Unstable 0.1300.0.7
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@@ -415,7 +415,7 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Get item failed to reach {moveToTarget}", Color.Yellow);
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#endif
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder != null)
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective)
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{
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string TargetName = (moveToTarget as MapEntity)?.Name ?? (moveToTarget as Character)?.Name ?? moveToTarget.ToString();
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string msg = TargetName == null ? TextManager.Get("dialogcannotreachtarget", true) : TextManager.GetWithVariable("dialogcannotreachtarget", "[name]", TargetName, formatCapitals: !(moveToTarget is Character));
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+1
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@@ -147,7 +147,7 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target}", Color.Yellow);
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#endif
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder != null && DialogueIdentifier != null && SpeakIfFails)
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective && DialogueIdentifier != null && SpeakIfFails)
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{
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string msg = TargetName == null ? TextManager.Get(DialogueIdentifier, true) : TextManager.GetWithVariable(DialogueIdentifier, "[name]", TargetName, formatCapitals: !(Target is Character));
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if (msg != null)
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+7
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@@ -132,7 +132,13 @@ namespace Barotrauma
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}
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var order = new Order(orderPrefab, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
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if (order == null) { continue; }
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if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC) { continue; }
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if (autonomousObjective.ignoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
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{
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if (Submarine.MainSub != null && Submarine.MainSub.DockedTo.None(s => s.TeamID != CharacterTeamType.FriendlyNPC && s.TeamID != character.TeamID))
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{
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continue;
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}
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}
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var objective = CreateObjective(order, autonomousObjective.option, character, isAutonomous: true, autonomousObjective.priorityModifier);
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if (objective != null && objective.CanBeCompleted)
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{
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+1
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@@ -121,7 +121,7 @@ namespace Barotrauma
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{
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float value = CumulatedDevotion + (AIObjectiveManager.LowestOrderPriority * PriorityModifier);
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float max = AIObjectiveManager.LowestOrderPriority - 1;
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if (reactor != null && reactor.PowerOn && Option == "powerup")
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if (reactor != null && reactor.PowerOn && reactor.FissionRate > 1 && Option == "powerup")
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{
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// Decrease the priority when targeting a reactor that is already on.
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value /= 2;
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