v1.5.7.0 (Summer Update)
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+4
-4
@@ -19,9 +19,9 @@ namespace Barotrauma
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public Item PrioritizedItem { get; private set; }
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public override bool AllowMultipleInstances => true;
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public override bool AllowInFriendlySubs => true;
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protected override bool AllowInFriendlySubs => true;
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public readonly static float RequiredSuccessFactor = 0.4f;
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public const float RequiredSuccessFactor = 0.4f;
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public override bool IsDuplicate<T>(T otherObjective) => otherObjective is AIObjectiveRepairItems repairObjective && objectiveManager.IsOrder(repairObjective) == objectiveManager.IsOrder(this);
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@@ -62,7 +62,7 @@ namespace Barotrauma
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}
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}
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protected override bool Filter(Item item)
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protected override bool IsValidTarget(Item item)
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{
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if (!ViableForRepair(item, character, HumanAIController)) { return false; };
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if (!Objectives.ContainsKey(item))
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@@ -94,7 +94,7 @@ namespace Barotrauma
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return item.Repairables.All(r => !r.IsBelowRepairThreshold);
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}
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protected override float TargetEvaluation()
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protected override float GetTargetPriority()
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{
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var selectedItem = character.SelectedItem;
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if (selectedItem != null && AIObjectiveRepairItem.IsRepairing(character, selectedItem) && selectedItem.ConditionPercentage < 100)
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