(965c31410a) Unstable v0.10.4.0
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+21
-2
@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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@@ -8,6 +9,7 @@ namespace Barotrauma
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protected override float IgnoreListClearInterval => 30;
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public override bool IgnoreUnsafeHulls => true;
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public AIObjectiveFightIntruders(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier) { }
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@@ -21,8 +23,25 @@ namespace Barotrauma
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return 100;
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}
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protected override AIObjective ObjectiveConstructor(Character target)
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=> new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier);
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protected override AIObjective ObjectiveConstructor(Character target)
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{
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var combatObjective = new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier);
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if (character.TeamID == Character.TeamType.FriendlyNPC && target.TeamID == Character.TeamType.Team1 && GameMain.GameSession?.GameMode is CampaignMode campaign)
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{
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var reputation = campaign.Map?.CurrentLocation?.Reputation;
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if (reputation != null && reputation.NormalizedValue < Reputation.HostileThreshold)
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{
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combatObjective.holdFireCondition = () =>
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{
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//hold fire while the enemy is in the airlock (except if they've attacked us)
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if (HumanAIController.GetDamageDoneByAttacker(target) > 0.0f) { return false; }
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return target.CurrentHull == null || target.CurrentHull.OutpostModuleTags.Any(t => t.Equals("airlock", System.StringComparison.OrdinalIgnoreCase));
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};
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character.Speak(TextManager.Get("dialogenteroutpostwarning"), null, Rand.Range(0.5f, 1.0f), "leaveoutpostwarning", 30.0f);
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}
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}
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return combatObjective;
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}
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protected override void OnObjectiveCompleted(AIObjective objective, Character target)
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=> HumanAIController.RemoveTargets<AIObjectiveFightIntruders, Character>(character, target);
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