AI operating reactors & railguns, misc AI improvements
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@@ -10,7 +10,7 @@ namespace Barotrauma
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{
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class AIObjectiveGoTo : AIObjective
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{
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AITarget target;
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Entity target;
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Vector2 targetPos;
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@@ -26,13 +26,13 @@ namespace Barotrauma
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}
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}
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public AITarget Target
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public Entity Target
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{
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get { return target; }
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}
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public AIObjectiveGoTo(AITarget target, Character character, bool repeat = false)
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: base (character)
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public AIObjectiveGoTo(Entity target, Character character, bool repeat = false)
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: base (character, "")
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{
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this.target = target;
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this.repeat = false;
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@@ -40,14 +40,19 @@ namespace Barotrauma
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public AIObjectiveGoTo(Vector2 targetPos, Character character)
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: base(character)
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: base(character, "")
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{
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this.targetPos = targetPos;
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}
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protected override void Act(float deltaTime)
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{
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character.AIController.SelectTarget(target);
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if (character.SelectedConstruction!=null)
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{
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character.SelectedConstruction = null;
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}
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if (target!=null) character.AIController.SelectTarget(target.AiTarget);
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character.AIController.SteeringManager.SteeringSeek(
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target != null ? target.SimPosition : targetPos);
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@@ -56,7 +61,22 @@ namespace Barotrauma
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public override bool IsCompleted()
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{
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if (repeat) return false;
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return Vector2.Distance(target != null ? target.SimPosition : ConvertUnits.ToDisplayUnits(targetPos), character.SimPosition) < 0.5f;
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float allowedDistance = 0.5f;
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var item = target as Item;
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if (item != null) allowedDistance = Math.Max(item.PickDistance,allowedDistance);
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return Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveGoTo objective = otherObjective as AIObjectiveGoTo;
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if (objective == null) return false;
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if (objective.target == target) return true;
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return (objective.targetPos == targetPos);
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}
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}
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}
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