Unstable v0.15.17.0 (Hex is out of town edition)
This commit is contained in:
+52
-48
@@ -22,16 +22,23 @@ namespace Barotrauma
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public Func<bool> requiredCondition;
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public Func<PathNode, bool> endNodeFilter;
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public Func<float> priorityGetter;
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public Func<float> PriorityGetter;
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public bool IsFollowOrderObjective;
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public bool Mimic;
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public bool isFollowOrderObjective;
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public bool mimic;
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public bool SpeakIfFails { get; set; } = true;
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public bool DebugLogWhenFails { get; set; } = true;
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public bool UsePathingOutside { get; set; } = true;
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public float extraDistanceWhileSwimming;
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public float extraDistanceOutsideSub;
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public float ExtraDistanceWhileSwimming;
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public float ExtraDistanceOutsideSub;
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private float _closeEnoughMultiplier = 1;
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public float CloseEnoughMultiplier
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{
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get { return _closeEnoughMultiplier; }
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set { _closeEnoughMultiplier = Math.Max(value, 1); }
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}
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private float _closeEnough = 50;
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private readonly float minDistance = 50;
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private readonly float seekGapsInterval = 1;
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@@ -45,14 +52,15 @@ namespace Barotrauma
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{
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get
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{
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float dist = _closeEnough;
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float dist = _closeEnough * CloseEnoughMultiplier;
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float extraMultiplier = Math.Clamp(CloseEnoughMultiplier * 0.6f, 1, 3);
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if (character.AnimController.InWater)
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{
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dist += extraDistanceWhileSwimming;
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dist += ExtraDistanceWhileSwimming * extraMultiplier;
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}
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if (character.CurrentHull == null)
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{
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dist += extraDistanceOutsideSub;
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dist += ExtraDistanceOutsideSub * extraMultiplier;
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}
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return dist;
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}
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@@ -109,9 +117,9 @@ namespace Barotrauma
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}
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else
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{
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if (priorityGetter != null)
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if (PriorityGetter != null)
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{
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Priority = priorityGetter();
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Priority = PriorityGetter();
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}
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else if (OverridePriority.HasValue)
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{
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@@ -177,7 +185,7 @@ namespace Barotrauma
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Abandon = true;
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return;
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}
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if (cannotFollow || Target == character || character.SelectedBy != null && HumanAIController.IsFriendly(character.SelectedBy))
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if (Target == character || character.SelectedBy != null && HumanAIController.IsFriendly(character.SelectedBy))
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{
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// Wait
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character.AIController.SteeringManager.Reset();
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@@ -200,7 +208,7 @@ namespace Barotrauma
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}
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}
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Hull targetHull = GetTargetHull();
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if (!isFollowOrderObjective)
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if (!IsFollowOrderObjective)
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{
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// Abandon if going through unsafe paths. Note ignores unsafe nodes when following an order or when the objective is set to ignore unsafe hulls.
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bool containsUnsafeNodes = character.IsDismissed && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls
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@@ -249,7 +257,7 @@ namespace Barotrauma
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Character followTarget = Target as Character;
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bool needsDivingSuit = (!isInside || hasOutdoorNodes) && character.NeedsAir && !character.HasAbilityFlag(AbilityFlags.ImmuneToPressure);
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bool needsDivingGear = (needsDivingSuit || HumanAIController.NeedsDivingGear(targetHull, out needsDivingSuit)) && character.NeedsAir;
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if (mimic)
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if (Mimic)
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{
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if (HumanAIController.HasDivingSuit(followTarget) && character.NeedsAir)
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{
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@@ -277,7 +285,7 @@ namespace Barotrauma
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if (findDivingGear != null && !findDivingGear.CanBeCompleted)
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
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onAbandon: () => Abort(),
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onAbandon: () => Abandon = true,
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onCompleted: () =>
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{
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cannotFollow = false;
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@@ -287,7 +295,7 @@ namespace Barotrauma
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else
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
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onAbandon: () => Abort(),
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onAbandon: () => Abandon = true,
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onCompleted: () =>
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{
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cannotFollow = false;
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@@ -320,7 +328,7 @@ namespace Barotrauma
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if (character.AnimController.InWater)
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{
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if (character.CurrentHull == null ||
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isFollowOrderObjective &&
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IsFollowOrderObjective &&
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targetCharacter != null && (targetCharacter.CurrentHull == null) != (character.CurrentHull == null) &&
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Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition) < maxGapDistance * maxGapDistance)
