Unstable v0.10.600.0
This commit is contained in:
@@ -3,7 +3,7 @@ using System.Collections.Generic;
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namespace Barotrauma
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{
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public enum AIState { Idle, Attack, Escape, Eat, Flee, Avoid, Aggressive, PassiveAggressive, Protect }
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public enum AIState { Idle, Attack, Escape, Eat, Flee, Avoid, Aggressive, PassiveAggressive, Protect, Observe }
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abstract partial class AIController : ISteerable
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{
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@@ -147,6 +147,8 @@ namespace Barotrauma
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_selectedAiTarget = null;
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}
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public void FaceTarget(ISpatialEntity target) => Character.AnimController.TargetDir = target.WorldPosition.X > Character.WorldPosition.X ? Direction.Right : Direction.Left;
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protected virtual void OnStateChanged(AIState from, AIState to) { }
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protected virtual void OnTargetChanged(AITarget previousTarget, AITarget newTarget) { }
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@@ -38,7 +38,7 @@ namespace Barotrauma
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{
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if (float.IsNaN(value))
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{
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DebugConsole.ThrowError("Attempted to set the SoundRange of an AITarget to NaN.\n" + Environment.StackTrace);
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DebugConsole.ThrowError("Attempted to set the SoundRange of an AITarget to NaN.\n" + Environment.StackTrace.CleanupStackTrace());
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return;
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}
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soundRange = MathHelper.Clamp(value, MinSoundRange, MaxSoundRange);
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@@ -52,7 +52,7 @@ namespace Barotrauma
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{
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if (float.IsNaN(value))
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{
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DebugConsole.ThrowError("Attempted to set the SightRange of an AITarget to NaN.\n" + Environment.StackTrace);
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DebugConsole.ThrowError("Attempted to set the SightRange of an AITarget to NaN.\n" + Environment.StackTrace.CleanupStackTrace());
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return;
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}
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sightRange = MathHelper.Clamp(value, MinSightRange, MaxSightRange);
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@@ -74,7 +74,7 @@ namespace Barotrauma
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{
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if (!MathUtils.IsValid(value))
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{
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string errorMsg = "Invalid AITarget sector direction (" + value + ")\n" + Environment.StackTrace;
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string errorMsg = "Invalid AITarget sector direction (" + value + ")\n" + Environment.StackTrace.CleanupStackTrace();
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("AITarget.SectorDir:" + entity?.ToString(), GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return;
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@@ -113,11 +113,11 @@ namespace Barotrauma
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if (entity == null || entity.Removed)
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{
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#if DEBUG
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DebugConsole.ThrowError("Attempted to access a removed AITarget\n" + Environment.StackTrace);
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DebugConsole.ThrowError("Attempted to access a removed AITarget\n" + Environment.StackTrace.CleanupStackTrace());
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#endif
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GameAnalyticsManager.AddErrorEventOnce("AITarget.WorldPosition:EntityRemoved",
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Attempted to access a removed AITarget\n" + Environment.StackTrace);
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"Attempted to access a removed AITarget\n" + Environment.StackTrace.CleanupStackTrace());
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return Vector2.Zero;
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}
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@@ -132,11 +132,11 @@ namespace Barotrauma
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if (entity == null || entity.Removed)
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{
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#if DEBUG
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DebugConsole.ThrowError("Attempted to access a removed AITarget\n" + Environment.StackTrace);
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DebugConsole.ThrowError("Attempted to access a removed AITarget\n" + Environment.StackTrace.CleanupStackTrace());
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#endif
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GameAnalyticsManager.AddErrorEventOnce("AITarget.WorldPosition:EntityRemoved",
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Attempted to access a removed AITarget\n" + Environment.StackTrace);
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"Attempted to access a removed AITarget\n" + Environment.StackTrace.CleanupStackTrace());
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return Vector2.Zero;
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}
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@@ -56,6 +56,8 @@ namespace Barotrauma
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private float AggressionHurt => Character.Params.AI.AggressionHurt;
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private bool AggressiveBoarding => Character.Params.AI.AggressiveBoarding;
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private FishAnimController FishAnimController => Character.AnimController as FishAnimController;
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//a point in a wall which the Character is currently targeting
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private WallTarget wallTarget;
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@@ -70,10 +72,6 @@ namespace Barotrauma
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_attackingLimb = value;
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attackVector = null;
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Reverse = _attackingLimb != null && _attackingLimb.attack.Reverse;
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if (Character.AnimController is FishAnimController fishController)
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{
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fishController.reverse = Reverse;
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}
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}
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}
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@@ -95,6 +93,7 @@ namespace Barotrauma
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private readonly float avoidTime = 3;
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private float avoidTimer;
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private float observeTimer;
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public bool StayInsideLevel = true;
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@@ -107,7 +106,7 @@ namespace Barotrauma
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{
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get
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{
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var target = GetTarget(CharacterPrefab.HumanSpeciesName);
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var target = GetTargetParams(CharacterPrefab.HumanSpeciesName);
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return target != null && target.Priority > 0.0f && (target.State == AIState.Attack || target.State == AIState.Aggressive);
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}
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}
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@@ -116,7 +115,7 @@ namespace Barotrauma
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{
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get
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{
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var target = GetTarget("room");
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var target = GetTargetParams("room");
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return target != null && target.Priority > 0.0f && (target.State == AIState.Attack || target.State == AIState.Aggressive);
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}
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}
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@@ -145,7 +144,16 @@ namespace Barotrauma
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public bool IsBeingChasedBy(Character c) => c.AIController is EnemyAIController enemyAI && enemyAI.SelectedAiTarget?.Entity is Character && (enemyAI.State == AIState.Aggressive || enemyAI.State == AIState.Attack);
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private bool IsBeingChased => SelectedAiTarget?.Entity is Character targetCharacter && IsBeingChasedBy(targetCharacter);
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public bool Reverse { get; private set; }
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private bool reverse;
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public bool Reverse
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{
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get { return reverse; }
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private set
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{
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reverse = value;
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FishAnimController.reverse = reverse;
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}
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}
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public EnemyAIController(Character c, string seed) : base(c)
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{
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@@ -214,7 +222,69 @@ namespace Barotrauma
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}
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private CharacterParams.AIParams AIParams => Character.Params.AI;
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private CharacterParams.TargetParams GetTarget(string targetTag) => AIParams.GetTarget(targetTag, false);
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private CharacterParams.TargetParams GetTargetParams(string targetTag) => AIParams.GetTarget(targetTag, false);
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private CharacterParams.TargetParams GetTargetParams(AITarget aiTarget) => GetTargetParams(GetTargetingTag(aiTarget));
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private string GetTargetingTag(AITarget aiTarget)
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{
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if (aiTarget.Entity == null) { return null; }
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string targetingTag = null;
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if (aiTarget.Entity is Character targetCharacter)
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{
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if (targetCharacter.IsDead)
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{
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targetingTag = "dead";
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}
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else if (AIParams.TryGetTarget(targetCharacter.SpeciesName, out CharacterParams.TargetParams tP))
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{
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targetingTag = tP.Tag;
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}
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else if (targetCharacter.AIController is EnemyAIController enemy)
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{
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if (targetCharacter.IsHusk && AIParams.HasTag("husk"))
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{
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targetingTag = "husk";
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}
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else
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{
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if (enemy.CombatStrength > CombatStrength)
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{
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targetingTag = "stronger";
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}
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else if (enemy.CombatStrength < CombatStrength)
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{
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targetingTag = "weaker";
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}
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}
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}
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}
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else if (aiTarget.Entity is Item targetItem)
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{
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foreach (var prio in AIParams.Targets)
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{
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if (targetItem.HasTag(prio.Tag))
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{
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targetingTag = prio.Tag;
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break;
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}
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}
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if (targetingTag == null)
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{
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if (targetItem.GetComponent<Sonar>() != null)
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{
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targetingTag = "sonar";
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}
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}
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}
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else if (aiTarget.Entity is Structure)
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{
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targetingTag = "wall";
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}
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else if (aiTarget.Entity is Hull)
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{
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targetingTag = "room";
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}
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return targetingTag;
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}
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public override void SelectTarget(AITarget target) => SelectTarget(target, 100);
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@@ -295,8 +365,9 @@ namespace Barotrauma
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updateMemoriesTimer = updateMemoriesInverval;
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}
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if (Character.HealthPercentage <= FleeHealthThreshold && SelectedAiTarget != null &&
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SelectedAiTarget.Entity is Character target && (target.IsPlayer || IsBeingChasedBy(target)))
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SelectedAiTarget.Entity is Character target && (target.IsHuman && CanPerceive(SelectedAiTarget) || IsBeingChasedBy(target)))
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{
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// Keep fleeing if being chased
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State = AIState.Flee;
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wallTarget = null;
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}
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@@ -348,6 +419,7 @@ namespace Barotrauma
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steeringManager = insideSteering;
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}
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bool useSteeringLengthAsMovementSpeed = State == AIState.Idle && Character.AnimController.InWater;
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bool run = false;
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switch (State)
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{
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@@ -425,7 +497,7 @@ namespace Barotrauma
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State = AIState.Idle;
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return;
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}
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if (SelectedAiTarget.Entity is Character targetCharacter && targetCharacter.LastAttacker is Character attacker)
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if (SelectedAiTarget.Entity is Character targetCharacter && targetCharacter.LastAttacker is Character attacker && !attacker.Removed && !attacker.IsDead)
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{
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// Attack the character that attacked the target we are protecting
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ChangeTargetState(attacker, AIState.Attack, selectedTargetingParams.Priority * 2);
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@@ -446,6 +518,63 @@ namespace Barotrauma
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UpdateIdle(deltaTime);
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}
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break;
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case AIState.Observe:
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if (SelectedAiTarget == null || SelectedAiTarget.Entity == null || SelectedAiTarget.Entity.Removed)
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{
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State = AIState.Idle;
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return;
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}
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run = false;
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sqrDist = Vector2.DistanceSquared(WorldPosition, SelectedAiTarget.WorldPosition);
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reactDist = selectedTargetingParams != null && selectedTargetingParams.ReactDistance > 0 ? selectedTargetingParams.ReactDistance : GetPerceivingRange(SelectedAiTarget);
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float halfReactDist = reactDist / 2;
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float attackDist = selectedTargetingParams != null && selectedTargetingParams.AttackDistance > 0 ? selectedTargetingParams.AttackDistance : halfReactDist;
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if (sqrDist > Math.Pow(reactDist, 2))
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{
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// Too far to react
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UpdateIdle(deltaTime);
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}
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else if (sqrDist < Math.Pow(attackDist + movementMargin, 2))
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{
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movementMargin = attackDist;
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SteeringManager.Reset();
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if (Character.AnimController.InWater)
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{
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useSteeringLengthAsMovementSpeed = true;
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Vector2 dir = Vector2.Normalize(SelectedAiTarget.WorldPosition - Character.WorldPosition);
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if (sqrDist < Math.Pow(attackDist * 0.75f, 2))
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{
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// Keep the distance, if too close
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dir = -dir;
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useSteeringLengthAsMovementSpeed = false;
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Reverse = true;
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run = true;
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}
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else
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{
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Reverse = false;
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}
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SteeringManager.SteeringManual(deltaTime, dir * 0.2f);
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}
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else
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{
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FaceTarget(SelectedAiTarget.Entity);
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}
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observeTimer -= deltaTime;
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if (observeTimer < 0)
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{
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IgnoreTarget(SelectedAiTarget);
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State = AIState.Idle;
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ResetAITarget();
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}
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}
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else
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{
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run = sqrDist > Math.Pow(attackDist * 2, 2);
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movementMargin = MathHelper.Clamp(movementMargin -= deltaTime, 0, attackDist);
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UpdateFollow(deltaTime);
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}
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break;
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default:
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throw new NotImplementedException();
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}
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@@ -465,7 +594,8 @@ namespace Barotrauma
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SteerInsideLevel(deltaTime);
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float speed = Character.AnimController.GetCurrentSpeed(run && Character.CanRun);
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steeringManager.Update(speed);
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Character.AnimController.TargetMovement = Character.ApplyMovementLimits(Steering, State == AIState.Idle && Character.AnimController.InWater ? Steering.Length() : speed);
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float targetMovement = useSteeringLengthAsMovementSpeed ? Steering.Length() : speed;
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Character.AnimController.TargetMovement = Character.ApplyMovementLimits(Steering, targetMovement);
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if (Character.CurrentHull != null && Character.AnimController.InWater)
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{
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// Halve the swimming speed inside the sub
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@@ -601,7 +731,7 @@ namespace Barotrauma
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{
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// Steer away from the target if in the same room
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Vector2 escapeDir = Vector2.Normalize(SelectedAiTarget != null ? WorldPosition - SelectedAiTarget.WorldPosition : Character.AnimController.TargetMovement);
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if (!MathUtils.IsValid(escapeDir)) escapeDir = Vector2.UnitY;
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if (!MathUtils.IsValid(escapeDir)) { escapeDir = Vector2.UnitY; }
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SteeringManager.SteeringManual(deltaTime, escapeDir);
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}
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else if (pathSteering != null)
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@@ -922,7 +1052,7 @@ namespace Barotrauma
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}
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if (!Character.AnimController.SimplePhysicsEnabled && SelectedAiTarget.Entity.Submarine != null && Character.Submarine == null && (!canAttackDoors || !canAttackWalls || !AIParams.TargetOuterWalls))
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{
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if (Vector2.DistanceSquared(Character.WorldPosition, attackWorldPos) < 2000 * 2000)
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if (wallTarget == null && Vector2.DistanceSquared(Character.WorldPosition, attackWorldPos) < 2000 * 2000)
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{
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// Check that we are not bumping into a door or a wall
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Vector2 rayStart = SimPosition;
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@@ -1193,7 +1323,7 @@ namespace Barotrauma
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}
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if (AIParams.RandomAttack)
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{
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selectedLimb = ToolBox.SelectWeightedRandom(attackLimbs, weights, Rand.RandSync.Server);
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selectedLimb = ToolBox.SelectWeightedRandom(attackLimbs, weights, Rand.RandSync.Unsynced);
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attackLimbs.Clear();
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weights.Clear();
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}
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@@ -1268,7 +1398,7 @@ namespace Barotrauma
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LatchOntoAI?.SetAttachTarget(wall.Submarine.PhysicsBody.FarseerBody, wall.Submarine, ConvertUnits.ToSimUnits(sectionPos), attachTargetNormal);
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if (Character.AnimController.CanEnterSubmarine || !wall.SectionBodyDisabled(sectionIndex) && !IsWallDisabled(wall))
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{
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if (AIParams.TargetOuterWalls || wall.prefab.Tags.Contains("inner"))
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if (AIParams.TargetOuterWalls || wall.prefab.Tags.Contains("inner") || wall.Submarine != null && wall.Submarine == Character.Submarine)
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{
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wallTarget = new WallTarget(sectionPos, wall, sectionIndex);
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}
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@@ -1309,7 +1439,7 @@ namespace Barotrauma
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bool wasLatched = IsLatchedOnSub;
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Character.AnimController.ReleaseStuckLimbs();
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LatchOntoAI?.DeattachFromBody(cooldown: 1);
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if (attacker == null || attacker.AiTarget == null) { return; }
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if (attacker == null || attacker.AiTarget == null || attacker.Removed || attacker.IsDead) { return; }
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bool isFriendly = IsFriendly(Character, attacker);
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if (wasLatched)
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{
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@@ -1414,6 +1544,11 @@ namespace Barotrauma
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avoidTimer = avoidTime * Rand.Range(0.75f, 1.25f);
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SelectTarget(attacker.AiTarget);
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}
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if (Character.HealthPercentage <= FleeHealthThreshold)
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{
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avoidTimer = Rand.Range(15, 30);
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SelectTarget(attacker.AiTarget);
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}
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}
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// 10 dmg, 100 health -> 0.1
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@@ -1534,7 +1669,7 @@ namespace Barotrauma
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{
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return;
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}
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steeringManager.SteeringManual(deltaTime, dir);
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SteeringManager.SteeringSeek(Character.GetRelativeSimPosition(SelectedAiTarget.Entity), 5);
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if (Character.AnimController.InWater)
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{
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: avoidLookAheadDistance, weight: 15);
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@@ -1557,6 +1692,7 @@ namespace Barotrauma
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foreach (AITarget aiTarget in AITarget.List)
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{
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if (!aiTarget.Enabled) { continue; }
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if (aiTarget.Entity == null) { continue; }
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if (ignoredTargets.Contains(aiTarget)) { continue; }
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if (Level.Loaded != null && aiTarget.WorldPosition.Y > Level.Loaded.Size.Y)
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{
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@@ -1626,7 +1762,7 @@ namespace Barotrauma
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}
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}
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}
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else if (aiTarget.Entity != null)
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else
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{
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// Ignore all structures and items inside wrecks
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if (aiTarget.Entity.Submarine != null && aiTarget.Entity.Submarine.Info.IsWreck) { continue; }
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@@ -1784,8 +1920,10 @@ namespace Barotrauma
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{
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targetingTag = "door";
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}
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if (door.Item.Submarine == null) { continue;}
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if (door.Item.Submarine == null) { continue; }
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bool isOutdoor = door.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom;
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// Ignore inner doors when outside
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if (character.CurrentHull == null && !isOutdoor) { continue; }
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bool isOpen = door.IsOpen || door.IsBroken;
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if (!isOpen && !canAttackDoors || (isOutdoor && !AIParams.TargetOuterWalls))
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{
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@@ -1795,26 +1933,22 @@ namespace Barotrauma
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if (isOpen && (!Character.AnimController.CanEnterSubmarine || !AggressiveBoarding))
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{
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// Ignore broken and open doors
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// Aggressive boarders don't ignore open doors, because they use them for get in.
