Unstable v0.10.600.0
This commit is contained in:
@@ -35,6 +35,14 @@ namespace Barotrauma
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public readonly HashSet<Hull> UnsafeHulls = new HashSet<Hull>();
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public readonly List<Item> IgnoredItems = new List<Item>();
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private float respondToAttackTimer;
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private const float RespondToAttackInterval = 1.0f;
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/// <summary>
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/// List of previous attacks done to this character
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/// </summary>
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private readonly Dictionary<Character, AttackResult> previousAttackResults = new Dictionary<Character, AttackResult>();
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private class HullSafety
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{
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public float safety;
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@@ -138,6 +146,17 @@ namespace Barotrauma
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}
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if (isIncapacitated) { return; }
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respondToAttackTimer -= deltaTime;
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if (respondToAttackTimer <= 0.0f)
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{
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foreach (var previousAttackResult in previousAttackResults)
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{
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RespondToAttack(previousAttackResult.Key, previousAttackResult.Value);
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}
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previousAttackResults.Clear();
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respondToAttackTimer = RespondToAttackInterval;
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}
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base.Update(deltaTime);
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foreach (var values in knownHulls)
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@@ -316,6 +335,7 @@ namespace Barotrauma
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{
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if (Character.LockHands) { return; }
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if (ObjectiveManager.CurrentObjective == null) { return; }
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if (Character.CurrentHull == null) { return; }
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bool oxygenLow = !Character.AnimController.HeadInWater && Character.OxygenAvailable < CharacterHealth.LowOxygenThreshold;
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bool isCarrying = ObjectiveManager.HasActiveObjective<AIObjectiveContainItem>() || ObjectiveManager.HasActiveObjective<AIObjectiveDecontainItem>();
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@@ -349,7 +369,9 @@ namespace Barotrauma
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if (!NeedsDivingGear(Character.CurrentHull, out bool needsSuit) || !needsSuit || oxygenLow)
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{
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bool shouldKeepTheGearOn = Character.AnimController.HeadInWater
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|| Character.Submarine.TeamID != Character.TeamID && Character.Submarine.TeamID != Character.TeamType.FriendlyNPC
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|| ObjectiveManager.IsCurrentObjective<AIObjectiveFindSafety>()
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|| ObjectiveManager.CurrentOrder is AIObjectiveGoTo goTo && goTo.Target == Character // wait order
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|| ObjectiveManager.CurrentObjective.GetSubObjectivesRecursive(true).Any(o => o.KeepDivingGearOn);
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if (oxygenLow && Character.CurrentHull.Oxygen > 0)
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{
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@@ -425,12 +447,14 @@ namespace Barotrauma
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{
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var decontainObjective = new AIObjectiveDecontainItem(Character, divingSuit, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>())
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{
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DropIfFailsToContain = false
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DropIfFails = false
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};
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decontainObjective.Abandoned += () =>
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{
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ReequipUnequipped();
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IgnoredItems.Add(targetContainer);
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};
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decontainObjective.Completed += () => ReequipUnequipped();
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ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
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return;
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}
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@@ -451,7 +475,7 @@ namespace Barotrauma
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{
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if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
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{
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if (oxygenLow || ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
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if (ObjectiveManager.GetCurrentPriority() >= AIObjectiveManager.RunPriority)
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{
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mask.Drop(Character);
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}
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@@ -465,7 +489,12 @@ namespace Barotrauma
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if (targetContainer != null)
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{
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var decontainObjective = new AIObjectiveDecontainItem(Character, mask, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
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decontainObjective.Abandoned += () => IgnoredItems.Add(targetContainer);
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decontainObjective.Abandoned += () =>
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{
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ReequipUnequipped();
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IgnoredItems.Add(targetContainer);
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};
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decontainObjective.Completed += () => ReequipUnequipped();
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ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
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return;
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}
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@@ -476,6 +505,10 @@ namespace Barotrauma
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}
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}
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}
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else
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{
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ReequipUnequipped();
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}
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}
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}
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}
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@@ -504,7 +537,11 @@ namespace Barotrauma
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if (targetContainer != null)
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{
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var decontainObjective = new AIObjectiveDecontainItem(Character, item, ObjectiveManager, targetContainer: targetContainer.GetComponent<ItemContainer>());
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decontainObjective.Abandoned += () => IgnoredItems.Add(targetContainer);
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decontainObjective.Abandoned += () =>
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{
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ReequipUnequipped();
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IgnoredItems.Add(targetContainer);
