v0.10.5.1
This commit is contained in:
+123
-44
@@ -1,4 +1,5 @@
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using Barotrauma.Items.Components;
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using Barotrauma.Extensions;
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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@@ -21,10 +22,12 @@ namespace Barotrauma
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private readonly Character targetCharacter;
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private AIObjectiveGoTo goToObjective;
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private AIObjectiveContainItem replaceOxygenObjective;
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private AIObjectiveGetItem getItemObjective;
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private float treatmentTimer;
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private Hull safeHull;
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private float findHullTimer;
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private bool ignoreOxygen;
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private readonly float findHullInterval = 1.0f;
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public AIObjectiveRescue(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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@@ -69,65 +72,130 @@ namespace Barotrauma
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}
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if (targetCharacter != character)
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{
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// Incapacitated target is not in a safe place -> Move to a safe place first
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if (targetCharacter.IsIncapacitated && HumanAIController.GetHullSafety(targetCharacter.CurrentHull, targetCharacter) < HumanAIController.HULL_SAFETY_THRESHOLD)
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if (targetCharacter.IsIncapacitated)
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{
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if (character.SelectedCharacter != targetCharacter)
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// Check if the character needs more oxygen
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if (!ignoreOxygen && character.SelectedCharacter == targetCharacter || character.CanInteractWith(targetCharacter))
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{
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if (targetCharacter.CurrentHull.DisplayName != null)
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// Replace empty oxygen tank
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// First remove empty tanks
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if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.HEAVY_DIVING_GEAR, out IEnumerable<Item> suits, requireEquipped: true))
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{
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character.Speak(TextManager.GetWithVariables("DialogFoundUnconsciousTarget", new string[2] { "[targetname]", "[roomname]" },
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new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
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null, 1.0f, "foundunconscioustarget" + targetCharacter.Name, 60.0f);
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}
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// Go to the target and select it
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if (!character.CanInteractWith(targetCharacter))
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{
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RemoveSubObjective(ref goToObjective);
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(targetCharacter, character, objectiveManager)
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Item suit = suits.FirstOrDefault();
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if (suit != null)
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{
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CloseEnough = CloseEnoughToTreat,
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DialogueIdentifier = "dialogcannotreachpatient",
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TargetName = targetCharacter.DisplayName
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},
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AIObjectiveFindDivingGear.DropEmptyTanks(character, suit, out _);
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}
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}
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else if (HumanAIController.HasItem(targetCharacter, AIObjectiveFindDivingGear.LIGHT_DIVING_GEAR, out IEnumerable<Item> masks, requireEquipped: true))
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{
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Item mask = masks.FirstOrDefault();
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if (mask != null)
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{
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AIObjectiveFindDivingGear.DropEmptyTanks(character, mask, out _);
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}
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}
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bool ShouldRemoveDivingSuit() => targetCharacter.OxygenAvailable < CharacterHealth.InsufficientOxygenThreshold && targetCharacter.CurrentHull?.LethalPressure <= 0;
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if (ShouldRemoveDivingSuit())
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{
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suits.ForEach(suit => suit.Drop(character));
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}
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else if (suits.Any() && suits.None(s => s.OwnInventory?.Items != null && s.OwnInventory.Items.Any(it => it != null && it.HasTag(AIObjectiveFindDivingGear.OXYGEN_SOURCE) && it.ConditionPercentage > 0)))
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{
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// The target has a suit equipped with an empty oxygen tank.
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// Can't remove the suit, because the target needs it.
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// If we happen to have an extra oxygen tank in the inventory, let's swap it.