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// Aggressive boarders don't ignore open doors, because they use them for getting in.
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continue;
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}
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if (AggressiveBoarding)
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{
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// Increase the priority if the character is outside and the door is from outside to inside
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if (character.CurrentHull == null && isOutdoor)
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if (character.CurrentHull == null)
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{
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valueModifier *= isOpen ? 5 : 1;
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}
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else
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{
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// Inside
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// Inside -> ignore open doors and outer doors
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valueModifier *= isOpen || isOutdoor ? 0 : 1;
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}
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}
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else if (character.CurrentHull == null)
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{
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valueModifier = isOutdoor ? 1 : 0;
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}
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}
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||||
else if (aiTarget.Entity is IDamageable targetDamageable && targetDamageable.Health <= 0.0f)
|
||||
{
|
||||
@@ -1823,8 +1957,13 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
if (targetingTag == null) { continue; }
|
||||
var targetParams = GetTarget(targetingTag);
|
||||
var targetParams = GetTargetParams(targetingTag);
|
||||
if (targetParams == null) { continue; }
|
||||
if (targetCharacter != null && targetCharacter.Submarine != Character.Submarine && targetParams.State == AIState.Observe)
|
||||
{
|
||||
// Don't allow to observe characters that are inside a different submarine / outside when we are inside.
|
||||
continue;
|
||||
}
|
||||
valueModifier *= targetParams.Priority;
|
||||
|
||||
if (valueModifier == 0.0f) { continue; }
|
||||
@@ -1939,7 +2078,7 @@ namespace Barotrauma
|
||||
newTarget = aiTarget;
|
||||
selectedTargetMemory = targetMemory;
|
||||
targetValue = valueModifier;
|
||||
targetingParams = GetTarget(targetingTag);
|
||||
targetingParams = GetTargetParams(targetingTag);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1999,7 +2138,7 @@ namespace Barotrauma
|
||||
{
|
||||
_selectedAiTarget = null;
|
||||
}
|
||||
else if (CanPerceive(_selectedAiTarget, distSquared: Vector2.DistanceSquared(Character.WorldPosition, _selectedAiTarget.WorldPosition)))
|
||||
else if (CanPerceive(_selectedAiTarget))
|
||||
{
|
||||
var memory = GetTargetMemory(_selectedAiTarget, false);
|
||||
if (memory != null)
|
||||
@@ -2040,7 +2179,7 @@ namespace Barotrauma
|
||||
removals.ForEach(r => targetMemories.Remove(r));
|
||||
}
|
||||
|
||||
private readonly float targetIgnoreTime = 5;
|
||||
private readonly float targetIgnoreTime = 10;
|
||||
private float targetIgnoreTimer;
|
||||
private readonly HashSet<AITarget> ignoredTargets = new HashSet<AITarget>();
|
||||
public void IgnoreTarget(AITarget target)
|
||||
@@ -2168,6 +2307,17 @@ namespace Barotrauma
|
||||
}
|
||||
#endregion
|
||||
|
||||
protected override void OnTargetChanged(AITarget previousTarget, AITarget newTarget)
|
||||
{
|
||||
base.OnTargetChanged(previousTarget, newTarget);
|
||||
if (newTarget == null) { return; }
|
||||
var targetParams = GetTargetParams(newTarget);
|
||||
if (targetParams != null)
|
||||
{
|
||||
observeTimer = targetParams.Timer * Rand.Range(0.75f, 1.25f);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnStateChanged(AIState from, AIState to)
|
||||
{
|
||||
LatchOntoAI?.DeattachFromBody();
|
||||
@@ -2189,13 +2339,17 @@ namespace Barotrauma
|
||||
|
||||
private bool CanPerceive(AITarget target, float dist = -1, float distSquared = -1)
|
||||
{
|
||||
if (distSquared > -1)
|
||||
if (dist > 0)
|
||||
{
|
||||
return distSquared <= MathUtils.Pow(target.SightRange * Sight, 2) || distSquared <= MathUtils.Pow(target.SoundRange * Hearing, 2);
|
||||
return dist <= target.SightRange * Sight || dist <= target.SoundRange * Hearing;
|
||||
}
|
||||
else
|
||||
{
|
||||
return dist <= target.SightRange * Sight || dist <= target.SoundRange * Hearing;
|
||||
if (distSquared < 0)
|
||||
{
|
||||
distSquared = Vector2.DistanceSquared(Character.WorldPosition, target.WorldPosition);
|
||||
}
|
||||
return distSquared <= MathUtils.Pow(target.SightRange * Sight, 2) || distSquared <= MathUtils.Pow(target.SoundRange * Hearing, 2);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -35,6 +35,14 @@ namespace Barotrauma
|
||||
public readonly HashSet<Hull> UnsafeHulls = new HashSet<Hull>();
|
||||
public readonly List<Item> IgnoredItems = new List<Item>();
|
||||
|
||||
private float respondToAttackTimer;
|
||||
private const float RespondToAttackInterval = 1.0f;
|
||||
|
||||
/// <summary>
|
||||
/// List of previous attacks done to this character
|
||||
/// </summary>
|
||||
private readonly Dictionary<Character, AttackResult> previousAttackResults = new Dictionary<Character, AttackResult>();
|
||||
|
||||
private class HullSafety
|
||||
{
|
||||
public float safety;
|
||||
@@ -138,6 +146,17 @@ namespace Barotrauma
|
||||
}
|
||||
if (isIncapacitated) { return; }
|
||||
|
||||
respondToAttackTimer -= deltaTime;
|
||||
if (respondToAttackTimer <= 0.0f)
|
||||
{
|
||||
foreach (var previousAttackResult in previousAttackResults)
|
||||
{
|
||||
RespondToAttack(previousAttackResult.Key, previousAttackResult.Value);
|
||||
}
|
||||
previousAttackResults.Clear();
|
||||
respondToAttackTimer = RespondToAttackInterval;
|
||||
}
|
||||
|
||||
base.Update(deltaTime);
|
||||
|
||||
foreach (var values in knownHulls)
|
||||
@@ -316,6 +335,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Character.LockHands) { return; }
|
||||
if (ObjectiveManager.CurrentObjective == null) { return; }
|
||||
if (Character.CurrentHull == null) { return; }
|
||||
bool oxygenLow = !Character.AnimController.HeadInWater && Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
|
||||
bool isCarrying = ObjectiveManager.HasActiveObjective<AIObjectiveContainItem>() || ObjectiveManager.HasActiveObjective<AIObjectiveDecontainItem>();
|
||||
|
||||
@@ -349,7 +369,9 @@ namespace Barotrauma
|
||||
if (!NeedsDivingGear(Character.CurrentHull, out bool needsSuit) || !needsSuit || oxygenLow)
|
||||
{
|
||||
bool shouldKeepTheGearOn = Character.AnimController.HeadInWater
|
||||
|| Character.Submarine.TeamID != Character.TeamID && Character.Submarine.TeamID != Character.TeamType.FriendlyNPC
|
||||
|| ObjectiveManager.IsCurrentObjective<AIObjectiveFindSafety>()
|
||||
|| ObjectiveManager.CurrentOrder is AIObjectiveGoTo goTo && goTo.Target == Character // wait order
|
||||
|| ObjectiveManager.CurrentObjective.GetSubObjectivesRecursive(true).Any(o => o.KeepDivingGearOn);
|
||||
if (oxygenLow && Character.CurrentHull.Oxygen > 0)
|
||||
{
|
||||
@@ -425,12 +447,14 @@ namespace Barotrauma
|
||||
{
|
||||
var decontainObjective = new AIObjectiveDecontainItem(Character, divingSuit, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>())
|
||||
{
|
||||
DropIfFailsToContain = false
|
||||
DropIfFails = false
|
||||
};
|
||||
decontainObjective.Abandoned += () =>
|
||||
{
|
||||
ReequipUnequipped();
|
||||
IgnoredItems.Add(targetContainer);
|
||||
};
|
||||
decontainObjective.Completed += () => ReequipUnequipped();
|
||||
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
|
||||
return;
|
||||
}
|
||||
@@ -451,7 +475,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
|
||||
{
|
||||
if (oxygenLow || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
|
||||
if (ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
|
||||
{
|
||||
mask.Drop(Character);
|
||||
}
|
||||
@@ -465,7 +489,12 @@ namespace Barotrauma
|
||||
if (targetContainer != null)
|
||||
{
|
||||
var decontainObjective = new AIObjectiveDecontainItem(Character, mask, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
|
||||
decontainObjective.Abandoned += () => IgnoredItems.Add(targetContainer);
|
||||
decontainObjective.Abandoned += () =>
|
||||
{
|
||||
ReequipUnequipped();
|
||||
IgnoredItems.Add(targetContainer);
|
||||
};
|
||||
decontainObjective.Completed += () => ReequipUnequipped();
|
||||
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
|
||||
return;
|
||||
}
|
||||
@@ -476,6 +505,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ReequipUnequipped();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -504,7 +537,11 @@ namespace Barotrauma
|
||||
if (targetContainer != null)
|
||||
{
|
||||
var decontainObjective = new AIObjectiveDecontainItem(Character, item, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
|
||||
decontainObjective.Abandoned += () => IgnoredItems.Add(targetContainer);
|
||||
decontainObjective.Abandoned += () =>
|
||||
{
|
||||
ReequipUnequipped();
|
||||
IgnoredItems.Add(targetContainer);
|
||||
};
|
||||
ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
|
||||
return;
|
||||
}
|
||||
@@ -519,6 +556,18 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void ReequipUnequipped()
|
||||
{
|
||||
foreach (var item in unequippedItems)
|
||||
{
|
||||
if (item != null && !item.Removed && Character.HasItem(item))
|
||||
{
|
||||
TakeItem(item, Character.Inventory, equip: true, dropOtherIfCannotMove: true, allowSwapping: true, storeUnequipped: false);
|
||||
}
|
||||
}
|
||||
unequippedItems.Clear();
|
||||
}
|
||||
|
||||
private enum FindItemState
|
||||
{
|
||||
None,
|
||||
@@ -528,10 +577,13 @@ namespace Barotrauma
|
||||
}
|
||||
private FindItemState findItemState;
|
||||
private int itemIndex;
|
||||
public bool FindSuitableContainer(Item containableItem, out Item suitableContainer)
|
||||
|
||||
public bool FindSuitableContainer(Item containableItem, out Item suitableContainer) => FindSuitableContainer(Character, containableItem, IgnoredItems, ref itemIndex, out suitableContainer);
|
||||
|
||||
public static bool FindSuitableContainer(Character character, Item containableItem, List<Item> ignoredItems, ref int itemIndex, out Item suitableContainer)
|
||||
{
|
||||
suitableContainer = null;
|
||||
if (Character.FindItem(ref itemIndex, out Item targetContainer, ignoredItems: IgnoredItems, customPriorityFunction: i =>
|
||||
if (character.FindItem(ref itemIndex, out Item targetContainer, ignoredItems: ignoredItems, customPriorityFunction: i =>
|
||||
{
|
||||
var container = i.GetComponent<ItemContainer>();
|
||||
if (container == null) { return 0; }
|
||||
@@ -683,6 +735,38 @@ namespace Barotrauma
|
||||
|
||||
public override void OnAttacked(Character attacker, AttackResult attackResult)
|
||||
{
|
||||
if (Character.IsDead) { return; }
|
||||
if (attacker == null || Character.IsPlayer)
|
||||
{
|
||||
// The player characters need to "respond" to the attack always, because the update loop doesn't run for them.
|
||||
// Otherwise other NPCs totally ignore when player characters are attacked.
|
||||
RespondToAttack(attacker, attackResult);
|
||||
return;
|
||||
}
|
||||
if (previousAttackResults.ContainsKey(attacker))
|
||||
{
|
||||
foreach (Affliction newAffliction in attackResult.Afflictions)
|
||||
{
|
||||
var matchingAffliction = previousAttackResults[attacker].Afflictions.Find(a => a.Prefab == newAffliction.Prefab && a.Source == newAffliction.Source);
|
||||
if (matchingAffliction == null)
|
||||
{
|
||||
previousAttackResults[attacker].Afflictions.Add(newAffliction);
|
||||
}
|
||||
else
|
||||
{
|
||||
matchingAffliction.Strength += newAffliction.Strength;
|
||||
}
|
||||
}
|
||||
previousAttackResults[attacker] = new AttackResult(previousAttackResults[attacker].Afflictions, previousAttackResults[attacker].HitLimb);
|
||||
}
|
||||
else
|
||||
{
|
||||
previousAttackResults.Add(attacker, attackResult);
|
||||
}
|
||||
}
|
||||
|
||||
private void RespondToAttack(Character attacker, AttackResult attackResult)
|
||||
{
|
||||
// excluding poisons etc
|
||||
float realDamage = attackResult.Damage;
|
||||
// including poisons etc
|
||||
@@ -691,7 +775,7 @@ namespace Barotrauma
|
||||
{
|
||||
totalDamage -= affliction.Prefab.KarmaChangeOnApplied * affliction.Strength;
|
||||
}
|
||||
if (totalDamage <= 0) { return; }
|
||||
if (totalDamage <= 0.01f) { return; }
|
||||
if (Character.IsBot)
|
||||
{
|
||||
if (attacker != null)
|
||||
@@ -735,7 +819,7 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
float cumulativeDamage = GetDamageDoneByAttacker(attacker);
|
||||
if (!Character.IsSecurity && attacker.IsBot && !attacker.IsInstigator)
|
||||
if (!Character.IsSecurity && attacker.IsBot && Character.CombatAction == null)
|
||||
{
|
||||
if (cumulativeDamage > 1)
|
||||
{
|
||||
@@ -834,7 +918,17 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (attacker.TeamID == Character.TeamType.FriendlyNPC)
|
||||
// If there are any enemies around, just ignore the friendly fire
|
||||
if (Character.CharacterList.Any(ch => ch.Submarine == Character.Submarine && !ch.Removed && !ch.IsDead && !ch.IsIncapacitated && !IsFriendly(ch) && VisibleHulls.Contains(ch.CurrentHull)))
|
||||
{
|
||||
return AIObjectiveCombat.CombatMode.None;
|
||||
}
|
||||
if (Character.IsInstigator && attacker.IsPlayer)
|
||||
{
|
||||
// The guards don't react when the player attacks instigators.
