v1.5.7.0 (Summer Update)
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-3
@@ -10,13 +10,13 @@ namespace Barotrauma
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{
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public override Identifier Identifier { get; set; } = "extinguish fires".ToIdentifier();
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public override bool ForceRun => true;
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public override bool AllowInAnySub => true;
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protected override bool AllowInAnySub => true;
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public AIObjectiveExtinguishFires(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
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protected override bool Filter(Hull hull) => IsValidTarget(hull, character);
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protected override bool IsValidTarget(Hull hull) => IsValidTarget(hull, character);
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protected override float TargetEvaluation() =>
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protected override float GetTargetPriority() =>
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// If any target is visible -> 100 priority
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Targets.Any(t => t == character.CurrentHull || HumanAIController.VisibleHulls.Contains(t)) ? 100 :
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// Else based on the fire severity
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