Release 1.9.7.0 - Summer Update 2025

This commit is contained in:
Regalis11
2025-06-17 16:38:11 +03:00
parent 22227f13e5
commit ea5a2bc693
297 changed files with 7344 additions and 2421 deletions
@@ -14,6 +14,13 @@ namespace Barotrauma
public override bool KeepDivingGearOn => GetTargetHull() == null;
/// <summary>
/// Is the goal of this objective to get diving gear (i.e. has it been created by <see cref="AIObjectiveFindDivingGear"/>)?
/// If so, the objective won't attempt to create another objective if the path requires diving gear
/// (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!)
/// </summary>
public bool IsFindDivingGearSubObjective;
private AIObjectiveFindDivingGear findDivingGear;
private readonly bool repeat;
//how long until the path to the target is declared unreachable
@@ -379,85 +386,89 @@ namespace Barotrauma
}
}
if (Abandon) { return; }
bool needsDivingSuit = (!isInside || hasOutdoorNodes) && !character.IsImmuneToPressure;
bool tryToGetDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit);
bool tryToGetDivingSuit = needsDivingSuit;
Character followTarget = Target as Character;
if (Mimic && !character.IsImmuneToPressure)
if (!IsFindDivingGearSubObjective)
{
if (HumanAIController.HasDivingSuit(followTarget))
bool needsDivingSuit = (!isInside || hasOutdoorNodes) && !character.IsImmuneToPressure;
bool tryToGetDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit);
bool tryToGetDivingSuit = needsDivingSuit;
Character followTarget = Target as Character;
if (Mimic && !character.IsImmuneToPressure)
{
tryToGetDivingGear = true;
tryToGetDivingSuit = true;
if (HumanAIController.HasDivingSuit(followTarget))
{
tryToGetDivingGear = true;
tryToGetDivingSuit = true;
}
else if (HumanAIController.HasDivingMask(followTarget) && character.CharacterHealth.OxygenLowResistance < 1)
{
tryToGetDivingGear = true;
}
}
else if (HumanAIController.HasDivingMask(followTarget) && character.CharacterHealth.OxygenLowResistance < 1)
bool needsEquipment = false;
float minOxygen = AIObjectiveFindDivingGear.GetMinOxygen(character);
if (tryToGetDivingSuit)
{
tryToGetDivingGear = true;
needsEquipment = !HumanAIController.HasDivingSuit(character, minOxygen, requireSuitablePressureProtection: !objectiveManager.FailedToFindDivingGearForDepth);
}
}
bool needsEquipment = false;
float minOxygen = AIObjectiveFindDivingGear.GetMinOxygen(character);
if (tryToGetDivingSuit)
{
needsEquipment = !HumanAIController.HasDivingSuit(character, minOxygen, requireSuitablePressureProtection: !objectiveManager.FailedToFindDivingGearForDepth);
}
else if (tryToGetDivingGear)
{
needsEquipment = !HumanAIController.HasDivingGear(character, minOxygen);
}
if (!getDivingGearIfNeeded)
{
if (needsEquipment)
else if (tryToGetDivingGear)
{
// Don't try to reach the target without proper equipment.
Abandon = true;
return;
needsEquipment = !HumanAIController.HasDivingGear(character, minOxygen);
}
}
else
{
if (character.LockHands)
if (!getDivingGearIfNeeded)
{
cantFindDivingGear = true;
if (needsEquipment)
{
// Don't try to reach the target without proper equipment.
Abandon = true;
return;
}
}
if (cantFindDivingGear && needsDivingSuit)
else
{
// Don't try to reach the target without a suit because it's lethal.
Abandon = true;
return;
}
if (needsEquipment && !cantFindDivingGear)
{
SteeringManager.Reset();
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: tryToGetDivingSuit, objectiveManager),
onAbandon: () =>
{
cantFindDivingGear = true;
if (needsDivingSuit)
if (character.LockHands)
{
cantFindDivingGear = true;
}
if (cantFindDivingGear && needsDivingSuit)
{
// Don't try to reach the target without a suit because it's lethal.
Abandon = true;
return;
}
if (needsEquipment && !cantFindDivingGear)
{
SteeringManager.Reset();
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: tryToGetDivingSuit, objectiveManager),
onAbandon: () =>
{
// Shouldn't try to reach the target without a suit, because it's lethal.
Abandon = true;
}
else
{
// Try again without requiring the diving suit (or mask)
RemoveSubObjective(ref findDivingGear);
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: !tryToGetDivingSuit, objectiveManager),
onAbandon: () =>
{
Abandon = character.CurrentHull != null && (objectiveManager.CurrentOrder != this || Target.Submarine == null);
RemoveSubObjective(ref findDivingGear);
},
onCompleted: () =>
{
RemoveSubObjective(ref findDivingGear);
});
}
},
onCompleted: () => RemoveSubObjective(ref findDivingGear));
return;
cantFindDivingGear = true;
if (needsDivingSuit)
{
// Shouldn't try to reach the target without a suit, because it's lethal.
Abandon = true;
}
else
{
// Try again without requiring the diving suit (or mask)
RemoveSubObjective(ref findDivingGear);
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: !tryToGetDivingSuit, objectiveManager),
onAbandon: () =>
{
Abandon = character.CurrentHull != null && (objectiveManager.CurrentOrder != this || Target.Submarine == null);
RemoveSubObjective(ref findDivingGear);
},
onCompleted: () =>
{
RemoveSubObjective(ref findDivingGear);
});
}
},
onCompleted: () => RemoveSubObjective(ref findDivingGear));
return;
}
}
}
}
if (IsDoneFollowing())
{
OnCompleted();