|
||||
return c.IsSecurity ? AIObjectiveCombat.CombatMode.None : (Character.CombatAction != null ? Character.CombatAction.WitnessReaction : AIObjectiveCombat.CombatMode.Retreat);
|
||||
}
|
||||
else if (attacker.TeamID == Character.TeamType.FriendlyNPC)
|
||||
{
|
||||
if (c.IsSecurity)
|
||||
{
|
||||
@@ -847,11 +941,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Character.IsInstigator)
|
||||
{
|
||||
return c.IsSecurity ? AIObjectiveCombat.CombatMode.Arrest : AIObjectiveCombat.CombatMode.Retreat;
|
||||
}
|
||||
else if (cumulativeDamage > dmgThreshold)
|
||||
if (cumulativeDamage > dmgThreshold)
|
||||
{
|
||||
if (c.IsSecurity)
|
||||
{
|
||||
@@ -1006,39 +1096,51 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool TryToMoveItem(Item item, Inventory targetInventory, bool dropIfCannotMove = true)
|
||||
private readonly HashSet<Item> unequippedItems = new HashSet<Item>();
|
||||
public bool TakeItem(Item item, Inventory targetInventory, bool equip, bool dropOtherIfCannotMove = true, bool allowSwapping = false, bool storeUnequipped = false)
|
||||
{
|
||||
var pickable = item.GetComponent<Pickable>();
|
||||
if (pickable == null) { return false; }
|
||||
int targetSlot = -1;
|
||||
//check if all the slots required by the item are free
|
||||
foreach (InvSlotType slots in pickable.AllowedSlots)
|
||||
if (equip)
|
||||
{
|
||||
if (slots.HasFlag(InvSlotType.Any)) { continue; }
|
||||
for (int i = 0; i < targetInventory.Items.Length; i++)
|
||||
int targetSlot = -1;
|
||||
//check if all the slots required by the item are free
|
||||
foreach (InvSlotType slots in pickable.AllowedSlots)
|
||||
{
|
||||
if (targetInventory is CharacterInventory characterInventory)
|
||||
if (slots.HasFlag(InvSlotType.Any)) { continue; }
|
||||
for (int i = 0; i < targetInventory.Items.Length; i++)
|
||||
{
|
||||
//slot not needed by the item, continue
|
||||
if (!slots.HasFlag(characterInventory.SlotTypes[i])) { continue; }
|
||||
}
|
||||
targetSlot = i;
|
||||
//slot free, continue
|
||||
var otherItem = targetInventory.Items[i];
|
||||
if (otherItem == null) { continue; }
|
||||
//try to move the existing item to LimbSlot.Any and continue if successful
|
||||
if (otherItem.AllowedSlots.Contains(InvSlotType.Any) && targetInventory.TryPutItem(otherItem, Character, new List<InvSlotType>() { InvSlotType.Any }))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (dropIfCannotMove)
|
||||
{
|
||||
//if everything else fails, simply drop the existing item
|
||||
otherItem.Drop(Character);
|
||||
if (targetInventory is CharacterInventory characterInventory)
|
||||
{
|
||||
//slot not needed by the item, continue
|
||||
if (!slots.HasFlag(characterInventory.SlotTypes[i])) { continue; }
|
||||
}
|
||||
targetSlot = i;
|
||||
//slot free, continue
|
||||
var otherItem = targetInventory.Items[i];
|
||||
if (otherItem == null) { continue; }
|
||||
//try to move the existing item to LimbSlot.Any and continue if successful
|
||||
if (otherItem.AllowedSlots.Contains(InvSlotType.Any) && targetInventory.TryPutItem(otherItem, Character, CharacterInventory.anySlot))
|
||||
{
|
||||
if (storeUnequipped && targetInventory.Owner == Character)
|
||||
{
|
||||
unequippedItems.Add(otherItem);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if (dropOtherIfCannotMove)
|
||||
{
|
||||
//if everything else fails, simply drop the existing item
|
||||
otherItem.Drop(Character);
|
||||
}
|
||||
}
|
||||
}
|
||||
return targetInventory.TryPutItem(item, targetSlot, allowSwapping, allowCombine: false, Character);
|
||||
}
|
||||
else
|
||||
{
|
||||
return targetInventory.TryPutItem(item, Character, CharacterInventory.anySlot);
|
||||
}
|
||||
return targetInventory.TryPutItem(item, targetSlot, false, false, Character);
|
||||
}
|
||||
|
||||
public static bool NeedsDivingGear(Hull hull, out bool needsSuit)
|
||||
@@ -1107,7 +1209,7 @@ namespace Barotrauma
|
||||
}
|
||||
//if (!otherCharacter.IsFacing(thief.WorldPosition)) { continue; }
|
||||
if (!otherCharacter.CanSeeCharacter(thief)) { continue; }
|
||||
if (!someoneSpoke)
|
||||
if (!someoneSpoke && !character.IsIncapacitated && character.Stun <= 0.0f)
|
||||
{
|
||||
if (!item.StolenDuringRound && GameMain.GameSession?.Campaign?.Map?.CurrentLocation != null)
|
||||
{
|
||||
@@ -1306,7 +1408,7 @@ namespace Barotrauma
|
||||
// Use the cached visible hulls
|
||||
visibleHulls = VisibleHulls;
|
||||
}
|
||||
bool ignoreFire = objectiveManager.HasActiveObjective<AIObjectiveExtinguishFire>();
|
||||
bool ignoreFire = objectiveManager.CurrentOrder is AIObjectiveExtinguishFires extinguishOrder && extinguishOrder.Priority > 0 || objectiveManager.HasActiveObjective<AIObjectiveExtinguishFire>();
|
||||
bool ignoreWater = HasDivingSuit(character);
|
||||
bool ignoreOxygen = ignoreWater || HasDivingMask(character);
|
||||
bool ignoreEnemies = ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
|
||||
@@ -1391,13 +1493,10 @@ namespace Barotrauma
|
||||
return hullSafety.safety;
|
||||
}
|
||||
|
||||
public void FaceTarget(ISpatialEntity target) => Character.AnimController.TargetDir = target.WorldPosition.X > Character.WorldPosition.X ? Direction.Right : Direction.Left;
|
||||
|
||||
public static bool IsFriendly(Character me, Character other, bool onlySameTeam = false)
|
||||
{
|
||||
bool sameTeam = me.TeamID == other.TeamID;
|
||||
// Only enemies are in the Team "None"
|
||||
bool friendlyTeam = me.TeamID != Character.TeamType.None && other.TeamID != Character.TeamType.None;
|
||||
bool friendlyTeam = IsOnFriendlyTeam(GameMain.GameSession?.GameMode, me, other);
|
||||
bool teamGood = sameTeam || friendlyTeam && !onlySameTeam;
|
||||
if (!teamGood) { return false; }
|
||||
bool speciesGood = other.SpeciesName == me.SpeciesName || other.Params.CompareGroup(me.Params.Group);
|
||||
@@ -1413,6 +1512,18 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
private static bool IsOnFriendlyTeam(GameMode mode, Character me, Character other)
|
||||
{
|
||||
// Only enemies are in the Team "None"
|
||||
bool friendlyTeam = me.TeamID != Character.TeamType.None && other.TeamID != Character.TeamType.None;
|
||||
// When playing a combat mission, we need to be on the same team to be friendlies
|
||||
if (friendlyTeam && mode is MissionMode mm && mm.Mission is CombatMission)
|
||||
{
|
||||
friendlyTeam = me.TeamID == other.TeamID;
|
||||
}
|
||||
return friendlyTeam;
|
||||
}
|
||||
|
||||
public static bool IsActive(Character other) => other != null && !other.Removed && !other.IsDead && !other.IsUnconscious;
|
||||
|
||||
public static bool IsTrueForAllCrewMembers(Character character, Func<HumanAIController, bool> predicate)
|
||||
|
||||
@@ -191,7 +191,7 @@ namespace Barotrauma
|
||||
}
|
||||
pathFinder.InsideSubmarine = character.Submarine != null;
|
||||
var newPath = pathFinder.FindPath(currentPos, target, character.Submarine, "(Character: " + character.Name + ")", startNodeFilter, endNodeFilter, nodeFilter, checkVisibility: checkVisibility);
|
||||
bool useNewPath = needsNewPath || currentPath == null || currentPath.CurrentNode == null;
|
||||
bool useNewPath = needsNewPath || currentPath == null || currentPath.CurrentNode == null || findPathTimer < -1;
|
||||
if (!useNewPath && currentPath != null && currentPath.CurrentNode != null && newPath.Nodes.Any() && !newPath.Unreachable)
|
||||
{
|
||||
// It's possible that the current path was calculated from a start point that is no longer valid.
|
||||
|
||||
@@ -15,6 +15,7 @@ namespace Barotrauma
|
||||
public virtual bool IgnoreUnsafeHulls => false;
|
||||
public virtual bool AbandonWhenCannotCompleteSubjectives => true;
|
||||
public virtual bool AllowSubObjectiveSorting => false;
|
||||
public virtual bool ForceOrderPriority => true;
|
||||
|
||||
/// <summary>
|
||||
/// Can there be multiple objective instaces of the same type?
|
||||
@@ -34,6 +35,7 @@ namespace Barotrauma
|
||||
public virtual bool AllowAutomaticItemUnequipping => false;
|
||||
public virtual bool AllowOutsideSubmarine => false;
|
||||
public virtual bool AllowInFriendlySubs => false;
|
||||
public virtual bool AllowInAnySub => false;
|
||||
|
||||
protected readonly List<AIObjective> subObjectives = new List<AIObjective>();
|
||||
private float _cumulatedDevotion;
|
||||
@@ -198,12 +200,10 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
if (AllowOutsideSubmarine) { return true; }
|
||||
if (character.Submarine == null) { return false; }
|
||||
return
|
||||
character.Submarine.TeamID == character.TeamID ||
|
||||
(AllowInFriendlySubs && character.Submarine.TeamID == Character.TeamType.FriendlyNPC) ||
|
||||
character.Submarine.DockedTo.Any(sub => sub.TeamID == character.TeamID);
|
||||
if (!AllowOutsideSubmarine && character.Submarine == null) { return false; }
|
||||
if (AllowInAnySub) { return true; }
|
||||
if (AllowInFriendlySubs && character.Submarine.TeamID == Character.TeamType.FriendlyNPC) { return true; }
|
||||
return character.Submarine.TeamID == character.TeamID || character.Submarine.DockedTo.Any(sub => sub.TeamID == character.TeamID);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -212,12 +212,14 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public virtual float GetPriority()
|
||||
{
|
||||
bool isOrder = objectiveManager.CurrentOrder == this;
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = !isOrder;
|
||||
return Priority;
|
||||
}
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
if (isOrder)
|
||||
{
|
||||
Priority = AIObjectiveManager.OrderPriority;
|
||||
}
|
||||
@@ -306,7 +308,7 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Attempted to add a duplicate subobjective!\n" + Environment.StackTrace);
|
||||
DebugConsole.ThrowError("Attempted to add a duplicate subobjective!\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
|
||||
+124
@@ -0,0 +1,124 @@
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveCleanupItem : AIObjective
|
||||
{
|
||||
public override string DebugTag => "cleanup item";
|
||||
public override bool KeepDivingGearOn => true;
|
||||
public override bool AllowAutomaticItemUnequipping => false;
|
||||
|
||||
public readonly Item item;
|
||||
public bool IsPriority { get; set; }
|
||||
|
||||
private readonly List<Item> ignoredContainers = new List<Item>();
|
||||
private AIObjectiveDecontainItem decontainObjective;
|
||||
private int itemIndex = 0;
|
||||
|
||||
public AIObjectiveCleanupItem(Item item, Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
this.item = item;
|
||||
}
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
return Priority;
|
||||
}
|
||||
else
|
||||
{
|
||||
float distanceFactor = 0.9f;
|
||||
if (!IsPriority && item.CurrentHull != character.CurrentHull)
|
||||
{
|
||||
float yDist = Math.Abs(character.WorldPosition.Y - item.WorldPosition.Y);
|
||||
yDist = yDist > 100 ? yDist * 5 : 0;
|
||||
float dist = Math.Abs(character.WorldPosition.X - item.WorldPosition.X) + yDist;
|
||||
distanceFactor = MathHelper.Lerp(0.9f, 0, MathUtils.InverseLerp(0, 5000, dist));
|
||||
}
|
||||
bool isSelected = character.HasItem(item);
|
||||
float selectedBonus = isSelected ? 100 - MaxDevotion : 0;
|
||||
float devotion = (CumulatedDevotion + selectedBonus) / 100;
|
||||
float reduction = IsPriority ? 1 : isSelected ? 2 : 3;
|
||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - reduction, 90);
|
||||
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (distanceFactor * PriorityModifier), 0, 1));
|
||||
}
|
||||
return Priority;
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
// Only continue when the get item sub objectives have been completed.
|
||||
if (subObjectives.Any()) { return; }
|
||||
if (HumanAIController.FindSuitableContainer(character, item, ignoredContainers, ref itemIndex, out Item suitableContainer))
|
||||
{
|
||||
itemIndex = 0;
|
||||
if (suitableContainer != null)
|
||||
{
|
||||
bool equip = item.HasTag(AIObjectiveFindDivingGear.HEAVY_DIVING_GEAR) || (
|
||||
item.GetComponent<Wearable>() == null &&
|
||||
item.AllowedSlots.None(s =>
|
||||
s == InvSlotType.Card ||
|
||||
s == InvSlotType.Head ||
|
||||
s == InvSlotType.Headset ||
|
||||
s == InvSlotType.InnerClothes ||
|
||||
s == InvSlotType.OuterClothes));
|
||||
TryAddSubObjective(ref decontainObjective, () => new AIObjectiveDecontainItem(character, item, objectiveManager, targetContainer: suitableContainer.GetComponent<ItemContainer>())
|
||||
{
|
||||
Equip = equip,
|
||||
DropIfFails = true
|
||||
},
|
||||
onCompleted: () =>
|
||||
{
|
||||
if (equip)
|
||||
{
|
||||
HumanAIController.ReequipUnequipped();
|
||||
}
|
||||
IsCompleted = true;
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
if (equip)
|
||||
{
|
||||
HumanAIController.ReequipUnequipped();
|
||||
}
|
||||
if (decontainObjective != null && decontainObjective.ContainObjective != null && decontainObjective.ContainObjective.CanBeCompleted)
|
||||
{
|
||||
ignoredContainers.Add(suitableContainer);
|
||||
}
|
||||
else
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool Check() => IsCompleted;
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
ignoredContainers.Clear();
|
||||
itemIndex = 0;
|
||||
decontainObjective = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
+85
@@ -0,0 +1,85 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class AIObjectiveCleanupItems : AIObjectiveLoop<Item>
|
||||
{
|
||||
public override string DebugTag => "cleanup items";
|
||||
public override bool KeepDivingGearOn => true;
|
||||
public override bool AllowAutomaticItemUnequipping => false;
|
||||
public override bool ForceOrderPriority => false;
|
||||
|
||||
public readonly Item prioritizedItem;
|
||||
|
||||
public AIObjectiveCleanupItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Item prioritizedItem = null)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
this.prioritizedItem = prioritizedItem;
|
||||
}
|
||||
|
||||
protected override float TargetEvaluation() => Targets.Any() ? AIObjectiveManager.RunPriority - 1 : 0;
|
||||
|
||||
protected override bool Filter(Item target)
|
||||
{
|
||||
// If the target was selected as a valid target, we'll have to accept it so that the objective can be completed.
|
||||
// The validity changes when a character picks the item up.
|
||||
if (!IsValidTarget(target, character)) { return Objectives.ContainsKey(target) && IsItemInsideValidSubmarine(target, character); }
|
||||
if (target.CurrentHull.FireSources.Count > 0) { return false; }
|
||||
// Don't repair items in rooms that have enemies inside.
|
||||
if (Character.CharacterList.Any(c => c.CurrentHull == target.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return false; }
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override IEnumerable<Item> GetList() => Item.ItemList;
|
||||
|
||||
protected override AIObjective ObjectiveConstructor(Item item)
|
||||
=> new AIObjectiveCleanupItem(item, character, objectiveManager, priorityModifier: PriorityModifier)
|
||||
{
|
||||
IsPriority = prioritizedItem == item
|
||||
};
|
||||
|
||||
protected override void OnObjectiveCompleted(AIObjective objective, Item target)
|
||||
=> HumanAIController.RemoveTargets<AIObjectiveCleanupItems, Item>(character, target);
|
||||
|
||||
private static bool IsItemInsideValidSubmarine(Item item, Character character)
|
||||
{
|
||||
if (item.CurrentHull == null) { return false; }
|
||||
if (item.Submarine == null) { return false; }
|
||||
if (item.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (!character.Submarine.IsConnectedTo(item.Submarine)) { return false; }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool IsValidTarget(Item item, Character character)
|
||||
{
|
||||
if (item == null) { return false; }
|
||||
if (item.NonInteractable) { return false; }
|
||||
if (item.ParentInventory != null) { return false; }
|
||||
if (character != null && !IsItemInsideValidSubmarine(item, character)) { return false; }
|
||||
//var rootContainer = item.GetRootContainer();
|
||||
//// Only target items lying on the ground (= not inside a container) (do we need this check?)
|
||||
//if (rootContainer != null) { return false; }
|
||||
var pickable = item.GetComponent<Pickable>();
|
||||
if (pickable == null) { return false; }
|
||||
var wire = item.GetComponent<Wire>();
|
||||
if (wire != null)
|
||||
{
|
||||
if (wire.Connections.Any()) { return false; }
|
||||
}
|
||||
else
|
||||
{
|
||||
var connectionPanel = item.GetComponent<ConnectionPanel>();
|
||||
if (connectionPanel != null && connectionPanel.Connections.Any(c => c.Wires.Any(w => w != null)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return item.Prefab.PreferredContainers.Any();
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
-9
@@ -15,6 +15,7 @@ namespace Barotrauma
|
||||
public override bool KeepDivingGearOn => true;
|
||||
public override bool IgnoreUnsafeHulls => true;
|
||||
public override bool AllowOutsideSubmarine => true;
|
||||
public override bool AllowInAnySub => true;
|
||||
|
||||
private readonly CombatMode initialMode;
|
||||
|
||||
@@ -54,8 +55,8 @@ namespace Barotrauma
|
||||
if (_weaponComponent == null)
|
||||
{
|
||||
_weaponComponent =
|
||||
Weapon.GetComponent<RangedWeapon>() as ItemComponent ??
|
||||
Weapon.GetComponent<MeleeWeapon>() as ItemComponent ??
|
||||
Weapon.GetComponent<RangedWeapon>() ??
|
||||
Weapon.GetComponent<MeleeWeapon>() ??
|
||||
Weapon.GetComponent<RepairTool>() as ItemComponent;
|
||||
}
|
||||
return _weaponComponent;
|
||||
@@ -144,6 +145,7 @@ namespace Barotrauma
|
||||
if (Enemy.Submarine == null || (Enemy.Submarine.TeamID != character.TeamID && Enemy.Submarine != character.Submarine))
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
return Priority;
|
||||
}
|
||||
}
|
||||
@@ -760,11 +762,7 @@ namespace Barotrauma
|
||||
if (HumanAIController.HasItem(character, "handlocker", out IEnumerable<Item> matchingItems) && Enemy.Stun > 0 && character.CanInteractWith(Enemy))
|
||||
{
|
||||
var handCuffs = matchingItems.First();
|
||||
if (HumanAIController.TryToMoveItem(handCuffs, Enemy.Inventory))
|
||||
{
|
||||
handCuffs.Equip(Enemy);
|
||||
}
|
||||
else
|
||||
if (!HumanAIController.TakeItem(handCuffs, Enemy.Inventory, equip: true))
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Failed to handcuff the target.", Color.Red);
|
||||
@@ -777,7 +775,7 @@ namespace Barotrauma
|
||||
if (item.StolenDuringRound)
|
||||
{
|
||||
item.Drop(character);
|
||||
character.Inventory.TryPutItem(item, character, new List<InvSlotType>() { InvSlotType.Any });
|
||||
character.Inventory.TryPutItem(item, character, CharacterInventory.anySlot);
|
||||
}
|
||||
}
|
||||
character.Speak(TextManager.Get("DialogTargetArrested"), null, 3.0f, "targetarrested", 30.0f);
|
||||
@@ -885,7 +883,11 @@ namespace Barotrauma
|
||||
|
||||
private void Attack(float deltaTime)
|
||||
{
|
||||
character.CursorPosition = Enemy.Position;
|
||||
character.CursorPosition = Enemy.WorldPosition;
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
character.CursorPosition -= character.Submarine.Position;
|
||||
}
|
||||
visibilityCheckTimer -= deltaTime;
|
||||
if (visibilityCheckTimer <= 0.0f)
|
||||
{
|
||||
|
||||
+28
-20
@@ -142,6 +142,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: should we just use GetItem?
