Release 1.9.7.0 - Summer Update 2025
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+78
-67
@@ -14,6 +14,13 @@ namespace Barotrauma
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public override bool KeepDivingGearOn => GetTargetHull() == null;
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/// <summary>
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/// Is the goal of this objective to get diving gear (i.e. has it been created by <see cref="AIObjectiveFindDivingGear"/>)?
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/// If so, the objective won't attempt to create another objective if the path requires diving gear
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/// (wouldn't make sense to start looking for diving gear so the bot can get to a room they're trying to get diving gear from!)
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/// </summary>
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public bool IsFindDivingGearSubObjective;
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private AIObjectiveFindDivingGear findDivingGear;
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private readonly bool repeat;
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//how long until the path to the target is declared unreachable
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@@ -379,85 +386,89 @@ namespace Barotrauma
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}
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}
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if (Abandon) { return; }
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bool needsDivingSuit = (!isInside || hasOutdoorNodes) && !character.IsImmuneToPressure;
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bool tryToGetDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit);
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bool tryToGetDivingSuit = needsDivingSuit;
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Character followTarget = Target as Character;
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if (Mimic && !character.IsImmuneToPressure)
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if (!IsFindDivingGearSubObjective)
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{
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if (HumanAIController.HasDivingSuit(followTarget))
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bool needsDivingSuit = (!isInside || hasOutdoorNodes) && !character.IsImmuneToPressure;
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bool tryToGetDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit);
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bool tryToGetDivingSuit = needsDivingSuit;
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Character followTarget = Target as Character;
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if (Mimic && !character.IsImmuneToPressure)
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{
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tryToGetDivingGear = true;
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tryToGetDivingSuit = true;
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if (HumanAIController.HasDivingSuit(followTarget))
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{
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tryToGetDivingGear = true;
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tryToGetDivingSuit = true;
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}
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else if (HumanAIController.HasDivingMask(followTarget) && character.CharacterHealth.OxygenLowResistance < 1)
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{
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tryToGetDivingGear = true;
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}
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}
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else if (HumanAIController.HasDivingMask(followTarget) && character.CharacterHealth.OxygenLowResistance < 1)
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bool needsEquipment = false;
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float minOxygen = AIObjectiveFindDivingGear.GetMinOxygen(character);
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if (tryToGetDivingSuit)
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{
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tryToGetDivingGear = true;
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needsEquipment = !HumanAIController.HasDivingSuit(character, minOxygen, requireSuitablePressureProtection: !objectiveManager.FailedToFindDivingGearForDepth);
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}
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}
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bool needsEquipment = false;
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float minOxygen = AIObjectiveFindDivingGear.GetMinOxygen(character);
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if (tryToGetDivingSuit)
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{
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needsEquipment = !HumanAIController.HasDivingSuit(character, minOxygen, requireSuitablePressureProtection: !objectiveManager.FailedToFindDivingGearForDepth);
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}
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else if (tryToGetDivingGear)
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{
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needsEquipment = !HumanAIController.HasDivingGear(character, minOxygen);
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}
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if (!getDivingGearIfNeeded)
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{
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if (needsEquipment)
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else if (tryToGetDivingGear)
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{
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// Don't try to reach the target without proper equipment.
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Abandon = true;
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return;
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needsEquipment = !HumanAIController.HasDivingGear(character, minOxygen);
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}
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}
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else
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{
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if (character.LockHands)
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if (!getDivingGearIfNeeded)
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{
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cantFindDivingGear = true;
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if (needsEquipment)
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{
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// Don't try to reach the target without proper equipment.
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Abandon = true;
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return;
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}
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}
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if (cantFindDivingGear && needsDivingSuit)
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else
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{
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// Don't try to reach the target without a suit because it's lethal.
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Abandon = true;
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return;
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}
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if (needsEquipment && !cantFindDivingGear)
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{
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SteeringManager.Reset();
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: tryToGetDivingSuit, objectiveManager),
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onAbandon: () =>
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{
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cantFindDivingGear = true;
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if (needsDivingSuit)
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if (character.LockHands)
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{
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cantFindDivingGear = true;
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}
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if (cantFindDivingGear && needsDivingSuit)
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{
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// Don't try to reach the target without a suit because it's lethal.
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Abandon = true;
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return;
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}
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if (needsEquipment && !cantFindDivingGear)
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{
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SteeringManager.Reset();
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: tryToGetDivingSuit, objectiveManager),
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onAbandon: () =>
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{
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// Shouldn't try to reach the target without a suit, because it's lethal.
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Abandon = true;
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}
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else
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{
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// Try again without requiring the diving suit (or mask)
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RemoveSubObjective(ref findDivingGear);
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: !tryToGetDivingSuit, objectiveManager),
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onAbandon: () =>
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{
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Abandon = character.CurrentHull != null && (objectiveManager.CurrentOrder != this || Target.Submarine == null);
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RemoveSubObjective(ref findDivingGear);
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},
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onCompleted: () =>
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{
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RemoveSubObjective(ref findDivingGear);
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});
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}
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},
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onCompleted: () => RemoveSubObjective(ref findDivingGear));
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return;
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cantFindDivingGear = true;
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if (needsDivingSuit)
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{
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// Shouldn't try to reach the target without a suit, because it's lethal.
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Abandon = true;
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}
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else
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{
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// Try again without requiring the diving suit (or mask)
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RemoveSubObjective(ref findDivingGear);
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: !tryToGetDivingSuit, objectiveManager),
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onAbandon: () =>
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{
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Abandon = character.CurrentHull != null && (objectiveManager.CurrentOrder != this || Target.Submarine == null);
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RemoveSubObjective(ref findDivingGear);
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},
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onCompleted: () =>
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{
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RemoveSubObjective(ref findDivingGear);
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});
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}
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},
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onCompleted: () => RemoveSubObjective(ref findDivingGear));
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return;
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}
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}
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}
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}
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if (IsDoneFollowing())
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{
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OnCompleted();
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