v0.12.0.2
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@@ -216,7 +216,7 @@ namespace Barotrauma.Items.Components
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if (LastAIUser.SelectedConstruction != item && LastAIUser.CanInteractWith(item))
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{
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AutoTemp = true;
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unsentChanges = true;
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if (GameMain.NetworkMember?.IsServer ?? false) { unsentChanges = true; }
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LastAIUser = null;
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}
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}
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@@ -313,12 +313,11 @@ namespace Barotrauma.Items.Components
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if (fissionRate > 0.0f)
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{
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var containedItems = item.OwnInventory?.Items;
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var containedItems = item.OwnInventory?.AllItems;
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if (containedItems != null)
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{
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foreach (Item item in containedItems)
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{
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if (item == null) { continue; }
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if (!item.HasTag("reactorfuel")) { continue; }
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item.Condition -= fissionRate / 100.0f * fuelConsumptionRate * deltaTime;
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}
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@@ -414,8 +413,8 @@ namespace Barotrauma.Items.Components
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private bool TooMuchFuel()
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{
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var containedItems = item.OwnInventory?.Items;
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if (containedItems != null && containedItems.Count(i => i != null) <= 1) { return false; }
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var containedItems = item.OwnInventory?.AllItems;
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if (containedItems != null && containedItems.Count() <= 1) { return false; }
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//get the amount of heat we'd generate if the fission rate was at the low end of the optimal range
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float minimumHeat = GetGeneratedHeat(optimalFissionRate.X);
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@@ -532,12 +531,11 @@ namespace Barotrauma.Items.Components
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fireTimer = 0.0f;
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meltDownTimer = 0.0f;
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var containedItems = item.OwnInventory?.Items;
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var containedItems = item.OwnInventory?.AllItems;
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if (containedItems != null)
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{
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foreach (Item containedItem in containedItems)
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{
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if (containedItem == null) { continue; }
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containedItem.Condition = 0.0f;
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}
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}
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@@ -559,55 +557,58 @@ namespace Barotrauma.Items.Components
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public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return false; }
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bool shutDown = objective.Option.Equals("shutdown", StringComparison.OrdinalIgnoreCase);
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IsActive = true;
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float degreeOfSuccess = DegreeOfSuccess(character);
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float refuelLimit = 0.3f;
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//characters with insufficient skill levels don't refuel the reactor
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if (degreeOfSuccess > refuelLimit)
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if (!shutDown)
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{
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if (objective.SubObjectives.None())
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float degreeOfSuccess = DegreeOfSuccess(character);
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float refuelLimit = 0.3f;
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//characters with insufficient skill levels don't refuel the reactor
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if (degreeOfSuccess > refuelLimit)
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{
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if (!AIDecontainEmptyItems(character, objective, equip: false))
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{
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return false;
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}
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}
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if (aiUpdateTimer > 0.0f)
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{
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aiUpdateTimer -= deltaTime;
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return false;
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}
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aiUpdateTimer = AIUpdateInterval;
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// load more fuel if the current maximum output is only 50% of the current load
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// or if the fuel rod is (almost) deplenished
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float minCondition = fuelConsumptionRate * MathUtils.Pow((degreeOfSuccess - refuelLimit) * 2, 2);
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if (NeedMoreFuel(minimumOutputRatio: 0.5f, minCondition: minCondition))
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{
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var container = item.GetComponent<ItemContainer>();
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if (objective.SubObjectives.None())
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{
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int itemCount = item.ContainedItems.Count(i => i != null && container.ContainableItems.Any(ri => ri.MatchesItem(i))) + 1;
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AIContainItems<Reactor>(container, character, objective, itemCount, equip: false, removeEmpty: true, spawnItemIfNotFound: character.TeamID == Character.TeamType.FriendlyNPC, dropItemOnDeselected: true);
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character.Speak(TextManager.Get("DialogReactorFuel"), null, 0.0f, "reactorfuel", 30.0f);
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}
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return false;
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}
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else if (TooMuchFuel())
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{
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var container = item.GetComponent<ItemContainer>();
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var containedItems = item.OwnInventory?.Items;
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if (containedItems != null)
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{
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foreach (Item item in containedItems)
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if (!AIDecontainEmptyItems(character, objective, equip: false))
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{
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if (item != null && container.ContainableItems.Any(ri => ri.MatchesItem(item)))
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return false;
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}
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}
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if (aiUpdateTimer > 0.0f)
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{
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aiUpdateTimer -= deltaTime;
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return false;
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}
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aiUpdateTimer = AIUpdateInterval;
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// load more fuel if the current maximum output is only 50% of the current load
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// or if the fuel rod is (almost) deplenished
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float minCondition = fuelConsumptionRate * MathUtils.Pow((degreeOfSuccess - refuelLimit) * 2, 2);
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if (NeedMoreFuel(minimumOutputRatio: 0.5f, minCondition: minCondition))
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{
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var container = item.GetComponent<ItemContainer>();
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if (objective.SubObjectives.None())
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{
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int itemCount = item.ContainedItems.Count(i => i != null && container.ContainableItems.Any(ri => ri.MatchesItem(i))) + 1;
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AIContainItems<Reactor>(container, character, objective, itemCount, equip: false, removeEmpty: true, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC, dropItemOnDeselected: true);
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character.Speak(TextManager.Get("DialogReactorFuel"), null, 0.0f, "reactorfuel", 30.0f);