|
||||
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(container.Item, character, objectiveManager, getDivingGearIfNeeded: AllowToFindDivingGear)
|
||||
{
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
@@ -153,27 +154,34 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
// No matching items in the inventory, try to get an item
|
||||
TryAddSubObjective(ref getItemObjective, () =>
|
||||
new AIObjectiveGetItem(character, itemIdentifiers, objectiveManager, equip: Equip, checkInventory: checkInventory, spawnItemIfNotFound: spawnItemIfNotFound)
|
||||
{
|
||||
GetItemPriority = GetItemPriority,
|
||||
ignoredContainerIdentifiers = ignoredContainerIdentifiers,
|
||||
ignoredItems = containedItems,
|
||||
AllowToFindDivingGear = AllowToFindDivingGear,
|
||||
AllowDangerousPressure = AllowDangerousPressure,
|
||||
TargetCondition = ConditionLevel
|
||||
}, onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
}, onCompleted: () =>
|
||||
{
|
||||
if (getItemObjective?.TargetItem != null)
|
||||
if (character.Submarine == null)
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No matching items in the inventory, try to get an item
|
||||
TryAddSubObjective(ref getItemObjective, () =>
|
||||
new AIObjectiveGetItem(character, itemIdentifiers, objectiveManager, equip: Equip, checkInventory: checkInventory, spawnItemIfNotFound: spawnItemIfNotFound)
|
||||
{
|
||||
containedItems.Add(getItemObjective.TargetItem);
|
||||
}
|
||||
RemoveSubObjective(ref getItemObjective);
|
||||
});
|
||||
GetItemPriority = GetItemPriority,
|
||||
ignoredContainerIdentifiers = ignoredContainerIdentifiers,
|
||||
ignoredItems = containedItems,
|
||||
AllowToFindDivingGear = AllowToFindDivingGear,
|
||||
AllowDangerousPressure = AllowDangerousPressure,
|
||||
TargetCondition = ConditionLevel
|
||||
}, onAbandon: () =>
|
||||
{
|
||||
Abandon = true;
|
||||
}, onCompleted: () =>
|
||||
{
|
||||
if (getItemObjective?.TargetItem != null)
|
||||
{
|
||||
containedItems.Add(getItemObjective.TargetItem);
|
||||
}
|
||||
RemoveSubObjective(ref getItemObjective);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+26
-38
@@ -16,9 +16,12 @@ namespace Barotrauma
|
||||
private ItemContainer targetContainer;
|
||||
private readonly Item targetItem;
|
||||
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
private AIObjectiveGetItem getItemObjective;
|
||||
private AIObjectiveContainItem containObjective;
|
||||
|
||||
public AIObjectiveGetItem GetItemObjective => getItemObjective;
|
||||
public AIObjectiveContainItem ContainObjective => containObjective;
|
||||
|
||||
public bool Equip { get; set; }
|
||||
|
||||
/// <summary>
|
||||
@@ -26,7 +29,7 @@ namespace Barotrauma
|
||||
/// In both cases abandons the objective.
|
||||
/// Note that has no effect if the target container was not defined (always drops) -> completes when the item is dropped.
|
||||
/// </summary>
|
||||
public bool DropIfFailsToContain { get; set; } = true;
|
||||
public bool DropIfFails { get; set; } = true;
|
||||
|
||||
public AIObjectiveDecontainItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, ItemContainer sourceContainer = null, ItemContainer targetContainer = null, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
@@ -74,54 +77,30 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
else if (targetContainer.Inventory.Items.Contains(itemToDecontain))
|
||||
{
|
||||
if (targetContainer.Inventory.Items.Contains(itemToDecontain))
|
||||
{
|
||||
IsCompleted = true;
|
||||
return;
|
||||
}
|
||||
IsCompleted = true;
|
||||
return;
|
||||
}
|
||||
if (goToObjective == null && !itemToDecontain.IsOwnedBy(character))
|
||||
if (getItemObjective == null && !itemToDecontain.IsOwnedBy(character))
|
||||
{
|
||||
if (sourceContainer == null)
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (!character.CanInteractWith(sourceContainer.Item, out _, checkLinked: false))
|
||||
{
|
||||
TryAddSubObjective(ref goToObjective,
|
||||
constructor: () => new AIObjectiveGoTo(sourceContainer.Item, character, objectiveManager)
|
||||
{
|
||||
// If the container changes, the item is no longer where it was
|
||||
abortCondition = () => itemToDecontain.Container != sourceContainer.Item,
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
TargetName = sourceContainer.Item.Name
|
||||
},
|
||||
onAbandon: () => Abandon = true);
|
||||
return;
|
||||
}
|
||||
TryAddSubObjective(ref getItemObjective,
|
||||
constructor: () => new AIObjectiveGetItem(character, targetItem, objectiveManager, Equip),
|
||||
onAbandon: () => Abandon = true);
|
||||
return;
|
||||
}
|
||||
if (targetContainer != null)
|
||||
{
|
||||
TryAddSubObjective(ref containObjective,
|
||||
constructor: () => new AIObjectiveContainItem(character, itemToDecontain, targetContainer, objectiveManager)
|
||||
{
|
||||
Equip = this.Equip,
|
||||
Equip = Equip,
|
||||
RemoveEmpty = false,
|
||||
GetItemPriority = this.GetItemPriority,
|
||||
GetItemPriority = GetItemPriority,
|
||||
ignoredContainerIdentifiers = sourceContainer != null ? new string[] { sourceContainer.Item.Prefab.Identifier } : null
|
||||
},
|
||||
onCompleted: () => IsCompleted = true,
|
||||
onAbandon: () =>
|
||||
{
|
||||
if (DropIfFailsToContain)
|
||||
{
|
||||
itemToDecontain.Drop(character);
|
||||
}
|
||||
Abandon = true;
|
||||
});
|
||||
onAbandon: () => Abandon = true);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -133,8 +112,17 @@ namespace Barotrauma
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
goToObjective = null;
|
||||
getItemObjective = null;
|
||||
containObjective = null;
|
||||
}
|
||||
|
||||
protected override void OnAbandon()
|
||||
{
|
||||
base.OnAbandon();
|
||||
if (DropIfFails && targetItem != null && targetItem.IsOwnedBy(character))
|
||||
{
|
||||
targetItem.Drop(character);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+28
-12
@@ -13,6 +13,8 @@ namespace Barotrauma
|
||||
public override bool ConcurrentObjectives => true;
|
||||
public override bool KeepDivingGearOn => true;
|
||||
|
||||
public override bool AllowInAnySub => true;
|
||||
|
||||
private readonly Hull targetHull;
|
||||
|
||||
private AIObjectiveGetItem getExtinguisherObjective;
|
||||
@@ -30,12 +32,15 @@ namespace Barotrauma
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
return Priority;
|
||||
}
|
||||
if (!objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>()
|
||||
&& Character.CharacterList.Any(c => c.CurrentHull == targetHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
|
||||
bool isOrder = objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>();
|
||||
if (!isOrder && Character.CharacterList.Any(c => c.CurrentHull == targetHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
|
||||
{
|
||||
// Don't go into rooms with any enemies, unless it's an order
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -43,14 +48,22 @@ namespace Barotrauma
|
||||
yDist = yDist > 100 ? yDist * 3 : 0;
|
||||
float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + yDist;
|
||||
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, dist));
|
||||
if (targetHull == character.CurrentHull)
|
||||
if (targetHull == character.CurrentHull || HumanAIController.VisibleHulls.Contains(targetHull))
|
||||
{
|
||||
distanceFactor = 1;
|
||||
}
|
||||
float severity = AIObjectiveExtinguishFires.GetFireSeverity(targetHull);
|
||||
float severityFactor = MathHelper.Lerp(0, 1, severity / 100);
|
||||
float devotion = CumulatedDevotion / 100;
|
||||
Priority = MathHelper.Lerp(0, 100, MathHelper.Clamp(devotion + (severityFactor * distanceFactor * PriorityModifier), 0, 1));
|
||||
if (severity > 0.5f && !isOrder)
|
||||
{
|
||||
// Ignore severe fires unless ordered. (Let the fire drain all the oxygen instead).
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
float devotion = CumulatedDevotion / 100;
|
||||
Priority = MathHelper.Lerp(0, 100, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
|
||||
}
|
||||
}
|
||||
return Priority;
|
||||
}
|
||||
@@ -131,13 +144,16 @@ namespace Barotrauma
|
||||
if (move)
|
||||
{
|
||||
//go to the first firesource
|
||||
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: extinguisher.Range / 2)
|
||||
if (TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager, closeEnough: extinguisher.Range / 2)
|
||||
{
|
||||
DialogueIdentifier = "dialogcannotreachfire",
|
||||
TargetName = fs.Hull.DisplayName
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref gotoObjective)))
|
||||
{
|
||||
DialogueIdentifier = "dialogcannotreachfire",
|
||||
TargetName = fs.Hull.DisplayName
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref gotoObjective));
|
||||
gotoObjective.requiredCondition = () => HumanAIController.VisibleHulls.Contains(fs.Hull);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
+14
-19
@@ -1,6 +1,8 @@
|
||||
using System.Linq;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using Barotrauma.Extensions;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -8,14 +10,22 @@ namespace Barotrauma
|
||||
{
|
||||
public override string DebugTag => "extinguish fires";
|
||||
public override bool ForceRun => true;
|
||||
public override bool AllowInAnySub => true;
|
||||
|
||||
public AIObjectiveExtinguishFires(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
|
||||
|
||||
protected override bool Filter(Hull hull) => IsValidTarget(hull, character);
|
||||
|
||||
protected override float TargetEvaluation() => Targets.Sum(t => GetFireSeverity(t));
|
||||
protected override float TargetEvaluation() =>
|
||||
// If any target is visible -> 100 priority
|
||||
Targets.Any(t => t == character.CurrentHull || HumanAIController.VisibleHulls.Contains(t)) ? 100 :
|
||||
// Else based on the fire severity
|
||||
Targets.Sum(t => GetFireSeverity(t) * 100);
|
||||
|
||||
public static float GetFireSeverity(Hull hull) => hull.FireSources.Sum(fs => fs.Size.X);
|
||||
/// <summary>
|
||||
/// 0-1 based on the horizontal size of all of the fires in the hull.
|
||||
/// </summary>
|
||||
public static float GetFireSeverity(Hull hull) => MathHelper.Lerp(0, 1, MathUtils.InverseLerp(0, Math.Min(hull.Rect.Width, 1000), hull.FireSources.Sum(fs => fs.Size.X)));
|
||||
|
||||
protected override IEnumerable<Hull> GetList() => Hull.hullList;
|
||||
|
||||
@@ -31,22 +41,7 @@ namespace Barotrauma
|
||||
if (hull.FireSources.None()) { return false; }
|
||||
if (hull.Submarine == null) { return false; }
|
||||
if (character.Submarine == null) { return false; }
|
||||
if (!character.Submarine.IsConnectedTo(hull.Submarine)) { return false; }
|
||||
if (character.AIController is HumanAIController humanAI)
|
||||
{
|
||||
if (hull.Submarine.TeamID != character.TeamID)
|
||||
{
|
||||
if (humanAI.ObjectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>())
|
||||
{
|
||||
// For orders, allow targets in the current sub (for example if the bot is inside an outpost or a wreck)
|
||||
if (hull.Submarine != character.Submarine) { return false; }
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(hull, includingConnectedSubs: true)) { return false; }
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
+1
-1
@@ -17,7 +17,7 @@ namespace Barotrauma
|
||||
private Item targetItem;
|
||||
|
||||
public static float MIN_OXYGEN = 10;
|
||||
public static string HEAVY_DIVING_GEAR = "heavydiving";
|
||||
public static string HEAVY_DIVING_GEAR = "deepdiving";
|
||||
public static string LIGHT_DIVING_GEAR = "lightdiving";
|
||||
public static string OXYGEN_SOURCE = "oxygensource";
|
||||
|
||||
|
||||
+2
-1
@@ -14,8 +14,9 @@ namespace Barotrauma
|
||||
public override bool IgnoreUnsafeHulls => true;
|
||||
public override bool ConcurrentObjectives => true;
|
||||
public override bool AllowOutsideSubmarine => true;
|
||||
public override bool AllowInAnySub => true;
|
||||
public override bool AbandonWhenCannotCompleteSubjectives => false;
|
||||
public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + Environment.StackTrace); }
|
||||
public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + Environment.StackTrace.CleanupStackTrace()); }
|
||||
|
||||
// TODO: expose?
|
||||
const float priorityIncrease = 100;
|
||||
|
||||
+13
-7
@@ -12,6 +12,7 @@ namespace Barotrauma
|
||||
public override string DebugTag => "fix leak";
|
||||
public override bool ForceRun => true;
|
||||
public override bool KeepDivingGearOn => true;
|
||||
public override bool AllowInAnySub => true;
|
||||
|
||||
public Gap Leak { get; private set; }
|
||||
|
||||
@@ -35,11 +36,7 @@ namespace Barotrauma
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
return Priority;
|
||||
}
|
||||
if (Leak.Removed || Leak.Open <= 0)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
}
|
||||
else if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective<AIObjectiveFixLeak>()?.Leak == Leak))
|
||||
{
|
||||
@@ -116,7 +113,7 @@ namespace Barotrauma
|
||||
{
|
||||
HumanAIController.AnimController.Crouching = true;
|
||||
}
|
||||
float reach = repairTool.Range + ConvertUnits.ToDisplayUnits(((HumanoidAnimController)character.AnimController).ArmLength);
|
||||
float reach = CalculateReach(repairTool, character);
|
||||
bool canOperate = toLeak.LengthSquared() < reach * reach;
|
||||
if (canOperate)
|
||||
{
|
||||
@@ -144,7 +141,7 @@ namespace Barotrauma
|
||||
onAbandon: () =>
|
||||
{
|
||||
if (Check()) { IsCompleted = true; }
|
||||
else if ((Leak.WorldPosition - character.WorldPosition).LengthSquared() > reach * reach * 2)
|
||||
else if ((Leak.WorldPosition - character.WorldPosition).LengthSquared() > MathUtils.Pow(reach * 2, 2))
|
||||
{
|
||||
// Too far
|
||||
Abandon = true;
|
||||
@@ -167,5 +164,14 @@ namespace Barotrauma
|
||||
gotoObjective = null;
|
||||
operateObjective = null;
|
||||
}
|
||||
|
||||
public static float CalculateReach(RepairTool repairTool, Character character)
|
||||
{
|
||||
float armLength = ConvertUnits.ToDisplayUnits(((HumanoidAnimController)character.AnimController).ArmLength);
|
||||
// This is an approximation, because we don't know the exact reach until the pose is taken.
|
||||
// And even then the actual range depends on the direction we are aiming to.
|
||||
// Found out that without any multiplier the value (209) is often too short.
|
||||
return repairTool.Range + armLength * 1.2f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+4
-6
@@ -9,6 +9,7 @@ namespace Barotrauma
|
||||
public override string DebugTag => "fix leaks";
|
||||
public override bool ForceRun => true;
|
||||
public override bool KeepDivingGearOn => true;
|
||||
public override bool AllowInAnySub => true;
|
||||
private Hull PrioritizedHull { get; set; }
|
||||
|
||||
public AIObjectiveFixLeaks(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Hull prioritizedHull = null) : base(character, objectiveManager, priorityModifier)
|
||||
@@ -71,12 +72,9 @@ namespace Barotrauma
|
||||
{
|
||||
if (gap == null) { return false; }
|
||||
if (gap.ConnectedWall == null || gap.ConnectedDoor != null || gap.Open <= 0 || gap.linkedTo.All(l => l == null)) { return false; }
|
||||
if (gap.Submarine == null) { return false; }
|
||||
if (gap.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (!character.Submarine.IsConnectedTo(gap.Submarine)) { return false; }
|
||||
}
|
||||
if (gap.Submarine == null || character.Submarine == null) { return false; }
|
||||
// Don't allow going into another sub, unless it's connected and of the same team and type.
