(ad567dea) v0.9.7.1
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+13
-15
@@ -51,19 +51,14 @@ namespace Barotrauma
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public override float GetPriority()
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{
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if (followControlledCharacter && Character.Controlled == null)
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if (followControlledCharacter && Character.Controlled == null) { return 0.0f; }
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if (Target is Entity e && e.Removed) { return 0.0f; }
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if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
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if (objectiveManager.CurrentOrder == this)
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{
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Priority = 0;
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return AIObjectiveManager.OrderPriority;
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}
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if (Target is Entity e && e.Removed)
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{
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Priority = 0;
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}
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if (IgnoreIfTargetDead && Target is Character character && character.IsDead)
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{
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Priority = 0;
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}
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return objectiveManager.CurrentOrder == this ? AIObjectiveManager.OrderPriority : Priority;
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return 1.0f;
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}
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public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1, float closeEnough = 0)
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@@ -223,7 +218,7 @@ namespace Barotrauma
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if (n.Waypoint.isObstructed) { return false; }
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return (n.Waypoint.CurrentHull == null) == (character.CurrentHull == null);
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}, endNodeFilter, nodeFilter);
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if (!isInside && (PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable))
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if (!isInside && PathSteering.CurrentPath == null || PathSteering.IsPathDirty || PathSteering.CurrentPath.Unreachable)
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{
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SteeringManager.SteeringManual(deltaTime, Vector2.Normalize(Target.WorldPosition - character.WorldPosition));
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SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 15);
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@@ -270,11 +265,14 @@ namespace Barotrauma
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{
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get
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{
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if (character.IsClimbing && SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.CurrentPath.Finished)
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if (SteeringManager == PathSteering && PathSteering.CurrentPath?.CurrentNode?.Ladders != null)
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{
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// Still in ladders and the path is not finished -> don't release
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return false;
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//don't consider the character to be close enough to the target while climbing ladders,
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//UNLESS the last node in the path has been reached
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//otherwise characters can let go of the ladders too soon once they're close enough to the target
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if (PathSteering.CurrentPath.NextNode != null) { return false; }
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}
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bool closeEnough = Vector2.DistanceSquared(Target.WorldPosition, character.WorldPosition) < CloseEnough * CloseEnough;
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if (closeEnough)
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{
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