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};
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ObjectiveManager.CurrentObjective.AddSubObjective(decontainObjective, addFirst: true);
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return;
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}
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@@ -519,6 +556,18 @@ namespace Barotrauma
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}
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}
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public void ReequipUnequipped()
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{
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foreach (var item in unequippedItems)
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{
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if (item != null && !item.Removed && Character.HasItem(item))
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{
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TakeItem(item, Character.Inventory, equip: true, dropOtherIfCannotMove: true, allowSwapping: true, storeUnequipped: false);
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}
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}
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unequippedItems.Clear();
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}
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private enum FindItemState
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{
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None,
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@@ -528,10 +577,13 @@ namespace Barotrauma
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}
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private FindItemState findItemState;
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private int itemIndex;
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public bool FindSuitableContainer(Item containableItem, out Item suitableContainer)
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public bool FindSuitableContainer(Item containableItem, out Item suitableContainer) => FindSuitableContainer(Character, containableItem, IgnoredItems, ref itemIndex, out suitableContainer);
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public static bool FindSuitableContainer(Character character, Item containableItem, List<Item> ignoredItems, ref int itemIndex, out Item suitableContainer)
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{
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suitableContainer = null;
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if (Character.FindItem(ref itemIndex, out Item targetContainer, ignoredItems: IgnoredItems, customPriorityFunction: i =>
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if (character.FindItem(ref itemIndex, out Item targetContainer, ignoredItems: ignoredItems, customPriorityFunction: i =>
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{
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var container = i.GetComponent<ItemContainer>();
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if (container == null) { return 0; }
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@@ -683,6 +735,38 @@ namespace Barotrauma
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public override void OnAttacked(Character attacker, AttackResult attackResult)
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{
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if (Character.IsDead) { return; }
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if (attacker == null || Character.IsPlayer)
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{
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// The player characters need to "respond" to the attack always, because the update loop doesn't run for them.
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// Otherwise other NPCs totally ignore when player characters are attacked.
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RespondToAttack(attacker, attackResult);
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return;
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}
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if (previousAttackResults.ContainsKey(attacker))
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{
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foreach (Affliction newAffliction in attackResult.Afflictions)
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{
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var matchingAffliction = previousAttackResults[attacker].Afflictions.Find(a => a.Prefab == newAffliction.Prefab && a.Source == newAffliction.Source);
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if (matchingAffliction == null)
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{
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previousAttackResults[attacker].Afflictions.Add(newAffliction);
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}
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else
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{
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matchingAffliction.Strength += newAffliction.Strength;
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}
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}
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previousAttackResults[attacker] = new AttackResult(previousAttackResults[attacker].Afflictions, previousAttackResults[attacker].HitLimb);
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}
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else
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{
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previousAttackResults.Add(attacker, attackResult);
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}
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}
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private void RespondToAttack(Character attacker, AttackResult attackResult)
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{
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// excluding poisons etc
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float realDamage = attackResult.Damage;
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// including poisons etc
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@@ -691,7 +775,7 @@ namespace Barotrauma
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{
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totalDamage -= affliction.Prefab.KarmaChangeOnApplied * affliction.Strength;
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}
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if (totalDamage <= 0) { return; }
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if (totalDamage <= 0.01f) { return; }
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if (Character.IsBot)
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{
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if (attacker != null)
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@@ -735,7 +819,7 @@ namespace Barotrauma
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return;
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}
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float cumulativeDamage = GetDamageDoneByAttacker(attacker);
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if (!Character.IsSecurity && attacker.IsBot && !attacker.IsInstigator)
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if (!Character.IsSecurity && attacker.IsBot && Character.CombatAction == null)
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{
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if (cumulativeDamage > 1)
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{
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@@ -834,7 +918,17 @@ namespace Barotrauma
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}
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else
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{
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if (attacker.TeamID == Character.TeamType.FriendlyNPC)
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// If there are any enemies around, just ignore the friendly fire
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if (Character.CharacterList.Any(ch => ch.Submarine == Character.Submarine && !ch.Removed && !ch.IsDead && !ch.IsIncapacitated && !IsFriendly(ch) && VisibleHulls.Contains(ch.CurrentHull)))
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{
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return AIObjectiveCombat.CombatMode.None;
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}
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if (Character.IsInstigator && attacker.IsPlayer)
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{
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// The guards don't react when the player attacks instigators.