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(gap, includingConnectedSubs: true)) { return false; }
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
+44
-13
@@ -37,6 +37,7 @@ namespace Barotrauma
|
||||
public static float DefaultReach = 100;
|
||||
|
||||
public bool AllowToFindDivingGear { get; set; } = true;
|
||||
public bool MustBeSpecificItem { get; set; }
|
||||
|
||||
public AIObjectiveGetItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, bool equip = true, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
@@ -84,6 +85,11 @@ namespace Barotrauma
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (character.Submarine == null)
|
||||
{
|
||||
Abandon = true;
|
||||
return;
|
||||
}
|
||||
if (identifiersOrTags != null && !isDoneSeeking)
|
||||
{
|
||||
if (checkInventory)
|
||||
@@ -109,7 +115,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
FindTargetItem();
|
||||
objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
|
||||
if (!objectiveManager.IsCurrentOrder<AIObjectiveGoTo>())
|
||||
{
|
||||
objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -137,7 +146,8 @@ namespace Barotrauma
|
||||
if (originalTarget == null)
|
||||
{
|
||||
// Try again
|
||||
Reset();
|
||||
ignoredItems.Add(targetItem);
|
||||
ResetInternal();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -176,12 +186,8 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
if (HumanAIController.TryToMoveItem(targetItem, character.Inventory))
|
||||
if (HumanAIController.TakeItem(targetItem, character.Inventory, equip, storeUnequipped: true))
|
||||
{
|
||||
if (equip)
|
||||
{
|
||||
targetItem.Equip(character);
|
||||
}
|
||||
IsCompleted = true;
|
||||
}
|
||||
else
|
||||
@@ -207,8 +213,16 @@ namespace Barotrauma
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
ignoredItems.Add(targetItem);
|
||||
Reset();
|
||||
if (originalTarget == null)
|
||||
{
|
||||
// Try again
|
||||
ignoredItems.Add(targetItem);
|
||||
ResetInternal();
|
||||
}
|
||||
else
|
||||
{
|
||||
Abandon = true;
|
||||
}
|
||||
},
|
||||
onCompleted: () => RemoveSubObjective(ref goToObjective));
|
||||
}
|
||||
@@ -235,13 +249,13 @@ namespace Barotrauma
|
||||
Submarine mySub = character.Submarine;
|
||||
if (itemSub == null) { continue; }
|
||||
if (mySub == null) { continue; }
|
||||
if (itemSub.TeamID != mySub.TeamID && itemSub.TeamID != character.TeamID) { continue; }
|
||||
if (!CheckItem(item)) { continue; }
|
||||
if (ignoredContainerIdentifiers != null && item.Container != null)
|
||||
{
|
||||
if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
|
||||
}
|
||||
if (!mySub.IsConnectedTo(itemSub)) { continue; }
|
||||
// Don't allow going into another sub, unless it's connected and of the same team and type.
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(item, includingConnectedSubs: true)) { continue; }
|
||||
if (character.IsItemTakenBySomeoneElse(item)) { continue; }
|
||||
float itemPriority = 1;
|
||||
if (GetItemPriority != null)
|
||||
@@ -272,7 +286,7 @@ namespace Barotrauma
|
||||
if (!(MapEntityPrefab.List.FirstOrDefault(me => me is ItemPrefab ip && identifiersOrTags.Any(id => id == ip.Identifier || ip.Tags.Contains(id))) is ItemPrefab prefab))
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s): {string.Join(", ", identifiersOrTags)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}, tried to spawn the item but no matching item prefabs were found.", Color.Yellow);
|
||||
#endif
|
||||
Abandon = true;
|
||||
}
|
||||
@@ -291,7 +305,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s): {string.Join(", ", identifiersOrTags)}", Color.Yellow);
|
||||
DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s) or tag(s): {string.Join(", ", identifiersOrTags)}", Color.Yellow);
|
||||
#endif
|
||||
Abandon = true;
|
||||
}
|
||||
@@ -330,11 +344,28 @@ namespace Barotrauma
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
ResetInternal();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Does not reset the ignored items list
|
||||
/// </summary>
|
||||
private void ResetInternal()
|
||||
{
|
||||
goToObjective = null;
|
||||
targetItem = originalTarget;
|
||||
moveToTarget = targetItem?.GetRootInventoryOwner();
|
||||
isDoneSeeking = false;
|
||||
currSearchIndex = 0;
|
||||
}
|
||||
|
||||
protected override void OnAbandon()
|
||||
{
|
||||
base.OnAbandon();
|
||||
if (objectiveManager.CurrentOrder != null)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogCannotFindItem"), null, 0.0f, "cannotfinditem", 10.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+117
-15
@@ -1,5 +1,6 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -50,6 +51,7 @@ namespace Barotrauma
|
||||
public override bool AbandonWhenCannotCompleteSubjectives => !repeat;
|
||||
|
||||
public override bool AllowOutsideSubmarine => AllowGoingOutside;
|
||||
public override bool AllowInAnySub => true;
|
||||
|
||||
public string DialogueIdentifier { get; set; }
|
||||
public string TargetName { get; set; }
|
||||
@@ -60,17 +62,27 @@ namespace Barotrauma
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
bool isOrder = objectiveManager.CurrentOrder == this;
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = !isOrder;
|
||||
return Priority;
|
||||
}
|
||||
if (followControlledCharacter && Character.Controlled == null)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = !isOrder;
|
||||
}
|
||||
if (Target is Entity e && e.Removed)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = !isOrder;
|
||||
}
|
||||
if (IgnoreIfTargetDead && Target is Character character && character.IsDead)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = !isOrder;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -84,7 +96,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
Priority = objectiveManager.CurrentOrder == this ? AIObjectiveManager.OrderPriority : 10;
|
||||
Priority = isOrder ? AIObjectiveManager.OrderPriority : 10;
|
||||
}
|
||||
}
|
||||
return Priority;
|
||||
@@ -93,7 +105,7 @@ namespace Barotrauma
|
||||
public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1, float closeEnough = 0)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
this.Target = target;
|
||||
Target = target;
|
||||
this.repeat = repeat;
|
||||
waitUntilPathUnreachable = 3.0f;
|
||||
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
|
||||
@@ -260,6 +272,53 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!character.AnimController.InWater)
|
||||
{
|
||||
useScooter = false;
|
||||
checkScooterTimer = 0;
|
||||
}
|
||||
else if (checkScooterTimer <= 0)
|
||||
{
|
||||
useScooter = false;
|
||||
checkScooterTimer = checkScooterTime;
|
||||
string scooterTag = "scooter";
|
||||
string batteryTag = "mobilebattery";
|
||||
Item scooter = null;
|
||||
bool isScooterEquipped = false;
|
||||
float closeEnough = 250;
|
||||
float squaredDistance = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition);
|
||||
bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!mimic ||
|
||||
(Target is Character targetCharacter && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
|
||||
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, batteryTag, requireEquipped: true))
|
||||
{
|
||||
scooter = equippedScooters.FirstOrDefault();
|
||||
isScooterEquipped = scooter != null;
|
||||
}
|
||||
else if (shouldUseScooter && HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> scooters, batteryTag, requireEquipped: false))
|
||||
{
|
||||
scooter = scooters.FirstOrDefault();
|
||||
if (scooter != null)
|
||||
{
|
||||
isScooterEquipped = HumanAIController.TakeItem(scooter, character.Inventory, equip: true, dropOtherIfCannotMove: false, allowSwapping: true, storeUnequipped: false);
|
||||
}
|
||||
}
|
||||
if (scooter != null && isScooterEquipped)
|
||||
{
|
||||
if (shouldUseScooter)
|
||||
{
|
||||
useScooter = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Unequip
|
||||
character.Inventory.TryPutItem(scooter, character, CharacterInventory.anySlot);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
checkScooterTimer -= deltaTime;
|
||||
}
|
||||
if (SteeringManager == PathSteering)
|
||||
{
|
||||
Func<PathNode, bool> nodeFilter = null;
|
||||
@@ -274,47 +333,90 @@ namespace Barotrauma
|
||||
}, endNodeFilter, nodeFilter, CheckVisibility);
|
||||
if (!isInside && PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable)
|
||||
{
|
||||
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(Target.WorldPosition - character.WorldPosition));
|
||||
if (character.AnimController.InWater)
|
||||
if (useScooter)
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
|
||||
UseScooter(Target.WorldPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(Target.WorldPosition - character.WorldPosition));
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (useScooter && PathSteering.CurrentPath?.CurrentNode != null)
|
||||
{
|
||||
UseScooter(PathSteering.CurrentPath.CurrentNode.WorldPosition);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SteeringManager.SteeringSeek(character.GetRelativeSimPosition(Target), 10);
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
|
||||
if (useScooter)
|
||||
{
|
||||
UseScooter(Target.WorldPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
SteeringManager.SteeringSeek(character.GetRelativeSimPosition(Target), 10);
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UseScooter(Vector2 targetWorldPos)
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
character.CursorPosition = targetWorldPos;
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
character.CursorPosition -= character.Submarine.Position;
|
||||
}
|
||||
Vector2 dir = Vector2.Normalize(character.CursorPosition - character.Position);
|
||||
if (!MathUtils.IsValid(dir)) { dir = Vector2.UnitY; }
|
||||
SteeringManager.SteeringManual(1.0f, dir);
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
character.SetInput(InputType.Shoot, false, true);
|
||||
}
|
||||
}
|
||||
|
||||
public Hull GetTargetHull()
|
||||
private bool useScooter;
|
||||
private float checkScooterTimer;
|
||||
private readonly float checkScooterTime = 0.2f;
|
||||
|
||||
public Hull GetTargetHull() => GetTargetHull(Target);
|
||||
|
||||
public static Hull GetTargetHull(ISpatialEntity target)
|
||||
{
|
||||
if (Target is Hull h)
|
||||
if (target is Hull h)
|
||||
{
|
||||
return h;
|
||||
}
|
||||
else if (Target is Item i)
|
||||
else if (target is Item i)
|
||||
{
|
||||
return i.CurrentHull;
|
||||
}
|
||||
else if (Target is Character c)
|
||||
else if (target is Character c)
|
||||
{
|
||||
return c.CurrentHull;
|
||||
}
|
||||
else if (Target is Gap g)
|
||||
else if (target is Gap g)
|
||||
{
|
||||
return g.FlowTargetHull;
|
||||
}
|
||||
else if (Target is WayPoint wp)
|
||||
else if (target is WayPoint wp)
|
||||
{
|
||||
return wp.CurrentHull;
|
||||
}
|
||||
else if (Target is FireSource fs)
|
||||
else if (target is FireSource fs)
|
||||
{
|
||||
return fs.Hull;
|
||||
}
|
||||
else if (target is OrderTarget ot)
|
||||
{
|
||||
return ot.Hull;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -361,7 +463,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Target is Item item)
|
||||
{
|
||||
if (character.CanInteractWith(item, out _, checkLinked: false)) { IsCompleted = true; }
|
||||
if (!character.IsClimbing && character.CanInteractWith(item, out _, checkLinked: false)) { IsCompleted = true; }
|
||||
}
|
||||
else if (Target is Character targetCharacter)
|
||||
{
|
||||
|
||||
+90
-48
@@ -1,4 +1,5 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Items.Components;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
@@ -11,14 +12,14 @@ namespace Barotrauma
|
||||
{
|
||||
public override string DebugTag => "idle";
|
||||
public override bool AllowAutomaticItemUnequipping => true;
|
||||
public override bool AllowOutsideSubmarine => true;
|
||||
public override bool AllowInAnySub => true;
|
||||
|
||||
private BehaviorType behavior;
|
||||
public BehaviorType Behavior
|
||||
{
|
||||
get { return behavior; }
|
||||
set
|
||||
{
|
||||
set
|
||||
{
|
||||
behavior = value;
|
||||
switch (behavior)
|
||||
{
|
||||
@@ -27,16 +28,13 @@ namespace Barotrauma
|
||||
newTargetIntervalMax = 20;
|
||||
standStillMin = 2;
|
||||
standStillMax = 10;
|
||||
walkDurationMin = 5;
|
||||
walkDurationMax = 10;
|
||||
break;
|
||||
case BehaviorType.Passive:
|
||||
case BehaviorType.StayInHull:
|
||||
newTargetIntervalMin = 60;
|
||||
newTargetIntervalMax = 120;
|
||||
standStillMin = 30;
|
||||
standStillMax = 60;
|
||||
walkDurationMin = 5;
|
||||
walkDurationMax = 10;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -46,8 +44,8 @@ namespace Barotrauma
|
||||
private float newTargetIntervalMax;
|
||||
private float standStillMin;
|
||||
private float standStillMax;
|
||||
private float walkDurationMin;
|
||||
private float walkDurationMax;
|
||||
private readonly float walkDurationMin = 5;
|
||||
private readonly float walkDurationMax = 10;
|
||||
|
||||
public enum BehaviorType
|
||||
{
|
||||
@@ -55,7 +53,7 @@ namespace Barotrauma
|
||||
Passive,
|
||||
StayInHull
|
||||
}
|
||||
|
||||
public Hull TargetHull { get; set; }
|
||||
private Hull currentTarget;
|
||||
private float newTargetTimer;
|
||||
|
||||
@@ -86,7 +84,7 @@ namespace Barotrauma
|
||||
protected override bool Check() => false;
|
||||
public override bool CanBeCompleted => true;
|
||||
|
||||
public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + Environment.StackTrace); }
|
||||
public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + Environment.StackTrace.CleanupStackTrace()); }
|
||||
|
||||
public readonly HashSet<string> PreferredOutpostModuleTypes = new HashSet<string>();
|
||||
|
||||
@@ -142,6 +140,8 @@ namespace Barotrauma
|
||||
timerMargin = 0;
|
||||
}
|
||||
|
||||
private bool IsSteeringFinished() => PathSteering.CurrentPath != null && (PathSteering.CurrentPath.Finished || PathSteering.CurrentPath.Unreachable);
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (PathSteering == null) { return; }
|
||||
@@ -164,12 +164,30 @@ namespace Barotrauma
|
||||
character.DeselectCharacter();
|
||||
}
|
||||
|
||||
if (behavior != BehaviorType.StayInHull)
|
||||
if (!character.IsClimbing)
|
||||
{
|
||||
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
|
||||
(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
|
||||
character.SelectedConstruction = null;
|
||||
}
|
||||
|
||||
bool IsSteeringFinished() => PathSteering.CurrentPath != null && (PathSteering.CurrentPath.Finished || PathSteering.CurrentPath.Unreachable);
|
||||
CleanupItems(deltaTime);
|
||||
|
||||
if (behavior == BehaviorType.StayInHull)
|
||||
{
|
||||
currentTarget = TargetHull;
|
||||
bool stayInHull = character.CurrentHull == currentTarget && IsSteeringFinished() && !character.IsClimbing;
|
||||
if (stayInHull)
|
||||
{
|
||||
Wander(deltaTime);
|
||||
}
|
||||
else if (currentTarget != null)
|
||||
{
|
||||
PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1, nodeFilter: node => node.Waypoint.CurrentHull != null);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
|
||||
(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
|
||||
|
||||
if (currentTarget != null && !currentTargetIsInvalid)
|
||||
{
|
||||
@@ -226,7 +244,7 @@ namespace Barotrauma
|
||||
searchingNewHull = true;
|
||||
return;
|
||||
}
|
||||
else if (targetHulls.Count > 0)
|
||||
else if (targetHulls.Any())
|
||||
{
|
||||
//choose a random available hull
|
||||
currentTarget = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
|
||||
@@ -242,12 +260,13 @@ namespace Barotrauma
|
||||
});
|
||||
if (path.Unreachable)
|
||||
{
|
||||
//can't go to this room, remove it from the list and try another room next frame
|
||||
//can't go to this room, remove it from the list and try another room
|
||||
int index = targetHulls.IndexOf(currentTarget);
|
||||
targetHulls.RemoveAt(index);
|
||||
hullWeights.RemoveAt(index);
|
||||
PathSteering.Reset();
|
||||
currentTarget = null;
|
||||
SetTargetTimerLow();
|
||||
return;
|
||||
}
|
||||
searchingNewHull = false;
|
||||
@@ -263,47 +282,25 @@ namespace Barotrauma
|
||||
{
|
||||
character.AIController.SelectTarget(currentTarget.AiTarget);
|
||||
string errorMsg = null;
|
||||
#if DEBUG
|
||||
#if DEBUG
|
||||
bool isRoomNameFound = currentTarget.DisplayName != null;
|
||||
errorMsg = "(Character " + character.Name + " idling, target " + (isRoomNameFound ? currentTarget.DisplayName : currentTarget.ToString()) + ")";
|
||||
#endif
|
||||
#endif
|
||||
var path = PathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition, errorMsgStr: errorMsg, nodeFilter: node => node.Waypoint.CurrentHull != null);
|
||||
PathSteering.SetPath(path);
|
||||
}
|
||||
SetTargetTimerNormal();
|
||||
}
|
||||
}
|
||||
newTargetTimer -= deltaTime;
|
||||
}
|
||||
|
||||
//wander randomly
|
||||
// - if reached the end of the path
|
||||
// - if the target is unreachable
|
||||
// - if the path requires going outside
