Build 0.18.4.0
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+23
-10
@@ -48,16 +48,29 @@ namespace Barotrauma
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}
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else
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{
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float xDist = Math.Abs(character.WorldPosition.X - Leak.WorldPosition.X);
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float yDist = Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y);
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally).
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// If the target is close, ignore the distance factor alltogether so that we keep fixing the leaks that are nearby.
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float distanceFactor = isPriority || xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 3000, xDist + yDist * 3.0f));
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float severity = isPriority ? 1 : AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
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float reduction = isPriority ? 1 : 2;
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float max = AIObjectiveManager.LowestOrderPriority - reduction;
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float devotion = CumulatedDevotion / 100;
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Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
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float maxPriority = AIObjectiveManager.LowestOrderPriority - reduction;
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if (operateObjective != null && objectiveManager.GetActiveObjective<AIObjectiveFixLeaks>() is AIObjectiveFixLeaks fixLeaks && fixLeaks.CurrentSubObjective == this)
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{
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// Prioritize leaks that we are already fixing
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Priority = maxPriority;
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}
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else
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{
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float xDist = Math.Abs(character.WorldPosition.X - Leak.WorldPosition.X);
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float yDist = Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y);
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally).
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// If the target is close, ignore the distance factor alltogether so that we keep fixing the leaks that are nearby.
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float distanceFactor = isPriority || xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 3000, xDist + yDist * 3.0f));
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if (Leak.linkedTo.Any(e => e is Hull h && h == character.CurrentHull))
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{
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// Double the distance when the leak can be accessed from the current hull.
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distanceFactor *= 2;
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}
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float severity = isPriority ? 1 : AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
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float devotion = CumulatedDevotion / 100;
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Priority = MathHelper.Lerp(0, maxPriority, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
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}
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}
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return Priority;
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}
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@@ -202,7 +215,7 @@ namespace Barotrauma
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// This is an approximation, because we don't know the exact reach until the pose is taken.
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// And even then the actual range depends on the direction we are aiming to.
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// Found out that without any multiplier the value (209) is often too short.
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return repairTool.Range + armLength * 1.3f;
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return repairTool.Range + armLength * 2;
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}
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}
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}
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