Unstable v0.1300.0.0 (February 19th 2021)
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+7
-1
@@ -48,7 +48,7 @@ namespace Barotrauma
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float selectedBonus = isSelected ? 100 - MaxDevotion : 0;
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float devotion = (CumulatedDevotion + selectedBonus) / 100;
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float reduction = IsPriority ? 1 : isSelected ? 2 : 3;
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float max = MathHelper.Min(AIObjectiveManager.OrderPriority - reduction, 90);
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float max = AIObjectiveManager.LowestOrderPriority - reduction;
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Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (distanceFactor * PriorityModifier), 0, 1));
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}
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return Priority;
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@@ -58,6 +58,11 @@ namespace Barotrauma
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{
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// Only continue when the get item sub objectives have been completed.
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if (subObjectives.Any()) { return; }
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if (item.IgnoreByAI)
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{
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Abandon = true;
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return;
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}
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if (HumanAIController.FindSuitableContainer(character, item, ignoredContainers, ref itemIndex, out Item suitableContainer))
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{
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itemIndex = 0;
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@@ -74,6 +79,7 @@ namespace Barotrauma
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TryAddSubObjective(ref decontainObjective, () => new AIObjectiveDecontainItem(character, item, objectiveManager, targetContainer: suitableContainer.GetComponent<ItemContainer>())
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{
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Equip = equip,
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TakeWholeStack = true,
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DropIfFails = true
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},
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onCompleted: () =>
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