|
||||
if (!character.IsClimbing)
|
||||
{
|
||||
if (behavior == BehaviorType.StayInHull || SteeringManager != PathSteering || (PathSteering.CurrentPath != null &&
|
||||
(PathSteering.CurrentPath.Finished || PathSteering.CurrentPath.Unreachable || PathSteering.CurrentPath.HasOutdoorsNodes)))
|
||||
if (!character.IsClimbing && IsSteeringFinished())
|
||||
{
|
||||
Wander(deltaTime);
|
||||
return;
|
||||
}
|
||||
character.SelectedConstruction = null;
|
||||
}
|
||||
|
||||
if (currentTarget != null)
|
||||
{
|
||||
if (SteeringManager == PathSteering)
|
||||
else if (currentTarget != null)
|
||||
{
|
||||
PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1, nodeFilter: node => node.Waypoint.CurrentHull != null);
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AIController.SteeringManager.SteeringSeek(character.GetRelativeSimPosition(currentTarget));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Wander(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -328,7 +325,7 @@ namespace Barotrauma
|
||||
{
|
||||
//if there are characters too close on both sides, don't try to steer away from them
|
||||
//because it'll cause the character to spaz out trying to avoid both
|
||||
if (tooCloseCharacter != null &&
|
||||
if (tooCloseCharacter != null &&
|
||||
Math.Sign(tooCloseCharacter.WorldPosition.X - character.WorldPosition.X) != Math.Sign(c.WorldPosition.X - character.WorldPosition.X))
|
||||
{
|
||||
tooCloseCharacter = null;
|
||||
@@ -336,7 +333,7 @@ namespace Barotrauma
|
||||
}
|
||||
tooCloseCharacter = c;
|
||||
}
|
||||
HumanAIController.FaceTarget(c);
|
||||
HumanAIController.FaceTarget(c);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -344,7 +341,7 @@ namespace Barotrauma
|
||||
{
|
||||
Vector2 diff = character.WorldPosition - tooCloseCharacter.WorldPosition;
|
||||
if (diff.LengthSquared() < 0.0001f) { diff = Rand.Vector(1.0f); }
|
||||
if (Math.Abs(diff.X) > 0 &&
|
||||
if (Math.Abs(diff.X) > 0 &&
|
||||
(character.WorldPosition.X > currentHull.WorldRect.Right - 50 || character.WorldPosition.X < currentHull.WorldRect.Left + 50))
|
||||
{
|
||||
// Between a wall and a character -> move away
|
||||
@@ -459,6 +456,48 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
#region Cleaning
|
||||
private readonly float checkItemsInterval = 1;
|
||||
private float checkItemsTimer;
|
||||
private readonly List<Item> itemsToClean = new List<Item>();
|
||||
private readonly List<Item> ignoredItems = new List<Item>();
|
||||
|
||||
private void CleanupItems(float deltaTime)
|
||||
{
|
||||
if (checkItemsTimer <= 0)
|
||||
{
|
||||
checkItemsTimer = checkItemsInterval * Rand.Range(0.9f, 1.1f);
|
||||
var hull = character.CurrentHull;
|
||||
if (hull != null)
|
||||
{
|
||||
itemsToClean.Clear();
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.CurrentHull != hull) { continue; }
|
||||
if (AIObjectiveCleanupItems.IsValidTarget(item, character) && !ignoredItems.Contains(item))
|
||||
{
|
||||
itemsToClean.Add(item);
|
||||
}
|
||||
}
|
||||
if (itemsToClean.Any())
|
||||
{
|
||||
var targetItem = itemsToClean.OrderBy(i => Math.Abs(character.WorldPosition.X - i.WorldPosition.X)).FirstOrDefault();
|
||||
if (targetItem != null)
|
||||
{
|
||||
var cleanupObjective = new AIObjectiveCleanupItem(targetItem, character, objectiveManager, PriorityModifier);
|
||||
cleanupObjective.Abandoned += () => ignoredItems.Add(targetItem);
|
||||
subObjectives.Add(cleanupObjective);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
checkItemsTimer -= deltaTime;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
public static bool IsForbidden(Hull hull)
|
||||
{
|
||||
if (hull == null) { return true; }
|
||||
@@ -475,6 +514,9 @@ namespace Barotrauma
|
||||
tooCloseCharacter = null;
|
||||
targetHulls.Clear();
|
||||
hullWeights.Clear();
|
||||
checkItemsTimer = 0;;
|
||||
itemsToClean.Clear();
|
||||
ignoredItems.Clear();
|
||||
autonomousObjectiveRetryTimer = 10;
|
||||
}
|
||||
}
|
||||
|
||||
+8
-4
@@ -1,6 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Barotrauma.Extensions;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -46,7 +45,7 @@ namespace Barotrauma
|
||||
public override bool AllowSubObjectiveSorting => true;
|
||||
public virtual bool InverseTargetEvaluation => false;
|
||||
|
||||
public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
|
||||
public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace.CleanupStackTrace()); }
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
@@ -79,7 +78,12 @@ namespace Barotrauma
|
||||
var target = objective.Key;
|
||||
if (!Targets.Contains(target))
|
||||
{
|
||||
subObjectives.Remove(objective.Value);
|
||||
var subObjective = objective.Value;
|
||||
if (CurrentSubObjective == subObjective)
|
||||
{
|
||||
CurrentSubObjective.Abandon = !CurrentSubObjective.IsCompleted;
|
||||
}
|
||||
subObjectives.Remove(subObjective);
|
||||
}
|
||||
}
|
||||
SyncRemovedObjectives(Objectives, GetList());
|
||||
@@ -137,7 +141,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
{
|
||||
Priority = AIObjectiveManager.OrderPriority;
|
||||
Priority = ForceOrderPriority ? AIObjectiveManager.OrderPriority : targetValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
+32
-6
@@ -70,7 +70,7 @@ namespace Barotrauma
|
||||
if (objective == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Attempted to add a null objective to AIObjectiveManager\n" + Environment.StackTrace);
|
||||
DebugConsole.ThrowError("Attempted to add a null objective to AIObjectiveManager\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
@@ -128,8 +128,7 @@ namespace Barotrauma
|
||||
var orderPrefab = Order.GetPrefab(autonomousObjective.identifier);
|
||||
if (orderPrefab == null) { throw new Exception($"Could not find a matching prefab by the identifier: '{autonomousObjective.identifier}'"); }
|
||||
var item = orderPrefab.MustSetTarget ? orderPrefab.GetMatchingItems(character.Submarine, mustBelongToPlayerSub: false, requiredTeam: character.Info.TeamID)?.GetRandom() : null;
|
||||
var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity,
|
||||
item?.Components.FirstOrDefault(ic => ic.GetType() == orderPrefab.ItemComponentType), orderGiver: character);
|
||||
var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
|
||||
if (order == null) { continue; }
|
||||
if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != Character.TeamType.FriendlyNPC) { continue; }
|
||||
var objective = CreateObjective(order, autonomousObjective.option, character, isAutonomous: true, autonomousObjective.priorityModifier);
|
||||
@@ -147,7 +146,7 @@ namespace Barotrauma
|
||||
if (objective == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError($"{character.Name}: Attempted to add a null objective to AIObjectiveManager\n" + Environment.StackTrace);
|
||||
DebugConsole.ThrowError($"{character.Name}: Attempted to add a null objective to AIObjectiveManager\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
@@ -314,9 +313,10 @@ namespace Barotrauma
|
||||
};
|
||||
break;
|
||||
case "wait":
|
||||
newObjective = new AIObjectiveGoTo(order.TargetEntity ?? character, character, this, repeat: true, priorityModifier: priorityModifier)
|
||||
newObjective = new AIObjectiveGoTo(order.TargetSpatialEntity ?? character, character, this, repeat: true, priorityModifier: priorityModifier)
|
||||
{
|
||||
AllowGoingOutside = character.CurrentHull == null
|
||||
AllowGoingOutside = order.TargetSpatialEntity == null ? character.CurrentHull == null :
|
||||
character.Submarine == null || character.Submarine != order.TargetSpatialEntity.Submarine
|
||||
};
|
||||
break;
|
||||
case "fixleaks":
|
||||
@@ -374,6 +374,32 @@ namespace Barotrauma
|
||||
Override = orderGiver != null && orderGiver.IsPlayer
|
||||
};
|
||||
break;
|
||||
case "setchargepct":
|
||||
newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, false, priorityModifier: priorityModifier)
|
||||
{
|
||||
IsLoop = false,
|
||||
Override = character.CurrentOrder != null,
|
||||
completionCondition = () =>
|
||||
{
|
||||
if (float.TryParse(option, out float pct))
|
||||
{
|
||||
var targetRatio = Math.Clamp(pct, 0f, 1f);
|
||||
var currentRatio = (order.TargetItemComponent as PowerContainer).RechargeRatio;
|
||||
return Math.Abs(targetRatio - currentRatio) < 0.05f;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
};
|
||||
break;
|
||||
case "getitem":
|
||||
newObjective = new AIObjectiveGetItem(character, order.TargetEntity as Item ?? order.TargetItemComponent?.Item, this, false, priorityModifier: priorityModifier)
|
||||
{
|
||||
MustBeSpecificItem = true
|
||||
};
|
||||
break;
|
||||
case "cleanupitems":
|
||||
newObjective = new AIObjectiveCleanupItems(character, this, priorityModifier, order.TargetEntity as Item);
|
||||
break;
|
||||
default:
|
||||
if (order.TargetItemComponent == null) { return null; }
|
||||
if (order.TargetItemComponent.Item.NonInteractable) { return null; }
|
||||
|
||||
+6
-3
@@ -11,6 +11,7 @@ namespace Barotrauma
|
||||
public override string DebugTag => $"operate item {component.Name}";
|
||||
public override bool AllowAutomaticItemUnequipping => true;
|
||||
public override bool AllowMultipleInstances => true;
|
||||
public override bool AllowInAnySub => true;
|
||||
|
||||
private ItemComponent component, controller;
|
||||
private Entity operateTarget;
|
||||
@@ -35,9 +36,11 @@ namespace Barotrauma
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
bool isOrder = objectiveManager.CurrentOrder == this;
|
||||
if (!IsAllowed || character.LockHands)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = !isOrder;
|
||||
return Priority;
|
||||
}
|
||||
if (component.Item.ConditionPercentage <= 0)
|
||||
@@ -46,7 +49,6 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
bool isOrder = objectiveManager.CurrentOrder == this;
|
||||
if (isOrder)
|
||||
{
|
||||
Priority = AIObjectiveManager.OrderPriority;
|
||||
@@ -172,7 +174,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (target.CanBeSelected)
|
||||
{
|
||||
if (character.CanInteractWith(target.Item, out _, checkLinked: false))
|
||||
if (!character.IsClimbing && character.CanInteractWith(target.Item, out _, checkLinked: false))
|
||||
{
|
||||
HumanAIController.FaceTarget(target.Item);
|
||||
if (character.SelectedConstruction != target.Item)
|
||||
@@ -189,7 +191,8 @@ namespace Barotrauma
|
||||
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(target.Item, character, objectiveManager, closeEnough: 50)
|
||||
{
|
||||
DialogueIdentifier = "dialogcannotreachtarget",
|
||||
TargetName = target.Item.Name
|
||||
TargetName = target.Item.Name,
|
||||
endNodeFilter = node => node.Waypoint.Ladders == null
|
||||
},
|
||||
onAbandon: () => Abandon = true,
|
||||
onCompleted: () => RemoveSubObjective(ref goToObjective));
|
||||
|
||||
+10
-3
@@ -10,6 +10,8 @@ namespace Barotrauma
|
||||
{
|
||||
public override string DebugTag => "repair item";
|
||||
|
||||
public override bool AllowInAnySub => true;
|
||||
|
||||
public Item Item { get; private set; }
|
||||
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
@@ -34,6 +36,7 @@ namespace Barotrauma
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
return Priority;
|
||||
}
|
||||
// TODO: priority list?
|
||||
@@ -69,7 +72,7 @@ namespace Barotrauma
|
||||
IsCompleted = Item.IsFullCondition;
|
||||
if (IsCompleted && IsRepairing())
|
||||
{
|
||||
character?.Speak(TextManager.GetWithVariable("DialogItemRepaired", "[itemname]", Item.Name, true), null, 0.0f, "itemrepaired", 10.0f);
|
||||
character.Speak(TextManager.GetWithVariable("DialogItemRepaired", "[itemname]", Item.Name, true), null, 0.0f, "itemrepaired", 10.0f);
|
||||
}
|
||||
return IsCompleted;
|
||||
}
|
||||
@@ -134,7 +137,7 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (character.CanInteractWith(Item, out _, checkLinked: false))
|
||||
if (!character.IsClimbing && character.CanInteractWith(Item, out _, checkLinked: false))
|
||||
{
|
||||
HumanAIController.FaceTarget(Item);
|
||||
if (repairTool != null)
|
||||
@@ -235,7 +238,11 @@ namespace Barotrauma
|
||||
|
||||
private void OperateRepairTool(float deltaTime)
|
||||
{
|
||||
character.CursorPosition = Item.Position;
|
||||
character.CursorPosition = Item.WorldPosition;
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
character.CursorPosition -= character.Submarine.Position;
|
||||
}
|
||||
if (repairTool.Item.RequireAimToUse)
|
||||
{
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
|
||||
+4
-8
@@ -24,11 +24,11 @@ namespace Barotrauma
|
||||
private readonly Item prioritizedItem;
|
||||
|
||||
public override bool AllowMultipleInstances => true;
|
||||
public override bool AllowInAnySub => true;
|
||||
|
||||
public readonly static float RequiredSuccessFactor = 0.4f;
|
||||
|
||||
public override bool IsDuplicate<T>(T otherObjective) =>
|
||||
(otherObjective as AIObjective) is AIObjectiveRepairItems repairObjective && repairObjective.RequireAdequateSkills == RequireAdequateSkills;
|
||||
public override bool IsDuplicate<T>(T otherObjective) => otherObjective is AIObjectiveRepairItems repairObjective && repairObjective.RequireAdequateSkills == RequireAdequateSkills;
|
||||
|
||||
public AIObjectiveRepairItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Item prioritizedItem = null)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
@@ -151,13 +151,9 @@ namespace Barotrauma
|
||||
if (item.NonInteractable) { return false; }
|
||||
if (item.IsFullCondition) { return false; }
|
||||
if (item.CurrentHull == null) { return false; }
|
||||
if (item.Submarine == null) { return false; }
|
||||
if (item.Submarine.TeamID != character.TeamID) { return false; }
|
||||
if (item.Submarine == null || character.Submarine == null) { return false; }
|
||||
if (!character.Submarine.IsEntityFoundOnThisSub(item, includingConnectedSubs: true)) { return false; }
|
||||
if (item.Repairables.None()) { return false; }
|
||||
if (character.Submarine != null)
|
||||
{
|
||||
if (!character.Submarine.IsConnectedTo(item.Submarine)) { return false; }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
+4
-1
@@ -14,6 +14,7 @@ namespace Barotrauma
|
||||
public override bool KeepDivingGearOn => true;
|
||||
|
||||
public override bool AllowOutsideSubmarine => true;
|
||||
public override bool AllowInAnySub => true;
|
||||
|
||||
const float TreatmentDelay = 0.5f;
|
||||
|
||||
@@ -35,7 +36,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (targetCharacter == null)
|
||||
{
|
||||
string errorMsg = $"{character.Name}: Attempted to create a Rescue objective with no target!\n" + Environment.StackTrace;
|
||||
string errorMsg = $"{character.Name}: Attempted to create a Rescue objective with no target!\n" + Environment.StackTrace.CleanupStackTrace();
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("AIObjectiveRescue:ctor:targetnull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
Abandon = true;
|
||||
@@ -392,11 +393,13 @@ namespace Barotrauma
|
||||
if (!IsAllowed)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
return Priority;
|
||||
}
|
||||
if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
|
||||
{
|
||||
Priority = 0;
|
||||
Abandon = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
+1
@@ -11,6 +11,7 @@ namespace Barotrauma
|
||||
public override bool ForceRun => true;
|
||||
public override bool InverseTargetEvaluation => true;
|
||||
public override bool AllowOutsideSubmarine => true;
|
||||
public override bool AllowInAnySub => true;
|
||||
|
||||
private const float vitalityThreshold = 75;
|
||||
private const float vitalityThresholdForOrders = 85;
|
||||
|
||||
@@ -38,7 +38,8 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public bool MatchesOrder(Order order, string option) =>
|
||||
order.Identifier == Order.Identifier && option == OrderOption && order.TargetEntity == Order.TargetEntity;
|
||||
order.Identifier == Order.Identifier &&
|
||||
option == OrderOption;
|
||||
}
|
||||
|
||||
class Order
|
||||
@@ -54,7 +55,7 @@ namespace Barotrauma
|
||||
}
|
||||
return order;
|
||||
}
|
||||
|
||||
|
||||
public Order Prefab { get; private set; }
|
||||
|
||||
public readonly string Name;
|
||||
@@ -62,7 +63,8 @@ namespace Barotrauma
|
||||
public readonly Sprite SymbolSprite;
|
||||
|
||||
public readonly Type ItemComponentType;
|
||||
public readonly string[] ItemIdentifiers;
|
||||
public readonly bool CanTypeBeSubclass;
|
||||
public readonly string[] TargetItems;
|
||||
|
||||
public readonly string Identifier;
|
||||
|
||||
@@ -89,14 +91,14 @@ namespace Barotrauma
|
||||
color = value;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//if true, the order is issued to all available characters
|
||||
public bool TargetAllCharacters;
|
||||
|
||||
public readonly float FadeOutTime;
|
||||
|
||||
public Entity TargetEntity;
|
||||
public Entity TargetEntity;
|
||||
public ItemComponent TargetItemComponent;
|
||||
public readonly bool UseController;
