38f1ddb...178a853: v0.8.9.1, removed content folder
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@@ -1,4 +1,6 @@
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using System.Collections.Generic;
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using Barotrauma.Items.Components;
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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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namespace Barotrauma
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@@ -12,7 +14,12 @@ namespace Barotrauma
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private Character character;
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private AIObjective currentOrder;
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/// <summary>
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/// When set above zero, the character will stand still doing nothing until the timer runs out (assuming they don't a high priority order active)
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/// </summary>
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public float WaitTimer;
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public AIObjective CurrentOrder
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{
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get { return currentOrder; }
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@@ -38,6 +45,23 @@ namespace Barotrauma
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objectives.Add(objective);
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}
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public Dictionary<AIObjective, CoroutineHandle> DelayedObjectives { get; private set; } = new Dictionary<AIObjective, CoroutineHandle>();
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public void AddObjective(AIObjective objective, float delay, Action callback = null)
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{
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if (DelayedObjectives.TryGetValue(objective, out CoroutineHandle coroutine))
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{
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CoroutineManager.StopCoroutines(coroutine);
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DelayedObjectives.Remove(objective);
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}
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coroutine = CoroutineManager.InvokeAfter(() =>
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{
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DelayedObjectives.Remove(objective);
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AddObjective(objective);
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callback?.Invoke();
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}, delay);
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DelayedObjectives.Add(objective, coroutine);
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}
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public T GetObjective<T>() where T : AIObjective
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{
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foreach (AIObjective objective in objectives)
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@@ -47,15 +71,21 @@ namespace Barotrauma
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return null;
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}
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public float GetCurrentPriority(Character character)
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private AIObjective GetCurrentObjective()
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{
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if (CurrentOrder != null &&
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(objectives.Count == 0 || currentOrder.GetPriority(this) > objectives[0].GetPriority(this)))
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{
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return CurrentOrder.GetPriority(this);
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return CurrentOrder;
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}
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return objectives.Count == 0 ? 0.0f : objectives[0].GetPriority(this);
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return objectives.Count == 0 ? null : objectives[0];
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}
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public float GetCurrentPriority()
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{
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var currentObjective = GetCurrentObjective();
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return currentObjective == null ? 0.0f : currentObjective.GetPriority(this);
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}
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public void UpdateObjectives()
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@@ -67,46 +97,77 @@ namespace Barotrauma
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//sort objectives according to priority
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objectives.Sort((x, y) => y.GetPriority(this).CompareTo(x.GetPriority(this)));
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GetCurrentObjective()?.SortSubObjectives(this);
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}
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public void DoCurrentObjective(float deltaTime)
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{
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if (currentOrder != null && (!objectives.Any() || objectives[0].GetPriority(this) < currentOrder.GetPriority(this)))
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CurrentObjective = GetCurrentObjective();
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if (CurrentObjective == null || (CurrentObjective.GetPriority(this) < OrderPriority && WaitTimer > 0.0f))
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{
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CurrentObjective = currentOrder;
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currentOrder.TryComplete(deltaTime);
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WaitTimer -= deltaTime;
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character.AIController.SteeringManager.Reset();
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return;
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}
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if (!objectives.Any()) return;
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objectives[0].TryComplete(deltaTime);
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CurrentObjective = objectives[0];
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CurrentObjective?.TryComplete(deltaTime);
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}
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public void SetOrder(AIObjective objective)
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{
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currentOrder = objective;
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}
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public void SetOrder(Order order, string option)
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public void SetOrder(Order order, string option, Character orderGiver)
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{
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currentOrder = null;
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if (order == null) return;
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currentOrder = null;
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switch (order.Name.ToLowerInvariant())
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switch (order.AITag.ToLowerInvariant())
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{
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case "follow":
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currentOrder = new AIObjectiveGoTo(Character.Controlled, character, true);
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currentOrder = new AIObjectiveGoTo(orderGiver, character, true)
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{
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CloseEnough = 1.5f,
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AllowGoingOutside = true,
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IgnoreIfTargetDead = true
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};
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break;
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case "wait":
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currentOrder = new AIObjectiveGoTo(character, character, true);
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currentOrder = new AIObjectiveGoTo(character, character, true)
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{
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AllowGoingOutside = true
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};
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break;
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case "fixleaks":
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case "fix leaks":
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currentOrder = new AIObjectiveFixLeaks(character);
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break;
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case "chargebatteries":
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currentOrder = new AIObjectiveChargeBatteries(character, option);
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break;
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case "rescue":
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currentOrder = new AIObjectiveRescueAll(character);
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break;
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case "repairsystems":
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currentOrder = new AIObjectiveRepairItems(character) { RequireAdequateSkills = option != "all" };
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break;
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case "pumpwater":
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currentOrder = new AIObjectivePumpWater(character, option);
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break;
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case "extinguishfires":
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currentOrder = new AIObjectiveExtinguishFires(character);
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break;
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case "steer":
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var steering = (order?.TargetEntity as Item)?.GetComponent<Steering>();
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if (steering != null) steering.PosToMaintain = steering.Item.Submarine?.WorldPosition;
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if (order.TargetItemComponent == null) return;
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currentOrder = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController);
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break;
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default:
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if (order.TargetItem == null) return;
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currentOrder = new AIObjectiveOperateItem(order.TargetItem, character, option, false, null, order.UseController);
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if (order.TargetItemComponent == null) return;
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currentOrder = new AIObjectiveOperateItem(order.TargetItemComponent, character, option, false, null, order.UseController);
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break;
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}
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}
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