Human AI improvements, minor UI tweaking
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@@ -328,7 +328,16 @@ namespace Barotrauma
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Location location = locations[i];
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Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
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if (!rect.Contains(pos)) continue;
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Rectangle drawRect = location.Type.Sprite.SourceRect;
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Rectangle sourceRect = drawRect;
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drawRect.X = (int)pos.X - drawRect.Width/2;
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drawRect.Y = (int)pos.Y - drawRect.Width/2;
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if (!rect.Intersects(drawRect)) continue;
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Color color = location.Connections.Find(c => c.Locations.Contains(currentLocation))==null ? Color.White : Color.Green;
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@@ -336,16 +345,32 @@ namespace Barotrauma
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if (location == currentLocation) color = Color.Orange;
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location.Type.Sprite.Draw(spriteBatch, pos, color, 0.0f, scale/3.0f);
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if (drawRect.X < rect.X)
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{
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sourceRect.X += rect.X - drawRect.X;
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sourceRect.Width -= sourceRect.X;
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drawRect.X = rect.X;
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}
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else if (drawRect.Right > rect.Right)
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{
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sourceRect.Width -= (drawRect.Right - rect.Right);
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}
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//int imgIndex = i % 16;
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//int xCell = imgIndex % 4;
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//int yCell = (int)Math.Floor(imgIndex / 4.0f);
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//spriteBatch.Draw(iceCraters, pos,
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// new Rectangle(xCell * 64, yCell * 64, 64, 64),
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// Color.White, i,
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// new Vector2(32, 32), 0.5f*scale, SpriteEffects.None, 0.0f);
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if (drawRect.Y < rect.Y)
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{
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sourceRect.Y += rect.Y - drawRect.Y;
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sourceRect.Height -= sourceRect.Y;
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drawRect.Y = rect.Y;
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}
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else if (drawRect.Bottom > rect.Bottom)
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{
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sourceRect.Height -= drawRect.Bottom - rect.Bottom;
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}
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drawRect.Width = sourceRect.Width;
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drawRect.Height = sourceRect.Height;
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spriteBatch.Draw(location.Type.Sprite.Texture, drawRect, sourceRect, color);
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}
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for (int i = 0; i < 3; i++ )
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