Unstable 0.15.11.0 + the last 2 unstables I missed
This commit is contained in:
+20
-4
@@ -39,6 +39,10 @@ namespace Barotrauma
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return;
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}
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targetItem = character.Inventory.FindItemByTag(gearTag, true);
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if (targetItem == null && gearTag == LIGHT_DIVING_GEAR)
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{
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targetItem = character.Inventory.FindItemByTag(HEAVY_DIVING_GEAR, true);
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}
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if (targetItem == null || !character.HasEquippedItem(targetItem, slotType: InvSlotType.OuterClothes | InvSlotType.Head | InvSlotType.InnerClothes) && targetItem.ContainedItems.Any(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > 0))
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{
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TryAddSubObjective(ref getDivingGear, () =>
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@@ -74,10 +78,7 @@ namespace Barotrauma
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}
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else
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{
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// Seek oxygen that has at least 10% condition left, if we are inside a friendly sub.
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// The margin helps us to survive, because we might need some oxygen before we can find more oxygen.
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// When we are venturing outside of our sub, let's just suppose that we have enough oxygen with us and optimize it so that we don't keep switching off half used tanks.
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float min = character.Submarine != Submarine.MainSub ? 0.01f : MIN_OXYGEN;
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float min = GetMinOxygen(character);
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if (targetItem.OwnInventory != null && targetItem.OwnInventory.AllItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > min))
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{
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TryAddSubObjective(ref getOxygen, () =>
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@@ -160,5 +161,20 @@ namespace Barotrauma
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getOxygen = null;
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targetItem = null;
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}
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public static float GetMinOxygen(Character character)
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{
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// Seek oxygen that has at least 10% condition left, if we are inside a friendly sub.
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// The margin helps us to survive, because we might need some oxygen before we can find more oxygen.
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// When we are venturing outside of our sub, let's just suppose that we have enough oxygen with us and optimize it so that we don't keep switching off half used tanks.
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float min = 0.01f;
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float minOxygen = character.IsInFriendlySub ? MIN_OXYGEN : min;
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if (minOxygen > min && character.Inventory.AllItems.Any(i => i.HasTag("oxygensource") && i.ConditionPercentage >= minOxygen))
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{
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// There's a valid oxygen tank in the inventory -> no need to swap the tank too early.
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minOxygen = min;
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}
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return minOxygen;
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}
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}
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}
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+4
-4
@@ -55,8 +55,8 @@ namespace Barotrauma
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{
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if (HumanAIController.NeedsDivingGear(character.CurrentHull, out bool needsSuit) &&
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(needsSuit ?
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!HumanAIController.HasDivingSuit(character, conditionPercentage: AIObjectiveFindDivingGear.MIN_OXYGEN) :
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!HumanAIController.HasDivingGear(character, conditionPercentage: AIObjectiveFindDivingGear.MIN_OXYGEN)))
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!HumanAIController.HasDivingSuit(character, conditionPercentage: AIObjectiveFindDivingGear.GetMinOxygen(character)) :
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!HumanAIController.HasDivingGear(character, conditionPercentage: AIObjectiveFindDivingGear.GetMinOxygen(character))))
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{
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Priority = 100;
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}
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@@ -131,11 +131,11 @@ namespace Barotrauma
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bool needsEquipment = false;
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if (needsDivingSuit)
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{
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needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
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needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.GetMinOxygen(character));
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}
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else if (needsDivingGear)
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{
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needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
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needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.GetMinOxygen(character));
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}
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if (needsEquipment)
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{
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+19
-6
@@ -260,7 +260,7 @@ namespace Barotrauma
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}
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}
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bool needsEquipment = false;
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float minOxygen = character.Submarine == null ? 0 : AIObjectiveFindDivingGear.MIN_OXYGEN;
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float minOxygen = AIObjectiveFindDivingGear.GetMinOxygen(character);
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if (needsDivingSuit)
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{
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needsEquipment = !HumanAIController.HasDivingSuit(character, minOxygen);
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@@ -374,7 +374,7 @@ namespace Barotrauma
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if (checkScooterTimer <= 0)
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{
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useScooter = false;
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checkScooterTimer = checkScooterTime;
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checkScooterTimer = checkScooterTime * Rand.Range(0.75f, 1.25f);
