(808e7257d) Attempt to fix the issue where bots are not avoiding walls properly while wandering around.
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@@ -133,16 +133,25 @@ namespace Barotrauma
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}
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else if (leftDist < WallAvoidDistance)
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{
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PathSteering.SteeringManual(deltaTime, Vector2.UnitX * (WallAvoidDistance - leftDist) / WallAvoidDistance);
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//PathSteering.SteeringManual(deltaTime, Vector2.UnitX * (WallAvoidDistance - leftDist) / WallAvoidDistance);
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PathSteering.SteeringManual(deltaTime, Vector2.UnitX);
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PathSteering.WanderAngle = 0.0f;
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}
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else if (rightDist < WallAvoidDistance)
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{
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PathSteering.SteeringManual(deltaTime, -Vector2.UnitX * (WallAvoidDistance - rightDist) / WallAvoidDistance);
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//PathSteering.SteeringManual(deltaTime, -Vector2.UnitX * (WallAvoidDistance - rightDist) / WallAvoidDistance);
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PathSteering.SteeringManual(deltaTime, -Vector2.UnitX);
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PathSteering.WanderAngle = MathHelper.Pi;
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}
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else
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{
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SteeringManager.SteeringWander();
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}
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}
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else
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{
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SteeringManager.SteeringWander();
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}
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SteeringManager.SteeringWander();
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if (!character.IsClimbing && !character.AnimController.InWater)
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{
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//reset vertical steering to prevent dropping down from platforms etc
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@@ -189,7 +189,8 @@ namespace Barotrauma.Items.Components
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{
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get { return name; }
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}
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//TODO: this shouldn't be saved as-is, causes tags ("ItemMsgPressSelect" etc) to be converted into actual texts when saving the subs
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[Editable, Serialize("", true)]
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public string Msg
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{
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@@ -203,6 +204,12 @@ namespace Barotrauma.Items.Components
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set;
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}
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public AITarget AITarget
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{
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get;
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private set;
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}
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public AITarget AITarget
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{
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get;
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@@ -247,7 +254,7 @@ namespace Barotrauma.Items.Components
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{
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DebugConsole.ThrowError("Invalid pick key in " + element + "!", e);
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}
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SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
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ParseMsg();
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@@ -503,6 +503,23 @@ namespace Barotrauma
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break;
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}
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}
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if (!category.HasFlag(MapEntityCategory.Legacy) && string.IsNullOrEmpty(identifier))
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{
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DebugConsole.ThrowError(
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"Item prefab \"" + name + "\" has no identifier. All item prefabs have a unique identifier string that's used to differentiate between items during saving and loading.");
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}
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if (!string.IsNullOrEmpty(identifier))
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{
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MapEntityPrefab existingPrefab = List.Find(e => e.Identifier == identifier);
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if (existingPrefab != null)
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{
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DebugConsole.ThrowError(
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"Map entity prefabs \"" + name + "\" and \"" + existingPrefab.Name + "\" have the same identifier!");
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}
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}
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AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList();
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if (sprite == null)
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{
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