AI operating reactors & railguns, misc AI improvements
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@@ -47,7 +47,7 @@ namespace Barotrauma
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public void UpdateObjectives()
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{
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if (currentOrder != null || !objectives.Any()) return;
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if (!objectives.Any()) return;
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//remove completed objectives
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objectives = objectives.FindAll(o => !o.IsCompleted());
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@@ -69,7 +69,7 @@ namespace Barotrauma
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public void DoCurrentObjective(float deltaTime)
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{
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if (currentOrder != null)
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if (currentOrder != null && (!objectives.Any() || objectives[0].GetPriority(character)<OrderPriority))
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{
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currentOrder.TryComplete(deltaTime);
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return;
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@@ -81,19 +81,18 @@ namespace Barotrauma
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public void SetOrder(Order order, string option)
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{
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currentOrder = null;
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switch (order.Name.ToLower())
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{
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case "follow":
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currentOrder = new AIObjectiveGoTo(Character.Controlled.AiTarget, character, true);
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break;
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case "operate reactor":
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var reactorItem = Item.ItemList.Find(i => i.GetComponent<Reactor>() != null);
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if (reactorItem == null) return;
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currentOrder = new AIObjectiveOperateItem(reactorItem.GetComponent<Reactor>(), character);
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currentOrder = new AIObjectiveGoTo(Character.Controlled, character, true);
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break;
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default:
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currentOrder = null;
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if (order.TargetItem == null) return;
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currentOrder = new AIObjectiveOperateItem(order.TargetItem, character, option);
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break;
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}
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}
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