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Item spareOxygenTank = FindOxygenTank(targetCharacter) ?? FindOxygenTank(character);
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if (spareOxygenTank != null)
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{
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Item suit = suits.FirstOrDefault();
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if (suit != null)
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{
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// Insert the new oxygen tank
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TryAddSubObjective(ref replaceOxygenObjective, () => new AIObjectiveContainItem(character, spareOxygenTank, suit.GetComponent<ItemContainer>(), objectiveManager),
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onCompleted: () => RemoveSubObjective(ref replaceOxygenObjective),
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onAbandon: () =>
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{
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RemoveSubObjective(ref replaceOxygenObjective);
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ignoreOxygen = true;
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if (ShouldRemoveDivingSuit())
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{
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suits.ForEach(suit => suit.Drop(character));
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}
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});
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return;
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}
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}
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Item FindOxygenTank(Character c) =>
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c.Inventory.FindItem(i =>
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i.HasTag(AIObjectiveFindDivingGear.OXYGEN_SOURCE) &&
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i.ConditionPercentage > 1 &&
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i.FindParentInventory(inv => inv.Owner is Item otherItem && otherItem.HasTag("diving")) == null,
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recursive: true);
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}
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}
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if (HumanAIController.GetHullSafety(targetCharacter.CurrentHull, targetCharacter) < HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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// Incapacitated target is not in a safe place -> Move to a safe place first
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if (character.SelectedCharacter != targetCharacter)
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{
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if (targetCharacter.CurrentHull != null && HumanAIController.VisibleHulls.Contains(targetCharacter.CurrentHull) && targetCharacter.CurrentHull.DisplayName != null)
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{
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character.Speak(TextManager.GetWithVariables("DialogFoundUnconsciousTarget", new string[2] { "[targetname]", "[roomname]" },
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new string[2] { targetCharacter.Name, targetCharacter.CurrentHull.DisplayName }, new bool[2] { false, true }),
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null, 1.0f, "foundunconscioustarget" + targetCharacter.Name, 60.0f);
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}
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// Go to the target and select it
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if (!character.CanInteractWith(targetCharacter))
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{
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RemoveSubObjective(ref replaceOxygenObjective);
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RemoveSubObjective(ref goToObjective);
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(targetCharacter, character, objectiveManager)
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{
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CloseEnough = CloseEnoughToTreat,
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DialogueIdentifier = "dialogcannotreachpatient",
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TargetName = targetCharacter.DisplayName
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},
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onCompleted: () => RemoveSubObjective(ref goToObjective),
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onAbandon: () =>
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{
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RemoveSubObjective(ref goToObjective);
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Abandon = true;
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});
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}
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else
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{
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character.SelectCharacter(targetCharacter);
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}
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}
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else
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{
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// Drag the character into safety
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if (safeHull == null)
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{
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if (findHullTimer > 0)
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{
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findHullTimer -= deltaTime;
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}
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else
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{
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safeHull = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(HumanAIController.VisibleHulls);
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findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
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character.SelectCharacter(targetCharacter);
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}
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}
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if (safeHull != null && character.CurrentHull != safeHull)
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else
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{
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RemoveSubObjective(ref goToObjective);
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(safeHull, character, objectiveManager),
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onCompleted: () => RemoveSubObjective(ref goToObjective),
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onAbandon: () =>
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// Drag the character into safety
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if (safeHull == null)
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{
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if (findHullTimer > 0)
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{
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RemoveSubObjective(ref goToObjective);
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safeHull = character.CurrentHull;
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});
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findHullTimer -= deltaTime;
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}
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else
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{
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safeHull = objectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(HumanAIController.VisibleHulls);
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findHullTimer = findHullInterval * Rand.Range(0.9f, 1.1f);
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}
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}
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if (safeHull != null && character.CurrentHull != safeHull)
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{
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RemoveSubObjective(ref replaceOxygenObjective);
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RemoveSubObjective(ref goToObjective);
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(safeHull, character, objectiveManager),
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onCompleted: () => RemoveSubObjective(ref goToObjective),
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onAbandon: () =>
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{
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RemoveSubObjective(ref goToObjective);
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safeHull = character.CurrentHull;
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});
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}
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}
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}
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}
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@@ -137,6 +205,7 @@ namespace Barotrauma
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if (targetCharacter != character && !character.CanInteractWith(targetCharacter))
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{
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RemoveSubObjective(ref replaceOxygenObjective);
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RemoveSubObjective(ref goToObjective);
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// Go to the target and select it
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(targetCharacter, character, objectiveManager)
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@@ -325,7 +394,7 @@ namespace Barotrauma
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Priority = 0;
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return Priority;
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}
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if (targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
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if (character.LockHands || targetCharacter == null || targetCharacter.CurrentHull == null || targetCharacter.Removed || targetCharacter.IsDead)
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{
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Priority = 0;
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}
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@@ -346,5 +415,15 @@ namespace Barotrauma
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}
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public static IEnumerable<Affliction> GetSortedAfflictions(Character character) => CharacterHealth.SortAfflictionsBySeverity(character.CharacterHealth.GetAllAfflictions());
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public override void Reset()
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{
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base.Reset();
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goToObjective = null;
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getItemObjective = null;
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replaceOxygenObjective = null;
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safeHull = null;
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ignoreOxygen = false;
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}
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}
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}
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