|
||||
public Controller ConnectedController;
|
||||
@@ -123,6 +125,18 @@ namespace Barotrauma
|
||||
public bool IsPrefab { get; private set; }
|
||||
public readonly bool MustManuallyAssign;
|
||||
|
||||
public readonly OrderTarget TargetPosition;
|
||||
|
||||
private ISpatialEntity targetSpatialEntity;
|
||||
public ISpatialEntity TargetSpatialEntity
|
||||
{
|
||||
get
|
||||
{
|
||||
if (targetSpatialEntity == null) { targetSpatialEntity = TargetEntity ?? TargetPosition as ISpatialEntity; }
|
||||
return targetSpatialEntity;
|
||||
}
|
||||
}
|
||||
|
||||
public static void Init()
|
||||
{
|
||||
Prefabs = new Dictionary<string, Order>();
|
||||
@@ -218,8 +232,9 @@ namespace Barotrauma
|
||||
DebugConsole.ThrowError("Error in the order definitions: item component type " + targetItemType + " not found", e);
|
||||
}
|
||||
}
|
||||
CanTypeBeSubclass = orderElement.GetAttributeBool("cantypebesubclass", false);
|
||||
|
||||
ItemIdentifiers = orderElement.GetAttributeStringArray("targetitemidentifiers", new string[0], trim: true, convertToLowerInvariant: true);
|
||||
TargetItems = orderElement.GetAttributeStringArray("targetitems", new string[0], trim: true, convertToLowerInvariant: true);
|
||||
color = orderElement.GetAttributeColor("color");
|
||||
FadeOutTime = orderElement.GetAttributeFloat("fadeouttime", 0.0f);
|
||||
UseController = orderElement.GetAttributeBool("usecontroller", false);
|
||||
@@ -228,7 +243,6 @@ namespace Barotrauma
|
||||
Options = orderElement.GetAttributeStringArray("options", new string[0]);
|
||||
var category = orderElement.GetAttributeString("category", null);
|
||||
if (!string.IsNullOrWhiteSpace(category)) { this.Category = (OrderCategory)Enum.Parse(typeof(OrderCategory), category, true); }
|
||||
Weight = orderElement.GetAttributeFloat(0.0f, "weight");
|
||||
MustSetTarget = orderElement.GetAttributeBool("mustsettarget", false);
|
||||
AppropriateSkill = orderElement.GetAttributeString("appropriateskill", null);
|
||||
|
||||
@@ -279,7 +293,7 @@ namespace Barotrauma
|
||||
IsPrefab = true;
|
||||
MustManuallyAssign = orderElement.GetAttributeBool("mustmanuallyassign", false);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Constructor for order instances
|
||||
/// </summary>
|
||||
@@ -290,7 +304,8 @@ namespace Barotrauma
|
||||
Name = prefab.Name;
|
||||
Identifier = prefab.Identifier;
|
||||
ItemComponentType = prefab.ItemComponentType;
|
||||
ItemIdentifiers = prefab.ItemIdentifiers;
|
||||
CanTypeBeSubclass = prefab.CanTypeBeSubclass;
|
||||
TargetItems = prefab.TargetItems;
|
||||
Options = prefab.Options;
|
||||
SymbolSprite = prefab.SymbolSprite;
|
||||
Color = prefab.Color;
|
||||
@@ -298,7 +313,6 @@ namespace Barotrauma
|
||||
TargetAllCharacters = prefab.TargetAllCharacters;
|
||||
AppropriateJobs = prefab.AppropriateJobs;
|
||||
FadeOutTime = prefab.FadeOutTime;
|
||||
Weight = prefab.Weight;
|
||||
MustSetTarget = prefab.MustSetTarget;
|
||||
AppropriateSkill = prefab.AppropriateSkill;
|
||||
Category = prefab.Category;
|
||||
@@ -325,6 +339,11 @@ namespace Barotrauma
|
||||
|
||||
IsPrefab = false;
|
||||
}
|
||||
|
||||
public Order(Order prefab, OrderTarget target, Character orderGiver = null) : this(prefab, targetEntity: null, targetItem: null, orderGiver)
|
||||
{
|
||||
TargetPosition = target;
|
||||
}
|
||||
|
||||
public bool HasAppropriateJob(Character character)
|
||||
{
|
||||
@@ -358,15 +377,38 @@ namespace Barotrauma
|
||||
return msg;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the target item component based on the target item type
|
||||
/// </summary>
|
||||
public ItemComponent GetTargetItemComponent(Item item)
|
||||
{
|
||||
if (item?.Components == null || ItemComponentType == null) { return null; }
|
||||
foreach (ItemComponent component in item.Components)
|
||||
{
|
||||
if (component?.GetType() is Type componentType)
|
||||
{
|
||||
if (componentType == ItemComponentType) { return component; }
|
||||
if (CanTypeBeSubclass && componentType.IsSubclassOf(ItemComponentType)) { return component; }
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public bool TryGetTargetItemComponent(Item item, out ItemComponent firstMatchingComponent)
|
||||
{
|
||||
firstMatchingComponent = GetTargetItemComponent(item);
|
||||
return firstMatchingComponent != null;
|
||||
}
|
||||
|
||||
public List<Item> GetMatchingItems(Submarine submarine, bool mustBelongToPlayerSub, Character.TeamType? requiredTeam = null)
|
||||
{
|
||||
List<Item> matchingItems = new List<Item>();
|
||||
if (submarine == null) { return matchingItems; }
|
||||
if (ItemComponentType != null || ItemIdentifiers.Length > 0)
|
||||
if (ItemComponentType != null || TargetItems.Length > 0)
|
||||
{
|
||||
matchingItems = ItemIdentifiers.Length > 0 ?
|
||||
Item.ItemList.FindAll(it => ItemIdentifiers.Contains(it.Prefab.Identifier) || it.HasTag(ItemIdentifiers)) :
|
||||
Item.ItemList.FindAll(it => it.Components.Any(ic => ic.GetType() == ItemComponentType));
|
||||
matchingItems = TargetItems.Length > 0 ?
|
||||
Item.ItemList.FindAll(it => TargetItems.Contains(it.Prefab.Identifier) || it.HasTag(TargetItems)) :
|
||||
Item.ItemList.FindAll(it => TryGetTargetItemComponent(it, out _));
|
||||
if (mustBelongToPlayerSub)
|
||||
{
|
||||
matchingItems.RemoveAll(it => it.Submarine?.Info != null && it.Submarine.Info.Type != SubmarineType.Player);
|
||||
|
||||
+10
-9
@@ -167,7 +167,7 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
return Crouching ? CurrentGroundedParams.CrouchingTorsoPos * RagdollParams.JointScale : base.TorsoPosition;
|
||||
return Crouching && !swimming ? CurrentGroundedParams.CrouchingTorsoPos * RagdollParams.JointScale : base.TorsoPosition;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -175,7 +175,7 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
return Crouching ? CurrentGroundedParams.CrouchingHeadPos * RagdollParams.JointScale : base.HeadPosition;
|
||||
return Crouching && !swimming ? CurrentGroundedParams.CrouchingHeadPos * RagdollParams.JointScale : base.HeadPosition;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -183,7 +183,7 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
return Crouching ? MathHelper.ToRadians(CurrentGroundedParams.CrouchingTorsoAngle) : base.TorsoAngle;
|
||||
return Crouching && !swimming ? MathHelper.ToRadians(CurrentGroundedParams.CrouchingTorsoAngle) : base.TorsoAngle;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -191,7 +191,7 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
return Crouching ? MathHelper.ToRadians(CurrentGroundedParams.CrouchingHeadAngle) : base.HeadAngle;
|
||||
return Crouching && !swimming ? MathHelper.ToRadians(CurrentGroundedParams.CrouchingHeadAngle) : base.HeadAngle;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -322,11 +322,12 @@ namespace Barotrauma
|
||||
if (MainLimb == null) { return; }
|
||||
|
||||
levitatingCollider = true;
|
||||
ColliderIndex = Crouching ? 1 : 0;
|
||||
|
||||
if (character.SelectedConstruction?.GetComponent<Controller>()?.ControlCharacterPose ?? false)
|
||||
ColliderIndex = Crouching && !swimming ? 1 : 0;
|
||||
if (character.SelectedConstruction?.GetComponent<Controller>()?.ControlCharacterPose ?? false ||
|
||||
(ForceSelectAnimationType != AnimationType.Walk && ForceSelectAnimationType != AnimationType.NotDefined))
|
||||
{
|
||||
Crouching = false;
|
||||
ColliderIndex = 0;
|
||||
}
|
||||
else if (!Crouching && ColliderIndex == 1)
|
||||
{
|
||||
@@ -1903,7 +1904,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!MathUtils.IsValid(pos))
|
||||
{
|
||||
string errorMsg = "Invalid foot position in FootIK (" + pos + ")\n" + Environment.StackTrace;
|
||||
string errorMsg = "Invalid foot position in FootIK (" + pos + ")\n" + Environment.StackTrace.CleanupStackTrace();
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
#endif
|
||||
@@ -1937,7 +1938,7 @@ namespace Barotrauma
|
||||
float legAngle = MathUtils.VectorToAngle(pos - waistPos) + MathHelper.PiOver2;
|
||||
if (!MathUtils.IsValid(legAngle))
|
||||
{
|
||||
string errorMsg = "Invalid leg angle (" + legAngle + ") in FootIK. Waist pos: " + waistPos + ", target pos: " + pos + "\n" + Environment.StackTrace;
|
||||
string errorMsg = "Invalid leg angle (" + legAngle + ") in FootIK. Waist pos: " + waistPos + ", target pos: " + pos + "\n" + Environment.StackTrace.CleanupStackTrace();
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
#endif
|
||||
|
||||
@@ -60,12 +60,12 @@ namespace Barotrauma
|
||||
if (!accessRemovedCharacterErrorShown)
|
||||
{
|
||||
string errorMsg = "Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this);
|
||||
errorMsg += '\n' + Environment.StackTrace;
|
||||
errorMsg += '\n' + Environment.StackTrace.CleanupStackTrace();
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"Ragdoll.Limbs:AccessRemoved",
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this) + "\n" + Environment.StackTrace);
|
||||
"Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this) + "\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
accessRemovedCharacterErrorShown = true;
|
||||
}
|
||||
return new Limb[0];
|
||||
@@ -768,7 +768,7 @@ namespace Barotrauma
|
||||
if (!string.IsNullOrEmpty(character.BloodDecalName))
|
||||
{
|
||||
character.CurrentHull?.AddDecal(character.BloodDecalName,
|
||||
(limbJoint.LimbA.WorldPosition + limbJoint.LimbB.WorldPosition) / 2, MathHelper.Clamp(Math.Min(limbJoint.LimbA.Mass, limbJoint.LimbB.Mass), 0.5f, 2.0f), true);
|
||||
(limbJoint.LimbA.WorldPosition + limbJoint.LimbB.WorldPosition) / 2, MathHelper.Clamp(Math.Min(limbJoint.LimbA.Mass, limbJoint.LimbB.Mass), 0.5f, 2.0f), isNetworkEvent: false);
|
||||
}
|
||||
|
||||
SeverLimbJointProjSpecific(limbJoint, playSound: true);
|
||||
@@ -905,7 +905,7 @@ namespace Barotrauma
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"Ragdoll.FindHull:InvalidPosition",
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Attempted to find a hull at an invalid position (" + findPos + ")\n" + Environment.StackTrace);
|
||||
"Attempted to find a hull at an invalid position (" + findPos + ")\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1557,11 +1557,11 @@ namespace Barotrauma
|
||||
{
|
||||
if (!MathUtils.IsValid(simPosition))
|
||||
{
|
||||
DebugConsole.ThrowError("Attempted to move a ragdoll (" + character.Name + ") to an invalid position (" + simPosition + "). " + Environment.StackTrace);
|
||||
DebugConsole.ThrowError("Attempted to move a ragdoll (" + character.Name + ") to an invalid position (" + simPosition + "). " + Environment.StackTrace.CleanupStackTrace());
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"Ragdoll.SetPosition:InvalidPosition",
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Attempted to move a ragdoll (" + character.Name + ") to an invalid position (" + simPosition + "). " + Environment.StackTrace);
|
||||
"Attempted to move a ragdoll (" + character.Name + ") to an invalid position (" + simPosition + "). " + Environment.StackTrace.CleanupStackTrace());
|
||||
return;
|
||||
}
|
||||
if (MainLimb == null) { return; }
|
||||
|
||||
@@ -40,7 +40,11 @@ namespace Barotrauma
|
||||
|
||||
struct AttackResult
|
||||
{
|
||||
public readonly float Damage;
|
||||
public float Damage
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
public readonly List<Affliction> Afflictions;
|
||||
|
||||
public readonly Limb HitLimb;
|
||||
@@ -64,9 +68,7 @@ namespace Barotrauma
|
||||
{
|
||||
Damage = damage;
|
||||
HitLimb = null;
|
||||
|
||||
Afflictions = null;
|
||||
|
||||
AppliedDamageModifiers = appliedDamageModifiers;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,7 +18,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (type == CauseOfDeathType.Affliction && affliction == null)
|
||||
{
|
||||
string errorMsg = "Invalid cause of death (the type of the cause of death was Affliction, but affliction was not specified).\n" + Environment.StackTrace;
|
||||
string errorMsg = "Invalid cause of death (the type of the cause of death was Affliction, but affliction was not specified).\n" + Environment.StackTrace.CleanupStackTrace();
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("InvalidCauseOfDeath", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
type = CauseOfDeathType.Unknown;
|
||||
|
||||
@@ -137,6 +137,8 @@ namespace Barotrauma
|
||||
public Character LastAttacker;
|
||||
public Entity LastDamageSource;
|
||||
|
||||
public float InvisibleTimer;
|
||||
|
||||
private CharacterPrefab prefab;
|
||||
|
||||
public readonly CharacterParams Params;
|
||||
@@ -181,6 +183,8 @@ namespace Barotrauma
|
||||
public bool IsTraitor;
|
||||
public string TraitorCurrentObjective = "";
|
||||
public bool IsHuman => SpeciesName.Equals(CharacterPrefab.HumanSpeciesName, StringComparison.OrdinalIgnoreCase);
|
||||
public bool IsMale => Info != null && Info.HasGenders && Info.Gender == Gender.Male;
|
||||
public bool IsFemale => Info != null && Info.HasGenders && Info.Gender == Gender.Female;
|
||||
|
||||
private float attackCoolDown;
|
||||
|
||||
@@ -195,6 +199,7 @@ namespace Barotrauma
|
||||
if (Info != null) { Info.CurrentOrder = value; }
|
||||
}
|
||||
}
|
||||
|
||||
public string CurrentOrderOption
|
||||
{
|
||||
get
|
||||
@@ -207,6 +212,8 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsDismissed => Info != null && Info.IsDismissed;
|
||||
|
||||
private readonly List<StatusEffect> statusEffects = new List<StatusEffect>();
|
||||
private readonly List<float> speedMultipliers = new List<float>();
|
||||
private float greatestNegativeSpeedMultiplier = 1f;
|
||||
@@ -563,7 +570,28 @@ namespace Barotrauma
|
||||
get { return selectedItems; }
|
||||
}
|
||||
|
||||
public Item SelectedConstruction { get; set; }
|
||||
private Item _selectedConstruction;
|
||||
public Item SelectedConstruction
|
||||
{
|
||||
get => _selectedConstruction;
|
||||
set
|
||||
{
|
||||
_selectedConstruction = value;
|
||||
#if CLIENT
|
||||
if (Controlled == this)
|
||||
{
|
||||
if (_selectedConstruction == null)
|
||||
{
|
||||
GameMain.GameSession?.CrewManager?.ResetCrewList();
|
||||
}
|
||||
else if (_selectedConstruction.GetComponent<Ladder>() == null)
|
||||
{
|
||||
GameMain.GameSession?.CrewManager?.AutoHideCrewList();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
public Item FocusedItem
|
||||
{
|
||||
@@ -584,6 +612,8 @@ namespace Barotrauma
|
||||
|
||||
public bool IsDead { get; private set; }
|
||||
|
||||
public bool IsObserving => AIController is EnemyAIController enemyAI && enemyAI.Enabled && enemyAI.State == AIState.Observe;
|
||||
|
||||
public bool EnableDespawn { get; set; } = true;
|
||||
|
||||
public CauseOfDeath CauseOfDeath
|
||||
@@ -662,12 +692,12 @@ namespace Barotrauma
|
||||
{
|
||||
errorMsg += " AnimController.Collider == null";
|
||||
}
|
||||
errorMsg += '\n' + Environment.StackTrace;
|
||||
errorMsg += '\n' + Environment.StackTrace.CleanupStackTrace();
|
||||
DebugConsole.NewMessage(errorMsg, Color.Red);
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"Character.SimPosition:AccessRemoved",
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
errorMsg + "\n" + Environment.StackTrace);
|
||||
errorMsg + "\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
accessRemovedCharacterErrorShown = true;
|
||||
}
|
||||
return Vector2.Zero;
|
||||
@@ -1780,7 +1810,6 @@ namespace Barotrauma
|
||||
if (ignoreBroken && item.Condition <= 0) { continue; }
|
||||
if (Submarine != null)
|
||||
{
|
||||
if (item.Submarine.Info.Type != Submarine.Info.Type) { continue; }
|
||||
if (!Submarine.IsEntityFoundOnThisSub(item, true)) { continue; }
|
||||
}
|
||||
if (customPredicate != null && !customPredicate(item)) { continue; }
|
||||
@@ -1813,7 +1842,7 @@ namespace Barotrauma
|
||||
|
||||
public bool CanInteractWith(Character c, float maxDist = 200.0f, bool checkVisibility = true, bool skipDistanceCheck = false)
|
||||
{
|
||||
if (c == this || Removed || !c.Enabled || !c.CanBeSelected) { return false; }
|
||||
if (c == this || Removed || !c.Enabled || !c.CanBeSelected || c.InvisibleTimer > 0.0f) { return false; }
|
||||
if (!c.CharacterHealth.UseHealthWindow && !c.CanBeDragged && (c.onCustomInteract == null || !c.AllowCustomInteract)) { return false; }
|
||||
|
||||
if (!skipDistanceCheck)
|
||||
@@ -2654,7 +2683,7 @@ namespace Barotrauma
|
||||
if (orderGiver != null && !CanHearCharacter(orderGiver)) { return; }
|
||||
|
||||
// If there's another character operating the same device, make them dismiss themself
|
||||
if (order != null && order.Category == OrderCategory.Operate)
|
||||
if (order != null && order.Category == OrderCategory.Operate && order.TargetEntity != null)
|
||||
{
|
||||
CharacterList.FindAll(c => c != this && c.TeamID == TeamID && c.CurrentOrder is Order characterOrder && characterOrder.Category == OrderCategory.Operate &&
|
||||
characterOrder.Identifier.Equals(order.Identifier) && characterOrder.TargetEntity == order.TargetEntity)?
