(89fea1963) Refactoring and fixing: - Remove relatively expensive HasAccessToPath calls. - Fix finding diving gear subobjective of goto main objective not checking if we need the gear. - Move the abandon checks from CanBeCompleted property under Act method and use the inherited property. Fixes incorrect results when the goto objective is not the active objective. - Improve the support for concurrent sub objectives.
This commit is contained in:
@@ -432,7 +432,7 @@ namespace Barotrauma
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/// <summary>
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/// Check whether the character has a diving mask in usable condition plus some oxygen.
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/// </summary>
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public static bool HasDivingGear(Character character) => HasItem(character, "diving", "oxygensource");
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public static bool HasDivingMask(Character character) => HasItem(character, "diving", "oxygensource");
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public static bool HasItem(Character character, string tag, string containedTag, float conditionPercentage = 0)
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{
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@@ -528,7 +528,7 @@ namespace Barotrauma
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if (hull == null) { return 0; }
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bool ignoreFire = ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFires>() || ObjectiveManager.IsCurrentObjective<AIObjectiveExtinguishFire>();
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bool ignoreWater = HasDivingSuit(Character);
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bool ignoreOxygen = ignoreWater || HasDivingGear(Character);
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bool ignoreOxygen = ignoreWater || HasDivingMask(Character);
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bool ignoreEnemies = ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
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return GetHullSafety(hull, Character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
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}
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@@ -38,7 +38,6 @@ namespace Barotrauma
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/// </summary>
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public virtual bool IsLoop { get; set; }
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public IEnumerable<AIObjective> SubObjectives => subObjectives;
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public AIObjective CurrentSubObjective { get; private set; }
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public event Action Completed;
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@@ -90,11 +89,6 @@ namespace Barotrauma
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}
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}
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if (!subObjectives.Contains(CurrentSubObjective))
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{
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CurrentSubObjective = null;
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}
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foreach (AIObjective objective in subObjectives)
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{
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objective.TryComplete(deltaTime);
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@@ -123,8 +117,14 @@ namespace Barotrauma
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{
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if (subObjectives.None()) { return; }
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subObjectives.Sort((x, y) => y.GetPriority().CompareTo(x.GetPriority()));
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CurrentSubObjective = SubObjectives.First();
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CurrentSubObjective.SortSubObjectives();
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if (ConcurrentObjectives)
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{
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subObjectives.ForEach(so => SortSubObjectives());
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}
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else
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{
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subObjectives.First().SortSubObjectives();
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}
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}
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public virtual float GetPriority() => Priority * PriorityModifier;
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@@ -137,10 +137,12 @@ namespace Barotrauma
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}
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else if (objectiveManager.WaitTimer <= 0)
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{
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var subObjective = objectiveManager.CurrentObjective?.CurrentSubObjective;
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if ((objectiveManager.CurrentObjective == this || subObjective == this))
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if (objectiveManager.CurrentObjective != null)
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{
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Priority += Devotion * PriorityModifier * deltaTime;
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if (objectiveManager.CurrentObjective == this || objectiveManager.CurrentObjective.subObjectives.Any(so => so == this))
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{
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Priority += Devotion * PriorityModifier * deltaTime;
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}
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}
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Priority = MathHelper.Clamp(Priority, 0, 100);
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subObjectives.ForEach(so => so.Update(deltaTime));
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@@ -202,7 +204,11 @@ namespace Barotrauma
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public virtual void OnSelected()
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{
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//SteeringManager.Reset();
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// Should we reset steering here?
