(ac7ab10b0) Pass AIObjectiveManager reference in the constructors instead of methods so that we can always access it.
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@@ -37,7 +37,8 @@ namespace Barotrauma
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}
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}
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public AIObjectiveRescue(Character character, Character targetCharacter, float priorityModifier = 1) : base(character, "", priorityModifier)
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public AIObjectiveRescue(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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Debug.Assert(character != targetCharacter);
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this.targetCharacter = targetCharacter;
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@@ -58,7 +59,7 @@ namespace Barotrauma
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{
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if (!character.CanInteractWith(targetCharacter))
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{
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AddSubObjective(goToObjective = new AIObjectiveGoTo(targetCharacter, character));
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AddSubObjective(goToObjective = new AIObjectiveGoTo(targetCharacter, character, objectiveManager));
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}
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else
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{
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@@ -67,7 +68,7 @@ namespace Barotrauma
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}
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else
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{
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AddSubObjective(new AIObjectiveFindSafety(character));
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AddSubObjective(new AIObjectiveFindSafety(character, objectiveManager));
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}
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return;
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}
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@@ -75,7 +76,7 @@ namespace Barotrauma
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//target not in water -> we can start applying treatment
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if (!character.CanInteractWith(targetCharacter))
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{
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AddSubObjective(goToObjective = new AIObjectiveGoTo(targetCharacter, character));
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AddSubObjective(goToObjective = new AIObjectiveGoTo(targetCharacter, character, objectiveManager));
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}
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else
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{
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@@ -186,7 +187,7 @@ namespace Barotrauma
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}
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character.DeselectCharacter();
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AddSubObjective(new AIObjectiveGetItem(character, suitableItemIdentifiers.ToArray(), true));
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AddSubObjective(new AIObjectiveGetItem(character, suitableItemIdentifiers.ToArray(), objectiveManager, equip: true));
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}
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character.AnimController.Anim = AnimController.Animation.CPR;
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@@ -228,7 +229,7 @@ namespace Barotrauma
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return isCompleted || targetCharacter.IsDead;
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}
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public override float GetPriority(AIObjectiveManager objectiveManager)
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public override float GetPriority()
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{
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// TODO: review
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if (targetCharacter.AnimController.CurrentHull == null || targetCharacter.IsDead) { return 0.0f; }
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