIObjective CreateObjective(Order order, string option, Character orderGiver, float priorityModifier = 1)
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@@ -2690,6 +2690,10 @@ namespace Barotrauma
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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@@ -484,6 +484,19 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void OnItemLoaded()
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{
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sonar = item.GetComponent<Sonar>();
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}
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public override bool Select(Character character)
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{
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if (!CanBeSelected) return false;
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user = character;
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return true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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networkUpdateTimer -= deltaTime;
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@@ -1172,6 +1172,10 @@ namespace Barotrauma
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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if (!broken)
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
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@@ -24,8 +24,6 @@ namespace Barotrauma
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private bool removed;
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private bool removed;
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#if CLIENT
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private List<Decal> burnDecals = new List<Decal>();
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#endif
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@@ -527,6 +527,25 @@ namespace Barotrauma
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}
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}
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public string DisplayName
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{
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get;
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private set;
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}
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
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}
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}
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public override Rectangle Rect
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{
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get
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@@ -162,6 +162,21 @@ namespace Barotrauma
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get { return binding; }
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}
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public void SetState()
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{
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hit = binding.IsHit();
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if (hit) hitQueue = true;
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held = binding.IsDown();
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if (held) heldQueue = true;
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}
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#endif
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public KeyOrMouse State
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{
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get { return binding; }
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}
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public void SetState()
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{
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hit = binding.IsHit();
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