- CrewCommander key can be changed
- Improved logic for teleporting character in/out the sub - changed Turret.AIOperate to use the new coordinate system - neutralballastlevel option in steering - crewmanager UI works properly with different numbers of crew members - fixed obstructvision "twitching" when moving in/out the sub - resetting steering velocity when AI is waiting - GetItem AIObjective ignores items outside the sub - crew has the "dismissed" order by default -
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@@ -101,6 +101,9 @@ namespace Barotrauma
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{
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currSearchIndex++;
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//don't try to get items from outside the sub
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if (Item.ItemList[currSearchIndex].CurrentHull == null) continue;
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if (!Item.ItemList[currSearchIndex].HasTag(itemName) && Item.ItemList[currSearchIndex].Name != itemName) continue;
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if (IgnoreContainedItems && Item.ItemList[currSearchIndex].Container != null) continue;
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if (Item.ItemList[currSearchIndex].Inventory is CharacterInventory) continue;
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@@ -59,7 +59,12 @@ namespace Barotrauma
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protected override void Act(float deltaTime)
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{
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if (target == character) return;
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if (target == character)
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{
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character.AIController.SteeringManager.Reset();
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return;
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}
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waitUntilPathUnreachable -= deltaTime;
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@@ -116,7 +121,7 @@ namespace Barotrauma
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completed = completed || Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
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if (completed) character.AIController.SteeringManager.SteeringManual(0.0f, -character.AIController.Steering);
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if (completed) character.AIController.SteeringManager.Reset();
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return completed;
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}
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@@ -70,6 +70,8 @@ namespace Barotrauma
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public void SetOrder(Order order, string option)
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{
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if (order == null) return;
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currentObjective = null;
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switch (order.Name.ToLower())
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@@ -9,7 +9,7 @@ namespace Barotrauma
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{
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class AIObjectiveOperateItem : AIObjective
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{
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private ItemComponent component;
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private ItemComponent component, controller;
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private Entity operateTarget;
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@@ -33,14 +33,14 @@ namespace Barotrauma
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public AIObjectiveOperateItem(ItemComponent item, Character character, string option, Entity operateTarget = null, bool useController = false)
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:base (character, option)
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{
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component = item;
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this.component = item;
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this.operateTarget = operateTarget;
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if (useController)
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{
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var controllers = item.Item.GetConnectedComponents<Controller>();
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if (controllers.Any()) component = controllers[0];
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if (controllers.Any()) controller = controllers[0];
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}
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@@ -49,21 +49,23 @@ namespace Barotrauma
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protected override void Act(float deltaTime)
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{
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if (component.CanBeSelected)
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ItemComponent target = controller == null ? component : controller;
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if (target.CanBeSelected)
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{
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if (Vector2.Distance(character.Position, component.Item.Position) < component.Item.PickDistance
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|| component.Item.IsInsideTrigger(character.WorldPosition))
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if (Vector2.Distance(character.Position, target.Item.Position) < target.Item.PickDistance
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|| target.Item.IsInsideTrigger(character.WorldPosition))
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{
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if (character.SelectedConstruction != component.Item && component.CanBeSelected)
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if (character.SelectedConstruction != target.Item && target.CanBeSelected)
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{
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component.Item.Pick(character, false, true);
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target.Item.Pick(character, false, true);
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}
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if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
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return;
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}
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AddSubObjective(new AIObjectiveGoTo(component.Item, character));
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AddSubObjective(new AIObjectiveGoTo(target.Item, character));
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}
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else
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{
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