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string scooterTag = "scooter";
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string batteryTag = "mobilebattery";
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Item scooter = null;
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@@ -525,9 +525,22 @@ namespace Barotrauma
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{
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character.CursorPosition -= character.Submarine.Position;
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}
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Vector2 dir = Vector2.Normalize(character.CursorPosition - character.Position);
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if (!MathUtils.IsValid(dir)) { dir = Vector2.UnitY; }
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SteeringManager.SteeringManual(1.0f, dir);
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Vector2 diff = character.CursorPosition - character.Position;
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Vector2 dir = Vector2.Normalize(diff);
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float sqrDist = diff.LengthSquared();
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if (sqrDist > MathUtils.Pow2(CloseEnough * 1.5f))
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{
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SteeringManager.SteeringManual(1.0f, dir);
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}
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else
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{
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float dot = Vector2.Dot(dir, VectorExtensions.Forward(character.AnimController.Collider.Rotation + MathHelper.PiOver2));
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bool isFacing = dot > 0.9f;
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if (!isFacing && sqrDist > MathUtils.Pow2(CloseEnough))
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{
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SteeringManager.SteeringManual(1.0f, dir);
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}
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}
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character.SetInput(InputType.Aim, false, true);
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character.SetInput(InputType.Shoot, false, true);
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}
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@@ -535,7 +548,7 @@ namespace Barotrauma
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private bool useScooter;
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private float checkScooterTimer;
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private readonly float checkScooterTime = 0.2f;
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private readonly float checkScooterTime = 0.5f;
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public Hull GetTargetHull() => GetTargetHull(Target);
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+3
-2
@@ -282,7 +282,7 @@ namespace Barotrauma
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}
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}
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newTargetTimer -= deltaTime;
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if (!character.IsClimbing && IsSteeringFinished())
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if (!character.IsClimbing && (PathSteering == null || PathSteering.CurrentPath == null || IsSteeringFinished()))
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{
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Wander(deltaTime);
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}
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@@ -393,9 +393,10 @@ namespace Barotrauma
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hullWeights.Clear();
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foreach (var hull in Hull.hullList)
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{
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if (character.Submarine == null) { break; }
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if (HumanAIController.UnsafeHulls.Contains(hull)) { continue; }
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if (hull.Submarine == null) { continue; }
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if (character.Submarine == null) { break; }
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if (hull.Submarine.Info.IsRuin || hull.Submarine.Info.IsWreck) { continue; }
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if (character.TeamID == CharacterTeamType.FriendlyNPC && !character.IsEscorted)
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{
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if (hull.Submarine.TeamID != character.TeamID)
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+24
-1
@@ -88,6 +88,28 @@ namespace Barotrauma
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targetHull = d.Item.CurrentHull;
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break;
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}
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if (targetHull != null && !targetHull.IsTaggedAirlock())
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{
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// Target the closest airlock
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float closestDist = 0;
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Hull airlock = null;
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foreach (Hull hull in Hull.hullList)
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{
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if (hull.Submarine != targetHull.Submarine) { continue; }
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if (!hull.IsTaggedAirlock()) { continue; }
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float dist = Vector2.DistanceSquared(targetHull.Position, hull.Position);
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if (airlock == null || closestDist <= 0 || dist < closestDist)
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{
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airlock = hull;
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closestDist = dist;
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}
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}
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if (airlock != null)
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{
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targetHull = airlock;
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}
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}
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if (targetHull != null)
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{
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RemoveSubObjective(ref moveInCaveObjective);
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@@ -95,7 +117,8 @@ namespace Barotrauma
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TryAddSubObjective(ref moveInsideObjective,
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constructor: () => new AIObjectiveGoTo(targetHull, character, objectiveManager)
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{
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AllowGoingOutside = true
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AllowGoingOutside = true,
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endNodeFilter = n => n.Waypoint.Submarine == targetHull.Submarine
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},
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onCompleted: () => RemoveSubObjective(ref moveInsideObjective),
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onAbandon: () => Abandon = true);
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