(ac7ab10b0) Pass AIObjectiveManager reference in the constructors instead of methods so that we can always access it.
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@@ -51,8 +51,8 @@ namespace Barotrauma
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public void CreateAutomaticObjectives()
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{
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Objectives.Clear();
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AddObjective(new AIObjectiveFindSafety(character));
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AddObjective(new AIObjectiveIdle(character));
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AddObjective(new AIObjectiveFindSafety(character, this));
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AddObjective(new AIObjectiveIdle(character, this));
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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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@@ -96,7 +96,7 @@ namespace Barotrauma
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{
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var previousObjective = CurrentObjective;
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var firstObjective = Objectives.FirstOrDefault();
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if (CurrentOrder != null && firstObjective != null && CurrentOrder.GetPriority(this) > firstObjective.GetPriority(this))
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if (CurrentOrder != null && firstObjective != null && CurrentOrder.GetPriority() > firstObjective.GetPriority())
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{
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CurrentObjective = CurrentOrder;
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}
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@@ -113,12 +113,12 @@ namespace Barotrauma
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public float GetCurrentPriority()
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{
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return CurrentObjective == null ? 0.0f : CurrentObjective.GetPriority(this);
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return CurrentObjective == null ? 0.0f : CurrentObjective.GetPriority();
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}
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public void UpdateObjectives(float deltaTime)
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{
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CurrentOrder?.Update(this, deltaTime);
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CurrentOrder?.Update(deltaTime);
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for (int i = 0; i < Objectives.Count; i++)
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{
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var objective = Objectives[i];
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@@ -138,7 +138,7 @@ namespace Barotrauma
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}
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else
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{
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objective.Update(this, deltaTime);
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objective.Update(deltaTime);
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}
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}
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GetCurrentObjective();
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@@ -148,9 +148,9 @@ namespace Barotrauma
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{
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if (Objectives.Any())
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{
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Objectives.Sort((x, y) => y.GetPriority(this).CompareTo(x.GetPriority(this)));
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Objectives.Sort((x, y) => y.GetPriority().CompareTo(x.GetPriority()));
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}
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CurrentObjective?.SortSubObjectives(this);
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CurrentObjective?.SortSubObjectives();
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}
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public void DoCurrentObjective(float deltaTime)
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@@ -181,7 +181,7 @@ namespace Barotrauma
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switch (order.AITag.ToLowerInvariant())
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{
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case "follow":
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newObjective = new AIObjectiveGoTo(orderGiver, character, true, priorityModifier: priorityModifier)
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newObjective = new AIObjectiveGoTo(orderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
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{
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CloseEnough = 1.5f,
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AllowGoingOutside = true,
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@@ -190,38 +190,38 @@ namespace Barotrauma
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};
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break;
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case "wait":
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newObjective = new AIObjectiveGoTo(character, character, true, priorityModifier: priorityModifier)
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newObjective = new AIObjectiveGoTo(character, character, this, repeat: true, priorityModifier: priorityModifier)
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{
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AllowGoingOutside = true
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};
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break;
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case "fixleaks":
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newObjective = new AIObjectiveFixLeaks(character, priorityModifier: priorityModifier);
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newObjective = new AIObjectiveFixLeaks(character, this, priorityModifier);
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break;
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case "chargebatteries":
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newObjective = new AIObjectiveChargeBatteries(character, option);
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newObjective = new AIObjectiveChargeBatteries(character, this, option, priorityModifier);
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break;
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case "rescue":
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newObjective = new AIObjectiveRescueAll(character, priorityModifier: priorityModifier);
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newObjective = new AIObjectiveRescueAll(character, this, priorityModifier);
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break;
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case "repairsystems":
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newObjective = new AIObjectiveRepairItems(character, priorityModifier: priorityModifier) { RequireAdequateSkills = option != "all" };
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newObjective = new AIObjectiveRepairItems(character, this, priorityModifier) { RequireAdequateSkills = option != "all" };
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break;
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case "pumpwater":
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newObjective = new AIObjectivePumpWater(character, option, priorityModifier: priorityModifier);
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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, priorityModifier: priorityModifier);
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newObjective = new AIObjectiveExtinguishFires(character, this, priorityModifier: 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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if (steering != null) steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
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if (order.TargetItemComponent == null) { return null; }
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newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier) { IsLoop = true };
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newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, requireEquip: false, useController: order.UseController, priorityModifier: priorityModifier) { IsLoop = true };
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break;
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default:
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if (order.TargetItemComponent == null) { return null; }
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newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController, priorityModifier: priorityModifier) { IsLoop = true };
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newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option, requireEquip: false, useController: order.UseController, priorityModifier: priorityModifier) { IsLoop = true };
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break;
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}
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return newObjective;
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