(e80994d9b) Refactor get item.
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@@ -135,26 +135,20 @@ namespace Barotrauma
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}
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else
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{
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if (goToObjective == null || moveToTarget != goToObjective.Target)
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{
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//check if we're already looking for a diving gear
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bool gettingDivingGear = (targetItem != null && targetItem.Prefab.Identifier == "divingsuit" || targetItem.HasTag("diving")) ||
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(itemIdentifiers != null && (itemIdentifiers.Contains("diving") || itemIdentifiers.Contains("divingsuit")));
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//don't attempt to get diving gear to reach the destination if the item we're trying to get is diving gear
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goToObjective = new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: !gettingDivingGear);
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if (!subObjectives.Contains(goToObjective))
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TryAddSubObjective(ref goToObjective,
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constructor: () =>
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{
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AddSubObjective(goToObjective);
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}
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}
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else if (goToObjective != null && !goToObjective.CanBeCompleted)
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{
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goToObjective = null;
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targetItem = null;
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moveToTarget = null;
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ignoredItems.Add(targetItem);
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}
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//check if we're already looking for a diving gear
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bool gettingDivingGear = (targetItem != null && targetItem.Prefab.Identifier == "divingsuit" || targetItem.HasTag("diving")) ||
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(itemIdentifiers != null && (itemIdentifiers.Contains("diving") || itemIdentifiers.Contains("divingsuit")));
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return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: !gettingDivingGear);
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},
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onAbandon: () =>
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{
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targetItem = null;
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moveToTarget = null;
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ignoredItems.Add(targetItem);
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});
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}
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}
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@@ -189,9 +183,10 @@ namespace Barotrauma
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if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
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}
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// Don't allow to get items in rooms that have a fire (except fire extinguishers) or an enemy inside (except weapons)
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if (!itemIdentifiers.Contains("extinguisher") && item.CurrentHull.FireSources.Count > 0 ||
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item.GetComponent<MeleeWeapon>() == null && item.GetComponent<RangedWeapon>() == null && Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c))) { continue; }
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// TODO: need to exclude items that already are in the inventory?
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//// Don't allow to get items in rooms that have a fire (except fire extinguishers) or an enemy inside (except weapons)
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//if (!itemIdentifiers.Contains("extinguisher") && item.CurrentHull.FireSources.Count > 0 ||
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// item.GetComponent<MeleeWeapon>() == null && item.GetComponent<RangedWeapon>() == null && Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c))) { continue; }
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//if the item is inside a character's inventory, don't steal it unless the character is dead
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if (item.ParentInventory is CharacterInventory)
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@@ -74,21 +74,6 @@ namespace Barotrauma
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}
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}
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public override void Update(float deltaTime)
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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}
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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@@ -100,6 +100,10 @@ namespace Barotrauma
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{
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isCompleted = true;
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isCompleted = true;
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}
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}
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else
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{
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@@ -905,6 +905,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -212,33 +212,6 @@ namespace Barotrauma.Items.Components
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}
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}
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public Vector2? PosToMaintain
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{
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get { return posToMaintain; }
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set { posToMaintain = value; }
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}
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struct ObstacleDebugInfo
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{
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public Vector2 Point1;
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public Vector2 Point2;
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public Vector2? Intersection;
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public float Dot;
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public Vector2 AvoidStrength;
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public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
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{
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Point1 = edge.Point1;
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Point2 = edge.Point2;
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Intersection = intersection;
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Dot = dot;
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AvoidStrength = avoidStrength;
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}
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}
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//edge point 1, edge point 2, avoid strength
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private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
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@@ -1480,6 +1480,10 @@ namespace Barotrauma
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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if (!broken)
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{
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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}
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ApplyStatusEffects(!waterProof && inWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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if (body == null || !body.Enabled || !inWater || ParentInventory != null || Removed) { return; }
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@@ -721,6 +721,25 @@ namespace Barotrauma
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}
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}
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public string DisplayName
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{
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get;
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private set;
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}
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
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}
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}
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public override Rectangle Rect
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{
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get
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