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{
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@@ -363,7 +371,7 @@ namespace Barotrauma
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}
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if (TargetGap != null)
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{
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if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, isFollowOrderObjective ? Target.WorldPosition : TargetGap.FlowTargetHull.WorldPosition, deltaTime))
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if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, IsFollowOrderObjective ? Target.WorldPosition : TargetGap.FlowTargetHull.WorldPosition, deltaTime))
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{
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SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
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return;
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@@ -382,7 +390,7 @@ namespace Barotrauma
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Item scooter = null;
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float closeEnough = 250;
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float squaredDistance = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition);
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bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!mimic ||
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bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!Mimic ||
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(targetCharacter != null && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
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if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, recursive: false, requireEquipped: true))
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{
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@@ -391,24 +399,32 @@ namespace Barotrauma
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}
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else if (shouldUseScooter)
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{
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bool hasBattery = false;
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if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> nonEquippedScooters, containedTag: batteryTag, conditionPercentage: 1, requireEquipped: false))
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var leftHandItem = character.GetEquippedItem(slotType: InvSlotType.LeftHand);
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var rightHandItem = character.GetEquippedItem(slotType: InvSlotType.RightHand);
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bool handsFull =
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(leftHandItem != null && character.Inventory.CheckIfAnySlotAvailable(leftHandItem, inWrongSlot: false) == -1) ||
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(rightHandItem != null && character.Inventory.CheckIfAnySlotAvailable(rightHandItem, inWrongSlot: false) == -1);
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if (!handsFull)
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{
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// Non-equipped scooter with a battery
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scooter = nonEquippedScooters.FirstOrDefault();
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hasBattery = true;
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}
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else if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> _nonEquippedScooters, requireEquipped: false))
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{
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// Non-equipped scooter without a battery
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scooter = _nonEquippedScooters.FirstOrDefault();
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// Non-recursive so that the bots won't take batteries from other items. Also means that they can't find batteries inside containers. Not sure how to solve this.
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hasBattery = HumanAIController.HasItem(character, batteryTag, out _, requireEquipped: false, conditionPercentage: 1, recursive: false);
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}
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if (scooter != null && hasBattery)
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{
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// Equip only if we have a battery available
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HumanAIController.TakeItem(scooter, character.Inventory, equip: true, dropOtherIfCannotMove: false, allowSwapping: true, storeUnequipped: false);
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bool hasBattery = false;
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if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> nonEquippedScooters, containedTag: batteryTag, conditionPercentage: 1, requireEquipped: false))
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{
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// Non-equipped scooter with a battery
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scooter = nonEquippedScooters.FirstOrDefault();
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hasBattery = true;
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}
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else if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> _nonEquippedScooters, requireEquipped: false))
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{
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// Non-equipped scooter without a battery
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scooter = _nonEquippedScooters.FirstOrDefault();
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// Non-recursive so that the bots won't take batteries from other items. Also means that they can't find batteries inside containers. Not sure how to solve this.
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hasBattery = HumanAIController.HasItem(character, batteryTag, out _, requireEquipped: false, conditionPercentage: 1, recursive: false);
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}
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if (scooter != null && hasBattery)
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{
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// Equip only if we have a battery available
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HumanAIController.TakeItem(scooter, character.Inventory, equip: true, dropOtherIfCannotMove: false, allowSwapping: true, storeUnequipped: false);
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}
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}
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}
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bool isScooterEquipped = scooter != null && character.HasEquippedItem(scooter);
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@@ -597,7 +613,7 @@ namespace Barotrauma
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{
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if (gap.Open < 1) { continue; }
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if (gap.Submarine == null) { continue; }
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if (!isFollowOrderObjective)
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if (!IsFollowOrderObjective)
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{
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if (gap.FlowTargetHull == null) { continue; }
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if (gap.Submarine != Target.Submarine) { continue; }
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@@ -678,18 +694,6 @@ namespace Barotrauma
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return IsCompleted;
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}
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private void Abort()
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{
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if (!objectiveManager.IsOrder(this))
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{
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Abandon = true;
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}
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else
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{
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cannotFollow = true;
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}
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}
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protected override void OnAbandon()
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{
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StopMovement();
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