Unstable 0.1500.0.0
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+9
-8
@@ -101,11 +101,11 @@ namespace Barotrauma
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public enum CombatMode
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{
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Defensive,
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Offensive,
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Arrest,
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Retreat,
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None
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Defensive, // Use weapons against the enemy, but try to retreat to a safe place
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Offensive, // Engage the enemy and keep attacking it
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Arrest, // Try to arrest the enemy without using lethal weapons (stunning + handcuffs)
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Retreat, // Run to a safe place without attacking the target
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None // Don't use
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}
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public CombatMode Mode { get; private set; }
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@@ -958,14 +958,15 @@ namespace Barotrauma
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}
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if (reloadTimer > 0) { return; }
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if (holdFireCondition != null && holdFireCondition()) { return; }
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float sqrDist = Vector2.DistanceSquared(character.Position, Enemy.Position);
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sqrDistance = Vector2.DistanceSquared(character.WorldPosition, Enemy.WorldPosition);
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distanceTimer = distanceCheckInterval;
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if (WeaponComponent is MeleeWeapon meleeWeapon)
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{
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bool closeEnough = true;
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float sqrRange = meleeWeapon.Range * meleeWeapon.Range;
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if (character.AnimController.InWater)
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{
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if (sqrDist > sqrRange)
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if (sqrDistance > sqrRange)
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{
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closeEnough = false;
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}
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@@ -1003,7 +1004,7 @@ namespace Barotrauma
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{
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if (WeaponComponent is RepairTool repairTool)
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{
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if (sqrDist > repairTool.Range * repairTool.Range) { return; }
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if (sqrDistance > repairTool.Range * repairTool.Range) { return; }
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}
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float aimFactor = MathHelper.PiOver2 * (1 - AimAccuracy);
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.Position - Weapon.Position) < MathHelper.PiOver4 + aimFactor)
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+6
-2
@@ -53,9 +53,13 @@ namespace Barotrauma
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distanceFactor = 1;
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}
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float severity = AIObjectiveExtinguishFires.GetFireSeverity(targetHull);
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if (severity > 0.5f && !isOrder)
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if (severity > 0.75f && !isOrder &&
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targetHull.RoomName != null &&
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!targetHull.RoomName.Contains("reactor", StringComparison.OrdinalIgnoreCase) &&
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!targetHull.RoomName.Contains("engine", StringComparison.OrdinalIgnoreCase) &&
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!targetHull.RoomName.Contains("command", StringComparison.OrdinalIgnoreCase))
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{
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// Ignore severe fires unless ordered. (Let the fire drain all the oxygen instead).
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// Ignore severe fires to prevent casualities unless ordered to extinguish.
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Priority = 0;
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Abandon = true;
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}
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+1
-1
@@ -25,7 +25,7 @@ namespace Barotrauma
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/// <summary>
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/// 0-1 based on the horizontal size of all of the fires in the hull.
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/// </summary>
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public static float GetFireSeverity(Hull hull) => MathHelper.Lerp(0, 1, MathUtils.InverseLerp(0, Math.Min(hull.Rect.Width, 1000), hull.FireSources.Sum(fs => fs.Size.X)));
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public static float GetFireSeverity(Hull hull) => MathHelper.Lerp(0, 1, MathUtils.InverseLerp(0, 500, hull.FireSources.Sum(fs => fs.Size.X)));
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protected override IEnumerable<Hull> GetList() => Hull.hullList;
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+1
@@ -63,6 +63,7 @@ namespace Barotrauma
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if (target.CurrentHull == null) { return false; }
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if (HumanAIController.IsFriendly(character, target)) { return false; }
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if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
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if (target.HasAbilityFlag(AbilityFlags.IgnoredByEnemyAI)) { return false; }
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return true;
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}
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}
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+21
-15
@@ -57,7 +57,20 @@ namespace Barotrauma
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};
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},
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref getDivingGear));
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onCompleted: () =>
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{
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RemoveSubObjective(ref getDivingGear);
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if (gearTag == HEAVY_DIVING_GEAR && HumanAIController.HasItem(character, LIGHT_DIVING_GEAR, out IEnumerable<Item> masks, requireEquipped: true))
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{
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foreach (Item mask in masks)
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{
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if (mask != targetItem)
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{
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character.Inventory.TryPutItem(mask, character, CharacterInventory.anySlot);
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}
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}
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}
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});
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}
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else
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{
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@@ -71,9 +84,13 @@ namespace Barotrauma
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{
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if (character.IsOnPlayerTeam)
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{
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if (HumanAIController.HasItem(character, "oxygensource", out _, conditionPercentage: min))