|
||||
@@ -2794,7 +2823,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Removed)
|
||||
{
|
||||
string errorMsg = "Tried to apply an attack to a removed character (" + Name + ").\n" + Environment.StackTrace;
|
||||
string errorMsg = "Tried to apply an attack to a removed character (" + Name + ").\n" + Environment.StackTrace.CleanupStackTrace();
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("Character.ApplyAttack:RemovedCharacter", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
return new AttackResult();
|
||||
@@ -2937,7 +2966,7 @@ namespace Barotrauma
|
||||
// string errorMsg = $"Character {Name} received damage from outside the sub while inside (attacker: {attacker.Name})";
|
||||
// GameAnalyticsManager.AddErrorEventOnce("Character.DamageLimb:DamageFromOutside" + Name + attacker.Name,
|
||||
// GameAnalyticsSDK.Net.EGAErrorSeverity.Warning,
|
||||
// errorMsg + "\n" + Environment.StackTrace);
|
||||
// errorMsg + "\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
//#if DEBUG
|
||||
// DebugConsole.ThrowError(errorMsg);
|
||||
//#endif
|
||||
@@ -2968,11 +2997,6 @@ namespace Barotrauma
|
||||
Vector2 simPos = hitLimb.SimPosition + ConvertUnits.ToSimUnits(dir);
|
||||
AttackResult attackResult = hitLimb.AddDamage(simPos, afflictions, playSound);
|
||||
CharacterHealth.ApplyDamage(hitLimb, attackResult);
|
||||
ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
|
||||
if (attackResult.Damage > 0)
|
||||
{
|
||||
hitLimb.ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
|
||||
}
|
||||
if (attacker != this)
|
||||
{
|
||||
OnAttacked?.Invoke(attacker, attackResult);
|
||||
@@ -2982,12 +3006,15 @@ namespace Barotrauma
|
||||
TryAdjustAttackerSkill(attacker, -attackResult.Damage);
|
||||
}
|
||||
};
|
||||
|
||||
if (attacker != null && attackResult.Damage > 0.0f)
|
||||
if (attackResult.Damage > 0)
|
||||
{
|
||||
LastAttacker = attacker;
|
||||
ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
|
||||
hitLimb.ApplyStatusEffects(ActionType.OnDamaged, 1.0f);
|
||||
if (attacker != null)
|
||||
{
|
||||
LastAttacker = attacker;
|
||||
}
|
||||
}
|
||||
|
||||
return attackResult;
|
||||
}
|
||||
|
||||
@@ -3045,7 +3072,7 @@ namespace Barotrauma
|
||||
{
|
||||
targets.Clear();
|
||||
statusEffect.GetNearbyTargets(WorldPosition, targets);
|
||||
statusEffect.Apply(ActionType.OnActive, deltaTime, this, targets);
|
||||
statusEffect.Apply(actionType, deltaTime, this, targets);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -3215,7 +3242,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Removed)
|
||||
{
|
||||
DebugConsole.ThrowError("Attempting to revive an already removed character\n" + Environment.StackTrace);
|
||||
DebugConsole.ThrowError("Attempting to revive an already removed character\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -3260,7 +3287,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Removed)
|
||||
{
|
||||
DebugConsole.ThrowError("Attempting to remove an already removed character\n" + Environment.StackTrace);
|
||||
DebugConsole.ThrowError("Attempting to remove an already removed character\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
return;
|
||||
}
|
||||
DebugConsole.Log("Removing character " + Name + " (ID: " + ID + ")");
|
||||
|
||||
@@ -300,6 +300,7 @@ namespace Barotrauma
|
||||
|
||||
public Order CurrentOrder { get; set; }
|
||||
public string CurrentOrderOption { get; set; }
|
||||
public bool IsDismissed => CurrentOrder == null || CurrentOrder.Identifier.Equals("dismissed", StringComparison.OrdinalIgnoreCase);
|
||||
|
||||
//unique ID given to character infos in MP
|
||||
//used by clients to identify which infos are the same to prevent duplicate characters in round summary
|
||||
|
||||
+6
-1
@@ -37,7 +37,7 @@ namespace Barotrauma
|
||||
public string Identifier { get; private set; }
|
||||
|
||||
[Serialize(1.0f, true, description: "The probability for the affliction to be applied."), Editable(minValue: 0f, maxValue: 1f)]
|
||||
public float Probability { get; private set; } = 1.0f;
|
||||
public float Probability { get; set; } = 1.0f;
|
||||
|
||||
public float DamagePerSecond;
|
||||
public float DamagePerSecondTimer;
|
||||
@@ -264,5 +264,10 @@ namespace Barotrauma
|
||||
/// Ideally we would keep this private, but doing so would require too much refactoring.
|
||||
/// </summary>
|
||||
public void SetStrength(float strength) => _strength = strength;
|
||||
|
||||
public bool ShouldShowIcon(Character afflictedCharacter)
|
||||
{
|
||||
return Strength >= (afflictedCharacter == Character.Controlled ? Prefab.ShowIconThreshold : Prefab.ShowIconToOthersThreshold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+3
@@ -273,6 +273,8 @@ namespace Barotrauma
|
||||
public readonly float ActivationThreshold = 0.0f;
|
||||
//how high the strength has to be for the affliction icon to be shown in the UI
|
||||
public readonly float ShowIconThreshold = 0.05f;
|
||||
//how high the strength has to be for the affliction icon to be shown to others with a health scanner or via the health interface
|
||||
public readonly float ShowIconToOthersThreshold = 0.05f;
|
||||
public readonly float MaxStrength = 100.0f;
|
||||
|
||||
//how high the strength has to be for the affliction icon to be shown with a health scanner
|
||||
@@ -555,6 +557,7 @@ namespace Barotrauma
|
||||
|
||||
ActivationThreshold = element.GetAttributeFloat("activationthreshold", 0.0f);
|
||||
ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", Math.Max(ActivationThreshold, 0.05f));
|
||||
ShowIconToOthersThreshold = element.GetAttributeFloat("showicontoothersthreshold", ShowIconThreshold);
|
||||
MaxStrength = element.GetAttributeFloat("maxstrength", 100.0f);
|
||||
|
||||
ShowInHealthScannerThreshold = element.GetAttributeFloat("showinhealthscannerthreshold", Math.Max(ActivationThreshold, 0.05f));
|
||||
|
||||
+1
-9
@@ -1,12 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using Barotrauma.IO;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
using System.Xml.Linq;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class AfflictionPsychosis : Affliction
|
||||
{
|
||||
|
||||
@@ -725,10 +725,10 @@ namespace Barotrauma
|
||||
OxygenAmount = MathHelper.Clamp(OxygenAmount + deltaTime * (Character.OxygenAvailable < InsufficientOxygenThreshold ? -5.0f : 10.0f), -100.0f, 100.0f);
|
||||
}
|
||||
|
||||
UpdateOxygenProjSpecific(prevOxygen);
|
||||
UpdateOxygenProjSpecific(prevOxygen, deltaTime);
|
||||
}
|
||||
|
||||
partial void UpdateOxygenProjSpecific(float prevOxygen);
|
||||
partial void UpdateOxygenProjSpecific(float prevOxygen, float deltaTime);
|
||||
|
||||
partial void UpdateBleedingProjSpecific(AfflictionBleeding affliction, Limb targetLimb, float deltaTime);
|
||||
|
||||
|
||||
@@ -203,7 +203,7 @@ namespace Barotrauma
|
||||
partial class Limb : ISerializableEntity, ISpatialEntity
|
||||
{
|
||||
//how long it takes for severed limbs to fade out
|
||||
private const float SeveredFadeOutTime = 10.0f;
|
||||
public float SeveredFadeOutTime => Params.SeveredFadeOutTime;
|
||||
|
||||
public readonly Character character;
|
||||
/// <summary>
|
||||
@@ -327,10 +327,10 @@ namespace Barotrauma
|
||||
if (Removed)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace);
|
||||
DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
#endif
|
||||
GameAnalyticsManager.AddErrorEventOnce("Limb.LinearVelocity:SimPosition", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Attempted to access a removed limb.\n" + Environment.StackTrace);
|
||||
"Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
return Vector2.Zero;
|
||||
}
|
||||
return body.SimPosition;
|
||||
@@ -344,10 +344,10 @@ namespace Barotrauma
|
||||
if (Removed)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace);
|
||||
DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
#endif
|
||||
GameAnalyticsManager.AddErrorEventOnce("Limb.LinearVelocity:SimPosition", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Attempted to access a removed limb.\n" + Environment.StackTrace);
|
||||
"Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
return 0.0f;
|
||||
}
|
||||
return body.Rotation;
|
||||
@@ -364,10 +364,10 @@ namespace Barotrauma
|
||||
if (Removed)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace);
|
||||
DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
#endif
|
||||
GameAnalyticsManager.AddErrorEventOnce("Limb.Mass:AccessRemoved", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Attempted to access a removed limb.\n" + Environment.StackTrace);
|
||||
"Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
return 1.0f;
|
||||
}
|
||||
return body.Mass;
|
||||
@@ -383,10 +383,10 @@ namespace Barotrauma
|
||||
if (Removed)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace);
|
||||
DebugConsole.ThrowError("Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
#endif
|
||||
GameAnalyticsManager.AddErrorEventOnce("Limb.LinearVelocity:AccessRemoved", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Attempted to access a removed limb.\n" + Environment.StackTrace);
|
||||
"Attempted to access a removed limb.\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
return Vector2.Zero;
|
||||
}
|
||||
return body.LinearVelocity;
|
||||
@@ -428,7 +428,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!MathUtils.IsValid(value))
|
||||
{
|
||||
string errorMsg = "Attempted to set the anchor A of a limb's pull joint to an invalid value (" + value + ")\n" + Environment.StackTrace;
|
||||
string errorMsg = "Attempted to set the anchor A of a limb's pull joint to an invalid value (" + value + ")\n" + Environment.StackTrace.CleanupStackTrace();
|
||||
GameAnalyticsManager.AddErrorEventOnce("Limb.SetPullJointAnchorA:InvalidValue", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
@@ -442,7 +442,7 @@ namespace Barotrauma
|
||||
string errorMsg = "Attempted to move the anchor A of a limb's pull joint extremely far from the limb (diff: " + diff +
|
||||
", limb enabled: " + body.Enabled +
|
||||
", simple physics enabled: " + character.AnimController.SimplePhysicsEnabled + ")\n"
|
||||
+ Environment.StackTrace;
|
||||
+ Environment.StackTrace.CleanupStackTrace();
|
||||
GameAnalyticsManager.AddErrorEventOnce("Limb.SetPullJointAnchorA:ExcessiveValue", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
@@ -461,7 +461,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!MathUtils.IsValid(value))
|
||||
{
|
||||
string errorMsg = "Attempted to set the anchor B of a limb's pull joint to an invalid value (" + value + ")\n" + Environment.StackTrace;
|
||||
string errorMsg = "Attempted to set the anchor B of a limb's pull joint to an invalid value (" + value + ")\n" + Environment.StackTrace.CleanupStackTrace();
|
||||
GameAnalyticsManager.AddErrorEventOnce("Limb.SetPullJointAnchorB:InvalidValue", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
@@ -475,7 +475,7 @@ namespace Barotrauma
|
||||
string errorMsg = "Attempted to move the anchor B of a limb's pull joint extremely far from the limb (diff: " + diff +
|
||||
", limb enabled: " + body.Enabled +
|
||||
", simple physics enabled: " + character.AnimController.SimplePhysicsEnabled + ")\n"
|
||||
+ Environment.StackTrace;
|
||||
+ Environment.StackTrace.CleanupStackTrace();
|
||||
GameAnalyticsManager.AddErrorEventOnce("Limb.SetPullJointAnchorB:ExcessiveValue", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
@@ -715,7 +715,7 @@ namespace Barotrauma
|
||||
float bloodDecalSize = MathHelper.Clamp(bleedingDamage / 5, 0.1f, 1.0f);
|
||||
if (character.CurrentHull != null && !string.IsNullOrEmpty(character.BloodDecalName))
|
||||
{
|
||||
character.CurrentHull.AddDecal(character.BloodDecalName, WorldPosition, MathHelper.Clamp(bloodDecalSize, 0.5f, 1.0f), true);
|
||||
character.CurrentHull.AddDecal(character.BloodDecalName, WorldPosition, MathHelper.Clamp(bloodDecalSize, 0.5f, 1.0f), isNetworkEvent: false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -571,12 +571,15 @@ namespace Barotrauma
|
||||
[Serialize(0f, true, description: "What base priority is given to the target?"), Editable(minValue: 0f, maxValue: 1000f, ValueStep = 1, DecimalCount = 0)]
|
||||
public float Priority { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: "Generic distance that can be used for different purposes depending on the state. Eg. in Avoid state this defines the distance that the character tries to keep to the target. If the distance is 0, it's not used."), Editable(MinValueFloat = 0, ValueStep = 10, DecimalCount = 0)]
|
||||
[Serialize(0f, true, description: "Generic distance that can be used for different purposes depending on the state. E.g. in Avoid state this defines the distance that the character tries to keep to the target. If the distance is 0, it's not used."), Editable(MinValueFloat = 0, ValueStep = 10, DecimalCount = 0)]
|
||||
public float ReactDistance { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: "Used for defining the attack distance for PassiveAggressive and Aggressive states. If the distance is 0, it's not used."), Editable(MinValueFloat = 0, ValueStep = 10, DecimalCount = 0)]
|
||||
public float AttackDistance { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: "Generic timer that can be used for different purposes depending on the state. E.g. in Observe state this defines how long the character in general keeps staring the targets (Some random is always applied)."), Editable]
|
||||
public float Timer { get; set; }
|
||||
|
||||
public TargetParams(XElement element, CharacterParams character) : base(element, character) { }
|
||||
|
||||
public TargetParams(string tag, AIState state, float priority, CharacterParams character) : base(CreateNewElement(tag, state, priority), character) { }
|
||||
|
||||
@@ -464,7 +464,7 @@ namespace Barotrauma
|
||||
/// <summary>
|
||||
/// Should be converted to sim units.
|
||||
/// </summary>
|
||||
[Serialize("1.0, 1.0", true, description: "Local position of the join in the Limb2."), Editable()]
|
||||
[Serialize("1.0, 1.0", true, description: "Local position of the joint in the Limb2."), Editable()]
|
||||
public Vector2 Limb2Anchor { get; set; }
|
||||
|
||||
[Serialize(true, true), Editable]
|
||||
@@ -500,6 +500,9 @@ namespace Barotrauma
|
||||
[Serialize(false, false), Editable(ReadOnly = true)]
|
||||
public bool WeldJoint { get; set; }
|
||||
|
||||
[Serialize(false, true), Editable]
|
||||
public bool ClockWiseRotation { get; set; }
|
||||
|
||||
public JointParams(XElement element, RagdollParams ragdoll) : base(element, ragdoll) { }
|
||||
}
|
||||
|
||||
@@ -617,6 +620,10 @@ namespace Barotrauma
|
||||
[Serialize(1f, true, description:"How much damage must be done by the attack in order to be able to cut off the limb. Note that it's evaluated after the damage modifiers."), Editable(DecimalCount = 0, MinValueFloat = 0, MaxValueFloat = 1000)]
|
||||
public float MinSeveranceDamage { get; set; }
|
||||
|
||||
//how long it takes for severed limbs to fade out
|
||||
[Serialize(10f, true, "How long it takes for the severed limb to fade out"), Editable(MinValueFloat = 0, MaxValueFloat = 100, ValueStep = 1)]
|
||||
public float SeveredFadeOutTime { get; set; } = 10.0f;
|
||||
|
||||
// Non-editable ->
|
||||
// TODO: make read-only
|
||||
[Serialize(0, true)]
|
||||
|
||||
Reference in New Issue
Block a user