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//if (!ConcurrentObjectives)
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//{
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// SteeringManager.Reset();
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//}
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}
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public virtual void Reset() { }
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-1
@@ -27,7 +27,6 @@ namespace Barotrauma
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public override float GetPriority()
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{
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if (gotoObjective != null && !gotoObjective.CanBeCompleted) { return 0; }
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if (Character.CharacterList.Any(c => c.CurrentHull == targetHull && !HumanAIController.IsFriendly(c))) { return 0; }
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
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float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetHull.WorldPosition.Y) * 2.0f;
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+44
-2
@@ -80,7 +80,7 @@ namespace Barotrauma
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}
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else if (needsDivingGear)
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{
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needsEquipment = !HumanAIController.HasDivingGear(character);
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needsEquipment = !HumanAIController.HasDivingMask(character);
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}
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if (needsEquipment)
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{
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@@ -601,6 +601,49 @@ namespace Barotrauma
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{
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character.AIController.SteeringManager.Reset();
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}
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if (goToObjective != null) { return; }
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if (currentHull == null) { return; }
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//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
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// -> attempt to manually steer away from hazards
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Vector2 escapeVel = Vector2.Zero;
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foreach (FireSource fireSource in currentHull.FireSources)
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{
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Vector2 dir = character.Position - fireSource.Position;
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float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
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escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
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}
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foreach (Character enemy in Character.CharacterList)
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{
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//don't run from friendly NPCs
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if (enemy.TeamID == Character.TeamType.FriendlyNPC) { continue; }
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//friendly NPCs don't run away from anything but characters controlled by EnemyAIController (= monsters)
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if (character.TeamID == Character.TeamType.FriendlyNPC && !(enemy.AIController is EnemyAIController)) { continue; }
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if (enemy.CurrentHull == currentHull && !enemy.IsDead && !enemy.IsUnconscious &&
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(enemy.AIController is EnemyAIController || enemy.TeamID != character.TeamID))
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{
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Vector2 dir = character.Position - enemy.Position;
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float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
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escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
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}
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}
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if (escapeVel != Vector2.Zero)
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{
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//only move if we haven't reached the edge of the room
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if ((escapeVel.X < 0 && character.Position.X > currentHull.Rect.X + 50) ||
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(escapeVel.X > 0 && character.Position.X < currentHull.Rect.Right - 50))
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{
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character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
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}
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else
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{
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character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
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character.AIController.SteeringManager.Reset();
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}
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}
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else
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{
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character.AIController.SteeringManager.Reset();
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}
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}
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}
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@@ -634,7 +677,6 @@ namespace Barotrauma
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unreachable.Add(hull);
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continue;
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}
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if (!PathSteering.HasAccessToPath(path)) { continue; }
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int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
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hullSafety /= 1 + unsafeNodes;
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// If the target is not inside a friendly submarine, considerably reduce the hull safety.
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@@ -346,6 +346,31 @@ namespace Barotrauma
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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@@ -9,9 +9,6 @@ namespace Barotrauma
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{
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public override string DebugTag => "go to";
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const float checkAccessInterval = 1;
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private float accessCheckTimer;
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private AIObjectiveFindDivingGear findDivingGear;
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private Vector2 targetPos;
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private bool repeat;
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@@ -36,43 +33,6 @@ namespace Barotrauma
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return 1.0f;
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}
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public override bool CanBeCompleted
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{
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get
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{
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if (!abandon)
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{
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if (FollowControlledCharacter && Character.Controlled == null)
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{
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abandon = true;
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}
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else if (Target != null && Target.Removed)
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{
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abandon = true;
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}
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else if (!repeat && waitUntilPathUnreachable < 0)
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{
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if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
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{
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abandon = PathSteering.CurrentPath.Unreachable;
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}
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}
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}
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if (abandon)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {(Target != null ? Target.ToString() : TargetPos.ToString())}", Color.Yellow);
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#endif
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if (objectiveManager.CurrentOrder != null)
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{
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character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
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}
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character.AIController.SteeringManager.Reset();
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}
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return base.CanBeCompleted;
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}
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}
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public Entity Target { get; private set; }
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public Vector2 TargetPos => Target != null ? Target.SimPosition : targetPos;
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@@ -106,12 +66,17 @@ namespace Barotrauma
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{
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if (FollowControlledCharacter)
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{
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if (Character.Controlled == null) { return; }
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if (Character.Controlled == null)
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{
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abandon = true;
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return;
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}
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Target = Character.Controlled;
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}
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if (Target == character)
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{
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character.AIController.SteeringManager.Reset();
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abandon = true;
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return;
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}