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}
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return false;
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}
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else if (TooMuchFuel())
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{
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if (item.OwnInventory?.AllItems != null)
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{
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var container = item.GetComponent<ItemContainer>();
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foreach (Item item in item.OwnInventory.AllItemsMod)
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{
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item.Drop(character);
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break;
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if (container.ContainableItems.Any(ri => ri.MatchesItem(item)))
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{
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item.Drop(character);
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break;
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}
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}
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}
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}
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@@ -624,7 +625,7 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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else if (LastUserWasPlayer)
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else if (LastUserWasPlayer && lastUser != null && lastUser.TeamID == character.TeamID)
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{
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return true;
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}
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@@ -636,48 +637,45 @@ namespace Barotrauma.Items.Components
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float prevFissionRate = targetFissionRate;
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float prevTurbineOutput = targetTurbineOutput;
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switch (objective.Option.ToLowerInvariant())
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{
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case "powerup":
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PowerOn = true;
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if (objective.Override || !autoTemp)
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{
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//characters with insufficient skill levels simply set the autotemp on instead of trying to adjust the temperature manually
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if (degreeOfSuccess < 0.5f)
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{
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AutoTemp = true;
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}
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else
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{
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AutoTemp = false;
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UpdateAutoTemp(MathHelper.Lerp(0.5f, 2.0f, degreeOfSuccess), 1.0f);
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}
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}
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#if CLIENT
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FissionRateScrollBar.BarScroll = FissionRate / 100.0f;
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TurbineOutputScrollBar.BarScroll = TurbineOutput / 100.0f;
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#endif
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break;
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case "shutdown":
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PowerOn = false;
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AutoTemp = false;
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targetFissionRate = 0.0f;
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targetTurbineOutput = 0.0f;
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unsentChanges = true;
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return true;
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}
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if (autoTemp != prevAutoTemp ||
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prevPowerOn != _powerOn ||
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Math.Abs(prevFissionRate - targetFissionRate) > 1.0f ||
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Math.Abs(prevTurbineOutput - targetTurbineOutput) > 1.0f)
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if (shutDown)
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{
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PowerOn = false;
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AutoTemp = false;
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targetFissionRate = 0.0f;
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targetTurbineOutput = 0.0f;
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unsentChanges = true;
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return true;
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}
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else
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{
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PowerOn = true;
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if (objective.Override || !autoTemp)
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{
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//characters with insufficient skill levels simply set the autotemp on instead of trying to adjust the temperature manually
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if (degreeOfSuccess < 0.5f)
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{
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AutoTemp = true;
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}
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else
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{
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AutoTemp = false;
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UpdateAutoTemp(MathHelper.Lerp(0.5f, 2.0f, degreeOfSuccess), 1.0f);
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}
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}
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#if CLIENT
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FissionRateScrollBar.BarScroll = FissionRate / 100.0f;
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TurbineOutputScrollBar.BarScroll = TurbineOutput / 100.0f;
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#endif
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if (autoTemp != prevAutoTemp ||
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prevPowerOn != _powerOn ||
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Math.Abs(prevFissionRate - targetFissionRate) > 1.0f ||
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Math.Abs(prevTurbineOutput - targetTurbineOutput) > 1.0f)
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{
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unsentChanges = true;
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}
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aiUpdateTimer = AIUpdateInterval;
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return false;
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}
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aiUpdateTimer = AIUpdateInterval;
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return false;
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}
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public override void OnMapLoaded()
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@@ -696,14 +694,14 @@ namespace Barotrauma.Items.Components
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AutoTemp = false;
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targetFissionRate = 0.0f;
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targetTurbineOutput = 0.0f;
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unsentChanges = true;
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if (GameMain.NetworkMember?.IsServer ?? false) { unsentChanges = true; }
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}
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break;
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case "set_fissionrate":
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if (PowerOn && float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out float newFissionRate))
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{
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targetFissionRate = newFissionRate;
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unsentChanges = true;
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if (GameMain.NetworkMember?.IsServer ?? false) { unsentChanges = true; }
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#if CLIENT
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FissionRateScrollBar.BarScroll = targetFissionRate / 100.0f;
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#endif
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@@ -713,7 +711,7 @@ namespace Barotrauma.Items.Components
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if (PowerOn && float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out float newTurbineOutput))
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{
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targetTurbineOutput = newTurbineOutput;
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unsentChanges = true;
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if (GameMain.NetworkMember?.IsServer ?? false) { unsentChanges = true; }
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#if CLIENT
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TurbineOutputScrollBar.BarScroll = targetTurbineOutput / 100.0f;
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#endif
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