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return c.IsSecurity ? AIObjectiveCombat.CombatMode.None : (Character.CombatAction != null ? Character.CombatAction.WitnessReaction : AIObjectiveCombat.CombatMode.Retreat);
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}
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else if (attacker.TeamID == Character.TeamType.FriendlyNPC)
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{
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if (c.IsSecurity)
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{
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@@ -847,11 +941,7 @@ namespace Barotrauma
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}
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else
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{
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if (Character.IsInstigator)
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{
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return c.IsSecurity ? AIObjectiveCombat.CombatMode.Arrest : AIObjectiveCombat.CombatMode.Retreat;
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}
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else if (cumulativeDamage > dmgThreshold)
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if (cumulativeDamage > dmgThreshold)
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{
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if (c.IsSecurity)
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{
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@@ -1006,39 +1096,51 @@ namespace Barotrauma
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return true;
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}
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public bool TryToMoveItem(Item item, Inventory targetInventory, bool dropIfCannotMove = true)
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private readonly HashSet<Item> unequippedItems = new HashSet<Item>();
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public bool TakeItem(Item item, Inventory targetInventory, bool equip, bool dropOtherIfCannotMove = true, bool allowSwapping = false, bool storeUnequipped = false)
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{
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var pickable = item.GetComponent<Pickable>();
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if (pickable == null) { return false; }
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int targetSlot = -1;
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//check if all the slots required by the item are free
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foreach (InvSlotType slots in pickable.AllowedSlots)
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if (equip)
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{
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if (slots.HasFlag(InvSlotType.Any)) { continue; }
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for (int i = 0; i < targetInventory.Items.Length; i++)
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int targetSlot = -1;
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//check if all the slots required by the item are free
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foreach (InvSlotType slots in pickable.AllowedSlots)
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{
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if (targetInventory is CharacterInventory characterInventory)
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if (slots.HasFlag(InvSlotType.Any)) { continue; }
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for (int i = 0; i < targetInventory.Items.Length; i++)
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{
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//slot not needed by the item, continue
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if (!slots.HasFlag(characterInventory.SlotTypes[i])) { continue; }
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}
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targetSlot = i;
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//slot free, continue
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var otherItem = targetInventory.Items[i];
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if (otherItem == null) { continue; }
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//try to move the existing item to LimbSlot.Any and continue if successful
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if (otherItem.AllowedSlots.Contains(InvSlotType.Any) && targetInventory.TryPutItem(otherItem, Character, new List<InvSlotType>() { InvSlotType.Any }))
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{
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continue;
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}
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if (dropIfCannotMove)
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{
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//if everything else fails, simply drop the existing item
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otherItem.Drop(Character);
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if (targetInventory is CharacterInventory characterInventory)
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{
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//slot not needed by the item, continue
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if (!slots.HasFlag(characterInventory.SlotTypes[i])) { continue; }
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}
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targetSlot = i;
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//slot free, continue
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var otherItem = targetInventory.Items[i];
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if (otherItem == null) { continue; }
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//try to move the existing item to LimbSlot.Any and continue if successful
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if (otherItem.AllowedSlots.Contains(InvSlotType.Any) && targetInventory.TryPutItem(otherItem, Character, CharacterInventory.anySlot))
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{
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if (storeUnequipped && targetInventory.Owner == Character)