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waitUntilPathUnreachable -= deltaTime;
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@@ -119,7 +84,17 @@ namespace Barotrauma
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{
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character.SelectedConstruction = null;
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}
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if (Target != null) { character.AIController.SelectTarget(Target.AiTarget); }
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if (Target != null)
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{
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if (Target.Removed)
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{
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abandon = true;
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}
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else
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{
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character.AIController.SelectTarget(Target.AiTarget);
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}
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}
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Vector2 currTargetPos = Vector2.Zero;
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if (Target == null)
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{
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@@ -153,30 +128,46 @@ namespace Barotrauma
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if (isInside && targetIsOutside && !AllowGoingOutside)
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{
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abandon = true;
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return;
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}
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if (accessCheckTimer <= 0)
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else if (!repeat && waitUntilPathUnreachable < 0)
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{
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accessCheckTimer = checkAccessInterval;
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if (insideSteering && !PathSteering.HasAccessToPath(PathSteering.CurrentPath))
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if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
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{
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abandon = true;
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return;
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abandon = PathSteering.CurrentPath.Unreachable;
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}
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}
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if (abandon)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {(Target != null ? Target.ToString() : TargetPos.ToString())}", Color.Yellow);
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#endif
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if (objectiveManager.CurrentOrder != null)
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{
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character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
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}
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character.AIController.SteeringManager.Reset();
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}
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else
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{
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accessCheckTimer -= deltaTime;
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}
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character.AIController.SteeringManager.SteeringSeek(currTargetPos);
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if (getDivingGearIfNeeded)
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{
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if (targetIsOutside ||
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Target is Hull h && HumanAIController.NeedsDivingGear(h) ||
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Target is Item i && HumanAIController.NeedsDivingGear(i.CurrentHull) ||
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Target is Character c && HumanAIController.NeedsDivingGear(c.CurrentHull))
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character.AIController.SteeringManager.SteeringSeek(currTargetPos);
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if (getDivingGearIfNeeded)
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, true, objectiveManager));
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var targetHull = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull;
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bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull);
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bool needsDivingSuit = needsDivingGear && (targetIsOutside || targetHull.WaterPercentage > 90);
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bool needsEquipment = false;
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if (needsDivingSuit)
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{
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needsEquipment = !HumanAIController.HasDivingSuit(character);
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}
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else if (needsDivingGear)
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{
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needsEquipment = !HumanAIController.HasDivingMask(character);
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}
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if (needsEquipment)
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager));
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}
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}
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}
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}
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@@ -74,6 +74,21 @@ namespace Barotrauma
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}
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}
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public override void Update(float deltaTime)
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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}
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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@@ -142,10 +157,9 @@ namespace Barotrauma
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// Check that there is no unsafe or forbidden hulls on the way to the target
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// Only do this when the current hull is ok, because otherwise would block all paths from the current hull to the target hull.
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, randomHull.SimPosition);
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if (path.Unreachable ||
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path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) ||
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IsForbidden(n.CurrentHull)) ||
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!PathSteering.HasAccessToPath(path))
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if (path.Unreachable ||
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path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) ||
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IsForbidden(n.CurrentHull)))
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{
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//can't go to this room, remove it from the list and try another room next frame
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int index = targetHulls.IndexOf(randomHull);
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+4
-1
@@ -25,7 +25,6 @@ namespace Barotrauma
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public override float GetPriority()
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{
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if (goToObjective != null && !goToObjective.CanBeCompleted) { return 0; }
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if (component.Item.ConditionPercentage <= 0) { return 0; }
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if (objectiveManager.CurrentOrder == this)
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{
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@@ -140,6 +139,10 @@ namespace Barotrauma
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{
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isCompleted = true;
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isCompleted = true;
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}
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}
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else
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{
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@@ -620,6 +620,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -212,6 +212,33 @@ namespace Barotrauma.Items.Components
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}
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}
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public Vector2? PosToMaintain
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{
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get { return posToMaintain; }
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set { posToMaintain = value; }
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}
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struct ObstacleDebugInfo
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{
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public Vector2 Point1;
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public Vector2 Point2;
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public Vector2? Intersection;
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public float Dot;
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public Vector2 AvoidStrength;
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public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
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{
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Point1 = edge.Point1;
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Point2 = edge.Point2;
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Intersection = intersection;
|
||||
Dot = dot;
|
||||
AvoidStrength = avoidStrength;
|
||||
}
|
||||
}
|
||||
|
||||
//edge point 1, edge point 2, avoid strength
|
||||
private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
|
||||
|
||||
|
||||
@@ -1532,6 +1532,10 @@ namespace Barotrauma
|
||||
{
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
}
|
||||
if (!broken)
|
||||
{
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
}
|
||||
ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
|
||||
|
||||
if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
|
||||
|
||||
@@ -341,6 +341,25 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public string DisplayName
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private string roomName;
|
||||
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
|
||||
public string RoomName
|
||||
{
|
||||
get { return roomName; }
|
||||
set
|
||||
{
|
||||
if (roomName == value) { return; }
|
||||
roomName = value;
|
||||
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
|
||||
}
|
||||
}
|
||||
|
||||
public override Rectangle Rect
|
||||
{
|
||||
get
|
||||
|
||||
Reference in New Issue
Block a user