Unstable v0.10.600.0
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@@ -248,6 +248,7 @@ namespace Barotrauma.Items.Components
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partial void UseProjSpecific(float deltaTime, Vector2 raystart);
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private static readonly List<Body> hitBodies = new List<Body>();
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private readonly HashSet<Character> hitCharacters = new HashSet<Character>();
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private readonly List<FireSource> fireSourcesInRange = new List<FireSource>();
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private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
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@@ -291,10 +292,14 @@ namespace Barotrauma.Items.Components
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return true;
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},
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allowInsideFixture: true);
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hitBodies.Clear();
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hitBodies.AddRange(bodies);
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lastPickedFraction = Submarine.LastPickedFraction;
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Type lastHitType = null;
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hitCharacters.Clear();
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foreach (Body body in bodies)
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foreach (Body body in hitBodies)
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{
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Type bodyType = body.UserData?.GetType();
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if (!RepairThroughWalls && bodyType != null && bodyType != lastHitType)
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@@ -372,13 +377,23 @@ namespace Barotrauma.Items.Components
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fireSourcesInRange.Add(fs);
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}
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}
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foreach (FireSource fs in hull.FakeFireSources)
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{
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if (fs.IsInDamageRange(displayPos, 100.0f) && !fireSourcesInRange.Contains(fs))
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{
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fireSourcesInRange.Add(fs);
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}
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}
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}
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foreach (FireSource fs in fireSourcesInRange)
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{
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fs.Extinguish(deltaTime, ExtinguishAmount);
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#if SERVER
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GameMain.Server.KarmaManager.OnExtinguishingFire(user, deltaTime);
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if (!(fs is DummyFireSource))
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{
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GameMain.Server.KarmaManager.OnExtinguishingFire(user, deltaTime);
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}
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#endif
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}
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}
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@@ -562,13 +577,22 @@ namespace Barotrauma.Items.Components
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partial void FixItemProjSpecific(Character user, float deltaTime, Item targetItem);
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private float sinTime;
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private float repairTimer;
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private Gap previousGap;
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private readonly float repairTimeOut = 5;
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public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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if (!(objective.OperateTarget is Gap leak)) { return true; }
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if (leak.Submarine == null) { return true; }
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if (leak != previousGap)
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{
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sinTime = 0;
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repairTimer = 0;
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previousGap = leak;
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}
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Vector2 fromCharacterToLeak = leak.WorldPosition - character.WorldPosition;
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float dist = fromCharacterToLeak.Length();
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float reach = Range + ConvertUnits.ToDisplayUnits(((HumanoidAnimController)character.AnimController).ArmLength);
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float reach = AIObjectiveFixLeak.CalculateReach(this, character);
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//too far away -> consider this done and hope the AI is smart enough to move closer
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if (dist > reach * 2) { return true; }
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@@ -626,7 +650,11 @@ namespace Barotrauma.Items.Components
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else if (dist < reach * 2)
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{
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// In or almost in range
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character.CursorPosition = leak.Position;
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character.CursorPosition = leak.WorldPosition;
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if (character.Submarine != null)
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{
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character.CursorPosition -= character.Submarine.Position;
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}
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character.CursorPosition += VectorExtensions.Forward(Item.body.TransformedRotation + (float)Math.Sin(sinTime) / 2, dist / 2);
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if (character.AnimController.InWater)
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{
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@@ -656,6 +684,12 @@ namespace Barotrauma.Items.Components
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var angle = VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak);
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if (angle < MathHelper.PiOver4)
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{
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if (Submarine.PickBody(item.SimPosition, leak.SimPosition, collisionCategory: Physics.CollisionWall, allowInsideFixture: true)?.UserData is Item i)
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{
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var door = i.GetComponent<Door>();
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// Hit a door, abandon so that we don't weld it shut.
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return door != null && !door.IsOpen && !door.IsBroken;
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}
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// Check that we don't hit any friendlies
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if (Submarine.PickBodies(item.SimPosition, leak.SimPosition, collisionCategory: Physics.CollisionCharacter).None(hit =>
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{
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@@ -669,6 +703,14 @@ namespace Barotrauma.Items.Components
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{
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character.SetInput(InputType.Shoot, false, true);
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Use(deltaTime, character);
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repairTimer += deltaTime;
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if (repairTimer > repairTimeOut)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: timed out while welding a leak in {leak.FlowTargetHull.DisplayName}.", color: Color.Yellow);
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#endif
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return true;
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}
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}
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}
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