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{
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unequippedItems.Add(otherItem);
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}
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continue;
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}
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if (dropOtherIfCannotMove)
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{
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//if everything else fails, simply drop the existing item
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otherItem.Drop(Character);
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}
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}
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}
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return targetInventory.TryPutItem(item, targetSlot, allowSwapping, allowCombine: false, Character);
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}
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else
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{
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return targetInventory.TryPutItem(item, Character, CharacterInventory.anySlot);
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}
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return targetInventory.TryPutItem(item, targetSlot, false, false, Character);
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}
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public static bool NeedsDivingGear(Hull hull, out bool needsSuit)
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@@ -1107,7 +1209,7 @@ namespace Barotrauma
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}
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//if (!otherCharacter.IsFacing(thief.WorldPosition)) { continue; }
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if (!otherCharacter.CanSeeCharacter(thief)) { continue; }
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if (!someoneSpoke)
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if (!someoneSpoke && !character.IsIncapacitated && character.Stun <= 0.0f)
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{
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if (!item.StolenDuringRound && GameMain.GameSession?.Campaign?.Map?.CurrentLocation != null)
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{
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@@ -1306,7 +1408,7 @@ namespace Barotrauma
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// Use the cached visible hulls
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visibleHulls = VisibleHulls;
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}
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bool ignoreFire = objectiveManager.HasActiveObjective<AIObjectiveExtinguishFire>();
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bool ignoreFire = objectiveManager.CurrentOrder is AIObjectiveExtinguishFires extinguishOrder && extinguishOrder.Priority > 0 || objectiveManager.HasActiveObjective<AIObjectiveExtinguishFire>();
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bool ignoreWater = HasDivingSuit(character);
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bool ignoreOxygen = ignoreWater || HasDivingMask(character);
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bool ignoreEnemies = ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
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@@ -1391,13 +1493,10 @@ namespace Barotrauma
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return hullSafety.safety;
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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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public static bool IsFriendly(Character me, Character other, bool onlySameTeam = false)
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{
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bool sameTeam = me.TeamID == other.TeamID;
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// Only enemies are in the Team "None"
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bool friendlyTeam = me.TeamID != Character.TeamType.None && other.TeamID != Character.TeamType.None;
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bool friendlyTeam = IsOnFriendlyTeam(GameMain.GameSession?.GameMode, me, other);
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bool teamGood = sameTeam || friendlyTeam && !onlySameTeam;
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if (!teamGood) { return false; }
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bool speciesGood = other.SpeciesName == me.SpeciesName || other.Params.CompareGroup(me.Params.Group);
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@@ -1413,6 +1512,18 @@ namespace Barotrauma
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return true;
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}
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private static bool IsOnFriendlyTeam(GameMode mode, Character me, Character other)
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{
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// Only enemies are in the Team "None"
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bool friendlyTeam = me.TeamID != Character.TeamType.None && other.TeamID != Character.TeamType.None;
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// When playing a combat mission, we need to be on the same team to be friendlies
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if (friendlyTeam && mode is MissionMode mm && mm.Mission is CombatMission)
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{
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friendlyTeam = me.TeamID == other.TeamID;
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}
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return friendlyTeam;
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}
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public static bool IsActive(Character other) => other != null && !other.Removed && !other.IsDead && !other.IsUnconscious;
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public static bool IsTrueForAllCrewMembers(Character character, Func<HumanAIController, bool> predicate)
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