(81244db07) Implement AIObjectiveFightIntruders.
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@@ -14,7 +14,7 @@ namespace Barotrauma
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// Constantly increases the priority of the selected objective, unless overridden
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public const float baseDevotion = 2;
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public List<AIObjective> Objectives { get; private set; }
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public List<AIObjective> Objectives { get; private set; } = new List<AIObjective>();
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private Character character;
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@@ -26,10 +26,11 @@ namespace Barotrauma
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public AIObjective CurrentOrder { get; private set; }
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public AIObjective CurrentObjective { get; private set; }
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public bool IsCurrentObjective<T>() where T : AIObjective => CurrentObjective is T;
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public AIObjectiveManager(Character character)
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{
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this.character = character;
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Objectives = new List<AIObjective>();
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CreateAutomaticObjectives();
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}
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@@ -56,6 +57,7 @@ namespace Barotrauma
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foreach (var automaticOrder in character.Info.Job.Prefab.AutomaticOrders)
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{
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var orderPrefab = Order.PrefabList.Find(o => o.AITag == automaticOrder.aiTag);
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if (orderPrefab == null) { throw new Exception("Could not find a matching prefab by ai tag: " + automaticOrder.aiTag); }
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// TODO: Similar code is used in CrewManager:815-> DRY
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var matchingItems = orderPrefab.ItemIdentifiers.Any() ?
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Item.ItemList.FindAll(it => orderPrefab.ItemIdentifiers.Contains(it.Prefab.Identifier) || it.HasTag(orderPrefab.ItemIdentifiers)) :
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@@ -174,8 +176,6 @@ namespace Barotrauma
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}
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}
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// TODO: attack enemies : new AIObjectiveCombat(Character, attacker, AIObjectiveCombat.CombatMode.Offensive, objectiveManager);
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public AIObjective CreateObjective(Order order, string option, Character orderGiver, float priorityModifier = 1)
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{
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if (order == null) { return null; }
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@@ -213,7 +213,10 @@ namespace Barotrauma
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newObjective = new AIObjectivePumpWater(character, this, option, priorityModifier: priorityModifier);
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break;
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case "extinguishfires":
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newObjective = new AIObjectiveExtinguishFires(character, this, priorityModifier: priorityModifier);
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newObjective = new AIObjectiveExtinguishFires(character, this, priorityModifier);
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break;
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case "fightintruders":
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newObjective = new AIObjectiveFightIntruders(character, this, priorityModifier);
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break;
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case "steer":
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var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();
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