(3628de633) Use the visible hulls instead of the current hull in multiple cases.
This commit is contained in:
@@ -319,7 +319,7 @@ namespace Barotrauma
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}
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if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
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{
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retreatTarget = findSafety.FindBestHull(new List<Hull>() { character.CurrentHull });
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retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls);
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}
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TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
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}
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@@ -439,8 +439,7 @@ namespace Barotrauma
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character.CursorPosition = Enemy.Position;
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float engageDistance = 500;
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if (squaredDistance > engageDistance * engageDistance) { return; }
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bool canSeeTarget = character.CanSeeCharacter(Enemy);
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if (!canSeeTarget && character.CurrentHull != Enemy.CurrentHull) { return; }
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if (!character.CanSeeCharacter(Enemy)) { return; }
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if (Weapon.RequireAimToUse)
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{
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bool isOperatingButtons = false;
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+9
-10
@@ -51,7 +51,8 @@ namespace Barotrauma
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return;
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}
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if (character.OxygenAvailable < CharacterHealth.LowOxygenThreshold) { Priority = 100; }
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currenthullSafety = HumanAIController.GetHullSafety(character.CurrentHull);
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// TODO: no need to update every frame?
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currenthullSafety = HumanAIController.GetCurrentHullSafety();
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if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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Priority -= priorityDecrease * deltaTime;
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@@ -128,7 +129,8 @@ namespace Barotrauma
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//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
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// -> attempt to manually steer away from hazards
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Vector2 escapeVel = Vector2.Zero;
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foreach (FireSource fireSource in currentHull.FireSources)
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// TODO: optimize
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foreach (FireSource fireSource in HumanAIController.VisibleHulls.SelectMany(h => h.FireSources))
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{
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Vector2 dir = character.Position - fireSource.Position;
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float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
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@@ -136,12 +138,8 @@ namespace Barotrauma
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}
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foreach (Character enemy in Character.CharacterList)
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{
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//don't run from friendly NPCs
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if (enemy.TeamID == Character.TeamType.FriendlyNPC) { continue; }
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//friendly NPCs don't run away from anything but characters controlled by EnemyAIController (= monsters)
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if (character.TeamID == Character.TeamType.FriendlyNPC && !(enemy.AIController is EnemyAIController)) { continue; }
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if (enemy.CurrentHull == currentHull && !enemy.IsDead && !enemy.IsUnconscious &&
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(enemy.AIController is EnemyAIController || enemy.TeamID != character.TeamID))
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if (enemy.IsDead || enemy.IsUnconscious || enemy.Removed || HumanAIController.IsFriendly(enemy)) { continue; }
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if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
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{
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Vector2 dir = character.Position - enemy.Position;
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float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
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@@ -150,9 +148,10 @@ namespace Barotrauma
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}
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if (escapeVel != Vector2.Zero)
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{
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float left = HumanAIController.VisibleHulls.Min(h => h.Rect.X) + 50;
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float right = HumanAIController.VisibleHulls.Max(h => h.Rect.Right) - 50;
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//only move if we haven't reached the edge of the room
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if ((escapeVel.X < 0 && character.Position.X > currentHull.Rect.X + 50) ||
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(escapeVel.X > 0 && character.Position.X < currentHull.Rect.Right - 50))
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if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
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{
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character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
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}
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@@ -127,6 +127,32 @@ namespace Barotrauma
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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@@ -73,6 +74,21 @@ namespace Barotrauma
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}
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}
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public override void Update(float deltaTime)
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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}
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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@@ -98,7 +114,7 @@ namespace Barotrauma
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bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
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(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
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if (currentTargetIsInvalid || currentTarget == null && IsForbidden(character.CurrentHull))
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if (currentTargetIsInvalid || currentTarget == null && HumanAIController.VisibleHulls.Any(h => IsForbidden(h)))
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{
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newTargetTimer = 0;
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standStillTimer = 0;
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@@ -141,9 +157,7 @@ namespace Barotrauma
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// Check that there is no unsafe or forbidden hulls on the way to the target
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// Only do this when the current hull is ok, because otherwise would block all paths from the current hull to the target hull.
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, randomHull.SimPosition);
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if (path.Unreachable ||
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path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) ||
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IsForbidden(n.CurrentHull)))
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if (path.Unreachable || path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull)))
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{
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//can't go to this room, remove it from the list and try another room next frame
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int index = targetHulls.IndexOf(randomHull);
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@@ -797,6 +797,10 @@ namespace Barotrauma
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{
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isCompleted = true;
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isCompleted = true;
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}
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}
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else
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{
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@@ -40,7 +40,7 @@ namespace Barotrauma
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if (character.SelectedCharacter != targetCharacter)
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{
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character.Speak(TextManager.Get("DialogFoundUnconsciousTarget")
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.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", character.CurrentHull.DisplayName),
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.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", targetCharacter.CurrentHull.DisplayName),
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null, 1.0f,
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"foundunconscioustarget" + targetCharacter.Name, 60.0f);
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@@ -71,7 +71,7 @@ namespace Barotrauma
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// Ensure that we have the find safety objective (should always be the case)
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objectiveManager.AddObjective(new AIObjectiveFindSafety(character, objectiveManager));
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}
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(findSafety.FindBestHull(new Hull[] { character.CurrentHull }), character, objectiveManager));
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(findSafety.FindBestHull(HumanAIController.VisibleHulls), character, objectiveManager));
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}
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return;
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}
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@@ -89,7 +89,7 @@ namespace Barotrauma
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if (character.SelectedCharacter != targetCharacter)
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{
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character.Speak(TextManager.Get("DialogFoundWoundedTarget")
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.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", character.CurrentHull.DisplayName),
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.Replace("[targetname]", targetCharacter.Name).Replace("[roomname]", targetCharacter.CurrentHull.DisplayName),
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null, 1.0f,
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"foundwoundedtarget" + targetCharacter.Name, 60.0f);
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