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if (HumanAIController.HasItem(character, OXYGEN_SOURCE, out _, conditionPercentage: min))
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{
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character.Speak(TextManager.Get("dialogswappingoxygentank"), null, 0, "swappingoxygentank", 30.0f);
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if (character.Inventory.FindAllItems(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > min).Count == 1)
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{
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character.Speak(TextManager.Get("dialoglastoxygentank"), null, 0.0f, "dialoglastoxygentank", 30.0f);
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}
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}
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else
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{
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@@ -105,7 +122,7 @@ namespace Barotrauma
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onAbandon: () =>
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{
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Abandon = true;
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if (remainingTanks > 0 && !HumanAIController.HasItem(character, "oxygensource", out _, conditionPercentage: 0.01f))
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if (remainingTanks > 0 && !HumanAIController.HasItem(character, OXYGEN_SOURCE, out _, conditionPercentage: 0.01f))
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{
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character.Speak(TextManager.Get("dialogcantfindtoxygen"), null, 0, "cantfindoxygen", 30.0f);
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}
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@@ -121,7 +138,7 @@ namespace Barotrauma
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int ReportOxygenTankCount()
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{
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if (character.Submarine != Submarine.MainSub) { return 1; }
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int remainingOxygenTanks = Submarine.MainSub.GetItems(false).Count(i => i.HasTag("oxygensource") && i.Condition > 1);
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int remainingOxygenTanks = Submarine.MainSub.GetItems(false).Count(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > 1);
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if (remainingOxygenTanks == 0)
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{
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character.Speak(TextManager.Get("DialogOutOfOxygenTanks"), null, 0.0f, "outofoxygentanks", 30.0f);
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@@ -136,17 +153,6 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// Returns false only when no inventory can be found from the item.
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/// </summary>
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public static bool EjectEmptyTanks(Character actor, Item target, out IEnumerable<Item> containedItems)
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{
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containedItems = target.OwnInventory?.AllItems;
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if (containedItems == null) { return false; }
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AIController.UnequipEmptyItems(actor, target);
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return true;
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}
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public override void Reset()
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{
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base.Reset();
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+7
-20
@@ -242,9 +242,8 @@ namespace Barotrauma
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if (!searchingNewHull)
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{
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//find all available hulls first
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FindTargetHulls();
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searchingNewHull = true;
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return;
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FindTargetHulls();
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}
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else if (targetHulls.Any())
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{
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@@ -255,11 +254,10 @@ namespace Barotrauma
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition, errorMsgStr: null, nodeFilter: node =>
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{
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if (node.Waypoint.CurrentHull == null) { return false; }
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// Check that there is no unsafe or forbidden hulls on the way to the target
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// Check that there is no unsafe hulls on the way to the target
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if (node.Waypoint.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(node.Waypoint.CurrentHull)) { return false; }
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if (isCurrentHullAllowed && IsForbidden(node.Waypoint.CurrentHull)) { return false; }
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return true;
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});
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}, endNodeFilter: node => !isCurrentHullAllowed | !IsForbidden(node.Waypoint.CurrentHull));
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if (path.Unreachable)
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{
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//can't go to this room, remove it from the list and try another room
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@@ -271,30 +269,19 @@ namespace Barotrauma
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SetTargetTimerLow();
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return;
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}
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character.AIController.SelectTarget(currentTarget.AiTarget);
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PathSteering.SetPath(path);
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SetTargetTimerNormal();
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searchingNewHull = false;
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}
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else
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{
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// Couldn't find a target for some reason -> reset
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// Couldn't find a valid hull
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SetTargetTimerHigh();
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searchingNewHull = false;
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}
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if (currentTarget != null)
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{
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character.AIController.SelectTarget(currentTarget.AiTarget);
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string errorMsg = null;
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#if DEBUG
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bool isRoomNameFound = currentTarget.DisplayName != null;
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errorMsg = "(Character " + character.Name + " idling, target " + (isRoomNameFound ? currentTarget.DisplayName : currentTarget.ToString()) + ")";
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#endif
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, currentTarget.SimPosition, errorMsgStr: errorMsg, nodeFilter: node => node.Waypoint.CurrentHull != null);
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PathSteering.SetPath(path);
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}
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SetTargetTimerNormal();
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}
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newTargetTimer -= deltaTime;
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if (!character.IsClimbing && IsSteeringFinished())
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{
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Wander(deltaTime);
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