(b0f5305f2) Unstable v0.9.10.0
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@@ -559,7 +559,7 @@ namespace Barotrauma
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if (item.CurrentHull != hull) { continue; }
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if (AIObjectiveRepairItems.IsValidTarget(item, Character))
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{
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if (item.Repairables.All(r => item.ConditionPercentage > r.AIRepairThreshold)) { continue; }
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if (item.Repairables.All(r => item.ConditionPercentage > r.RepairThreshold)) { continue; }
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if (AddTargets<AIObjectiveRepairItems, Item>(Character, item) && newOrder == null && !ObjectiveManager.HasActiveObjective<AIObjectiveRepairItem>())
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{
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var orderPrefab = Order.GetPrefab("reportbrokendevices");
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@@ -609,9 +609,13 @@ namespace Barotrauma
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if (ObjectiveManager.CurrentObjective is AIObjectiveFightIntruders) { return; }
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if (attacker == null || attacker.IsDead || attacker.Removed)
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{
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// Don't react on the damage if there's no attacker.
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// We might consider launching the retreat combat objective in some cases, so that the bot does not just stand somewhere getting damaged and dying.
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// But fires and enemies should already be handled by the FindSafetyObjective.
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return;
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// Ignore damage from falling etc that we shouldn't react to.
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if (Character.LastDamageSource == null) { return; }
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AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
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//if (Character.LastDamageSource == null) { return; }
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//AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
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}
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else if (IsFriendly(attacker))
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{
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@@ -827,7 +831,7 @@ namespace Barotrauma
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if (item.CurrentHull != hull) { continue; }
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if (AIObjectiveRepairItems.IsValidTarget(item, character))
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{
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if (item.Repairables.All(r => item.ConditionPercentage >= r.AIRepairThreshold)) { continue; }
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if (item.Repairables.All(r => item.ConditionPercentage >= r.RepairThreshold)) { continue; }
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AddTargets<AIObjectiveRepairItems, Item>(character, item);
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}
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}
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