Unstable 0.1400.1.0
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@@ -56,8 +56,23 @@ namespace Barotrauma
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public float BasePriority { get; set; }
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public float PriorityModifier { get; private set; } = 1;
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// For forcing the highest priority temporarily. Will reset after each priority calculation, so it will need to be kept alive by something.
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public bool ForceHighestPriority { get; set; }
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private float resetPriorityTimer;
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private readonly float resetPriorityTime = 1;
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private bool _forceHighestPriority;
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// For forcing the highest priority temporarily. Will reset automatically after one second, unless kept alive by something.
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public bool ForceHighestPriority
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{
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get { return _forceHighestPriority; }
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set
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{
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if (_forceHighestPriority == value) { return; }
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_forceHighestPriority = value;
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if (_forceHighestPriority)
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{
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resetPriorityTimer = resetPriorityTime;
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}
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}
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}
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// For temporarily forcing walking. Will reset after each priority calculation, so it will need to be kept alive by something.
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// The intention of this boolean to allow walking even when the priority is higher than AIObjectiveManager.RunPriority.
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@@ -171,7 +186,6 @@ namespace Barotrauma
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Act(deltaTime);
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}
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// TODO: check turret aioperate
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public void AddSubObjective(AIObjective objective, bool addFirst = false)
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{
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var type = objective.GetType();
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@@ -294,6 +308,14 @@ namespace Barotrauma
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public virtual void Update(float deltaTime)
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{
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if (resetPriorityTimer > 0)
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{
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resetPriorityTimer -= deltaTime;
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}
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else
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{
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ForceHighestPriority = false;
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}
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if (!objectiveManager.IsOrder(this) && objectiveManager.WaitTimer <= 0)
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{
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UpdateDevotion(deltaTime);
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+5
-2
@@ -91,7 +91,7 @@ namespace Barotrauma
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protected override void Act(float deltaTime)
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{
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if (container == null || (container.Item != null && container.Item.IsThisOrAnyContainerIgnoredByAI()))
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if (container?.Item == null || container.Item.Removed || container.Item.IsThisOrAnyContainerIgnoredByAI())
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{
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Abandon = true;
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return;
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@@ -146,7 +146,10 @@ namespace Barotrauma
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{
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DialogueIdentifier = "dialogcannotreachtarget",
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TargetName = container.Item.Name,
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AbortCondition = obj => !ItemToContain.IsOwnedBy(character),
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AbortCondition = obj =>
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container?.Item == null || container.Item.Removed || container.Item.IsThisOrAnyContainerIgnoredByAI() ||
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ItemToContain == null || ItemToContain.Removed ||
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!ItemToContain.IsOwnedBy(character) || container.Item.GetRootInventoryOwner() is Character c && c != character,
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SpeakIfFails = !objectiveManager.IsCurrentOrder<AIObjectiveCleanupItems>()
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},
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onAbandon: () => Abandon = true,
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+5
-1
@@ -614,7 +614,11 @@ namespace Barotrauma
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/// <summary>
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/// Returns all active objectives of the specific type. Creates a new collection -> don't use too frequently.
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/// </summary>
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public IEnumerable<T> GetActiveObjectives<T>() where T : AIObjective => CurrentObjective?.GetSubObjectivesRecursive(includingSelf: true).Where(so => so is T).Select(so => so as T);
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public IEnumerable<T> GetActiveObjectives<T>() where T : AIObjective
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{
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if (CurrentObjective == null) { return Enumerable.Empty<T>(); }
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return CurrentObjective.GetSubObjectivesRecursive(includingSelf: true).Where(so => so is T).Select(so => so as T);
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}
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public bool HasActiveObjective<T>() where T : AIObjective => CurrentObjective is T || CurrentObjective != null && CurrentObjective.GetSubObjectivesRecursive().Any(so => so is T);
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+1
-1
@@ -46,7 +46,7 @@ namespace Barotrauma
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Abandon = !isOrder;
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return Priority;
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}
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if (component.Item.ConditionPercentage <= 0)
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if (!isOrder && component.Item.ConditionPercentage <= 0)
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{
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Priority = 0;
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}
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+15
-2
@@ -1,6 +1,7 @@
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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@@ -43,7 +44,6 @@ namespace Barotrauma
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}
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return Priority;
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}
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// TODO: priority list?
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// Ignore items that are being repaired by someone else.
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if (Item.Repairables.Any(r => r.CurrentFixer != null && r.CurrentFixer != character))
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{
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@@ -66,7 +66,20 @@ namespace Barotrauma
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float devotion = (CumulatedDevotion + selectedBonus) / 100;
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float reduction = isPriority ? 1 : isSelected ? 2 : 3;
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float max = AIObjectiveManager.LowestOrderPriority - reduction;
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Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
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float highestWeight = -1;
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foreach (string tag in Item.Prefab.Tags)
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{
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if (JobPrefab.ItemRepairPriorities.TryGetValue(tag, out float weight) && weight > highestWeight)
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{
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highestWeight = weight;
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}
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}
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if (highestWeight == -1)
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{
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// Predefined weight not found.
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highestWeight = 1;
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}
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Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * highestWeight * PriorityModifier), 0, 1));
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}
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return Priority;
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}
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