AI operating reactors & railguns, misc AI improvements
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@@ -10,22 +10,43 @@ namespace Barotrauma
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class AIObjectiveOperateItem : AIObjective
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{
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private ItemComponent targetItem;
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private ItemComponent itemController;
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public AIObjectiveOperateItem(ItemComponent item, Character character)
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:base (character)
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private bool isCompleted;
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public AIObjectiveOperateItem(ItemComponent item, Character character, string option)
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:base (character, option)
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{
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targetItem = item;
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var controllers = item.Item.GetConnectedComponents<Controller>();
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if (controllers.Any()) itemController = controllers[0];
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}
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protected override void Act(float deltaTime)
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{
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if (Vector2.Distance(character.SimPosition, targetItem.Item.SimPosition) < targetItem.Item.PickDistance)
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ItemComponent target = itemController == null ? targetItem: itemController;
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if (Vector2.Distance(character.SimPosition, target.Item.SimPosition) < target.Item.PickDistance
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|| target.Item.IsInsideTrigger(character.Position))
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{
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//targetItem.Pick(character, false, true);
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if (character.SelectedConstruction != target.Item && target.CanBeSelected)
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{
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target.Item.Pick(character, false, true);
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}
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if (targetItem.AIOperate(deltaTime, character, this)) isCompleted = true;
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return;
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}
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subObjectives.Add(new AIObjectiveGoTo(targetItem.Item.SimPosition, character));
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subObjectives.Add(new AIObjectiveGoTo(target.Item, character));
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}
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public override bool IsCompleted()
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{
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return isCompleted;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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