v1.4.4.1 (Blood in the Water Update)

This commit is contained in:
Regalis11
2024-04-24 18:09:05 +03:00
parent 89b91d1c3e
commit ff1b8951a7
397 changed files with 15250 additions and 6479 deletions
@@ -85,6 +85,8 @@ namespace Barotrauma
public bool IgnoreIfTargetDead { get; set; }
public bool AllowGoingOutside { get; set; }
public bool FaceTargetOnCompleted { get; set; } = true;
public bool AlwaysUseEuclideanDistance { get; set; } = true;
/// <summary>
@@ -324,7 +326,7 @@ namespace Barotrauma
float minOxygen = AIObjectiveFindDivingGear.GetMinOxygen(character);
if (tryToGetDivingSuit)
{
needsEquipment = !HumanAIController.HasDivingSuit(character, minOxygen);
needsEquipment = !HumanAIController.HasDivingSuit(character, minOxygen, requireSuitablePressureProtection: !objectiveManager.FailedToFindDivingGearForDepth);
}
else if (tryToGetDivingGear)
{
@@ -346,26 +348,26 @@ namespace Barotrauma
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: tryToGetDivingSuit, objectiveManager),
onAbandon: () =>
{
cantFindDivingGear = true;
if (needsDivingSuit)
{
// Shouldn't try to reach the target without a suit, because it's lethal.
Abandon = true;
}
else
{
// Try again without requiring the diving suit
RemoveSubObjective(ref findDivingGear);
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
onAbandon: () =>
{
Abandon = character.CurrentHull != null && (objectiveManager.CurrentOrder != this || Target.Submarine == null);
RemoveSubObjective(ref findDivingGear);
},
onCompleted: () =>
{
RemoveSubObjective(ref findDivingGear);
});
cantFindDivingGear = true;
if (needsDivingSuit)
{
// Shouldn't try to reach the target without a suit, because it's lethal.
Abandon = true;
}
else
{
// Try again without requiring the diving suit
RemoveSubObjective(ref findDivingGear);
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
onAbandon: () =>
{
Abandon = character.CurrentHull != null && (objectiveManager.CurrentOrder != this || Target.Submarine == null);
RemoveSubObjective(ref findDivingGear);
},
onCompleted: () =>
{
RemoveSubObjective(ref findDivingGear);
});
}
},
onCompleted: () => RemoveSubObjective(ref findDivingGear));
@@ -450,10 +452,8 @@ namespace Barotrauma
{
useScooter = false;
checkScooterTimer = checkScooterTime * Rand.Range(0.75f, 1.25f);
Identifier scooterTag = "scooter".ToIdentifier();
Identifier batteryTag = "mobilebattery".ToIdentifier();
Item scooter = null;
bool shouldUseScooter = Mimic && targetCharacter != null && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false);
bool shouldUseScooter = Mimic && targetCharacter != null && targetCharacter.HasEquippedItem(Tags.Scooter, allowBroken: false);
if (!shouldUseScooter)
{
float threshold = 500;
@@ -467,7 +467,7 @@ namespace Barotrauma
shouldUseScooter = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition) > threshold * threshold;
}
}
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, recursive: false, requireEquipped: true))
if (HumanAIController.HasItem(character, Tags.Scooter, out IEnumerable<Item> equippedScooters, recursive: false, requireEquipped: true))
{
// Currently equipped scooter
scooter = equippedScooters.FirstOrDefault();
@@ -477,23 +477,23 @@ namespace Barotrauma
var leftHandItem = character.GetEquippedItem(slotType: InvSlotType.LeftHand);
var rightHandItem = character.GetEquippedItem(slotType: InvSlotType.RightHand);
bool handsFull =
(leftHandItem != null && !character.Inventory.IsAnySlotAvailable(leftHandItem)) ||
(rightHandItem != null && !character.Inventory.IsAnySlotAvailable(rightHandItem));
(leftHandItem != null && !character.Inventory.IsAnySlotAvailable(leftHandItem) && !character.Inventory.TryPutItem(leftHandItem, character, InvSlotType.Bag.ToEnumerable())) ||
(rightHandItem != null && !character.Inventory.IsAnySlotAvailable(rightHandItem) && !character.Inventory.TryPutItem(rightHandItem, character, InvSlotType.Bag.ToEnumerable()));
if (!handsFull)
{
bool hasBattery = false;
if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> nonEquippedScooters, containedTag: batteryTag, conditionPercentage: 1, requireEquipped: false))
if (HumanAIController.HasItem(character, Tags.Scooter, out IEnumerable<Item> nonEquippedScooters, containedTag: Tags.MobileBattery, conditionPercentage: 1, requireEquipped: false))
{
// Non-equipped scooter with a battery
scooter = nonEquippedScooters.FirstOrDefault();
hasBattery = true;
}
else if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> _nonEquippedScooters, requireEquipped: false))
else if (HumanAIController.HasItem(character, Tags.Scooter, out IEnumerable<Item> _nonEquippedScooters, requireEquipped: false))
{
// Non-equipped scooter without a battery
scooter = _nonEquippedScooters.FirstOrDefault();
// Non-recursive so that the bots won't take batteries from other items. Also means that they can't find batteries inside containers. Not sure how to solve this.
hasBattery = HumanAIController.HasItem(character, batteryTag, out _, requireEquipped: false, conditionPercentage: 1, recursive: false);
hasBattery = HumanAIController.HasItem(character, Tags.MobileBattery, out _, requireEquipped: false, conditionPercentage: 1, recursive: false);
}
if (scooter != null && hasBattery)
{
@@ -511,7 +511,7 @@ namespace Barotrauma
if (scooter.ContainedItems.None(i => i.Condition > 0))
{
// Try to switch batteries
if (HumanAIController.HasItem(character, batteryTag, out IEnumerable<Item> batteries, conditionPercentage: 1, recursive: false))
if (HumanAIController.HasItem(character, Tags.MobileBattery, out IEnumerable<Item> batteries, conditionPercentage: 1, recursive: false))
{
scooter.ContainedItems.ForEachMod(emptyBattery => character.Inventory.TryPutItem(emptyBattery, character, CharacterInventory.AnySlot));
if (!scooter.Combine(batteries.OrderByDescending(b => b.Condition).First(), character))
@@ -811,16 +811,15 @@ namespace Barotrauma
private void StopMovement()
{
SteeringManager?.Reset();
if (Target != null)
if (FaceTargetOnCompleted && Target is Entity { Removed: false })
{
character.AnimController.TargetDir = Target.WorldPosition.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
HumanAIController.FaceTarget(Target);
}
}
protected override void OnCompleted()
{
StopMovement();
HumanAIController.FaceTarget(Target);
if (Target is WayPoint { Ladders: null })
{
// Release ladders when ordered to wait at a spawnpoint.