Human AI improvements, minor UI tweaking
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@@ -12,22 +12,46 @@ namespace Barotrauma
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{
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AITarget target;
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private Character character;
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Vector2 targetPos;
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public AIObjectiveGoTo(AITarget target, Character character)
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public override bool CanBeCompleted
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{
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this.character = character;
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this.target = target;
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get
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{
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var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
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return (pathSteering.CurrentPath == null || !pathSteering.CurrentPath.Unreachable);
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}
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}
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protected override void Act(float deltaTime, Character character)
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public AITarget Target
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{
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if (target == null) return;
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get { return target; }
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}
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public AIObjectiveGoTo(AITarget target, Character character)
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: base (character)
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{
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this.target = target;
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}
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public AIObjectiveGoTo(Vector2 targetPos, Character character)
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: base(character)
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{
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this.targetPos = targetPos;
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}
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protected override void Act(float deltaTime)
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{
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character.AIController.SelectTarget(target);
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character.AIController.SteeringManager.SteeringSeek(ConvertUnits.ToDisplayUnits(target.Position));
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character.AIController.SteeringManager.SteeringSeek(
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target != null ? target.SimPosition : targetPos);
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}
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public override bool IsCompleted()
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{
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return Vector2.Distance(target != null ? target.SimPosition : ConvertUnits.ToDisplayUnits(targetPos), character.SimPosition) < 0.5f;
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}
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}
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}
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