Unstable v0.10.601.0
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class PetBehavior
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{
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public float Hunger { get; set; } = 50.0f;
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public float Happiness { get; set; } = 50.0f;
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public float MaxHappiness { get; set; }
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public float MaxHunger { get; set; }
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public float HappinessDecreaseRate { get; set; }
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public float HungerIncreaseRate { get; set; }
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public float PlayForce { get; set; }
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public float PlayTimer { get; set; }
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public EnemyAIController AiController { get; private set; } = null;
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public Character Owner { get; set; }
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private class ItemProduction
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{
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public struct Item
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{
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public ItemPrefab Prefab;
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public float Commonness;
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}
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public List<Item> Items;
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public Vector2 HungerRange;
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public Vector2 HappinessRange;
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public float Rate;
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public float HungerRate;
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public float InvHungerRate;
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public float HappinessRate;
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public float InvHappinessRate;
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private readonly float totalCommonness;
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private float timer;
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public ItemProduction(XElement element)
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{
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Items = new List<Item>();
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HungerRate = element.GetAttributeFloat("hungerrate", 0.0f);
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InvHungerRate = element.GetAttributeFloat("invhungerrate", 0.0f);
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HappinessRate = element.GetAttributeFloat("happinessrate", 0.0f);
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InvHappinessRate = element.GetAttributeFloat("invhappinessrate", 0.0f);
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string[] requiredHappinessStr = element.GetAttributeString("requiredhappiness", "0-100").Split('-');
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string[] requiredHungerStr = element.GetAttributeString("requiredhunger", "0-100").Split('-');
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HappinessRange = new Vector2(0, 100);
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HungerRange = new Vector2(0, 100);
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float tempF;
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if (requiredHappinessStr.Length >= 2)
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{
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if (float.TryParse(requiredHappinessStr[0], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { HappinessRange.X = tempF; }
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if (float.TryParse(requiredHappinessStr[1], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { HappinessRange.Y = tempF; }
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}
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if (requiredHungerStr.Length >= 2)
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{
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if (float.TryParse(requiredHungerStr[0], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { HungerRange.X = tempF; }
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if (float.TryParse(requiredHungerStr[1], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { HungerRange.Y = tempF; }
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}
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Rate = element.GetAttributeFloat("rate", 0.016f);
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totalCommonness = 0.0f;
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.LocalName.ToLowerInvariant())
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{
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case "item":
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Item newItemToProduce = new Item
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{
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Prefab = ItemPrefab.Find("", subElement.GetAttributeString("identifier", "")),
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Commonness = subElement.GetAttributeFloat("commonness", 0.0f)
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};
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totalCommonness += newItemToProduce.Commonness;
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Items.Add(newItemToProduce);
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break;
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}
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}
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timer = 1.0f;
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}
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public void Update(PetBehavior pet, float deltaTime)
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{
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if (pet.Happiness < HappinessRange.X || pet.Happiness > HappinessRange.Y) { return; }
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if (pet.Hunger < HungerRange.X || pet.Hunger > HungerRange.Y) { return; }
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float currentRate = Rate;
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currentRate += HappinessRate * (pet.Happiness - HappinessRange.X) / (HappinessRange.Y - HappinessRange.X);
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currentRate += InvHappinessRate * (1.0f - ((pet.Happiness - HappinessRange.X) / (HappinessRange.Y - HappinessRange.X)));
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currentRate += HungerRate * (pet.Hunger - HungerRange.X) / (HungerRange.Y - HungerRange.X);
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currentRate += InvHungerRate * (1.0f - ((pet.Hunger - HungerRange.X) / (HungerRange.Y - HungerRange.X)));
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timer -= currentRate * deltaTime;
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if (timer <= 0.0f)
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{
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timer = 1.0f;
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float r = Rand.Range(0.0f, totalCommonness);
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float aggregate = 0.0f;
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for (int i = 0; i < Items.Count; i++)
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{
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aggregate += Items[i].Commonness;
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if (aggregate >= r)
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{
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Entity.Spawner.AddToSpawnQueue(Items[i].Prefab, pet.AiController.Character.WorldPosition);
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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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}
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private class Food
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{
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public string Tag;
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public Vector2 HungerRange;
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public float Hunger;
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public float Happiness;
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public float Priority;
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public CharacterParams.TargetParams TargetParams = null;
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}
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private readonly List<ItemProduction> itemsToProduce = new List<ItemProduction>();
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private readonly List<Food> foods = new List<Food>();
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public PetBehavior(XElement element, EnemyAIController aiController)
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{
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AiController = aiController;
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AiController.Character.CanBeDragged = true;
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MaxHappiness = element.GetAttributeFloat("maxhappiness", 100.0f);
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MaxHunger = element.GetAttributeFloat("maxhunger", 100.0f);
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Happiness = MaxHappiness * 0.5f;
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Hunger = MaxHunger * 0.5f;
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HappinessDecreaseRate = element.GetAttributeFloat("happinessdecreaserate", 0.1f);
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HungerIncreaseRate = element.GetAttributeFloat("hungerincreaserate", 0.25f);
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PlayForce = element.GetAttributeFloat("playforce", 15.0f);
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.LocalName.ToLowerInvariant())
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{
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case "itemproduction":
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itemsToProduce.Add(new ItemProduction(subElement));
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break;
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case "eat":
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Food food = new Food
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{
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Tag = subElement.GetAttributeString("tag", "")
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};
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string[] requiredHungerStr = subElement.GetAttributeString("requiredhunger", "0-100").Split('-');
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food.HungerRange = new Vector2(0, 100);
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if (requiredHungerStr.Length >= 2)
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{
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if (float.TryParse(requiredHungerStr[0], NumberStyles.Any, CultureInfo.InvariantCulture, out float tempF)) { food.HungerRange.X = tempF; }
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if (float.TryParse(requiredHungerStr[1], NumberStyles.Any, CultureInfo.InvariantCulture, out tempF)) { food.HungerRange.Y = tempF; }
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}
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food.Hunger = subElement.GetAttributeFloat("hunger", -1);
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food.Happiness = subElement.GetAttributeFloat("happiness", 1);
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food.Priority = subElement.GetAttributeFloat("priority", 100);
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foods.Add(food);
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break;
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}
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}
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}
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public void OnEat(IEnumerable<string> tags, float amount)
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{
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for (int i = 0; i < foods.Count; i++)
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{
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if (tags.Any(t => t.Equals(foods[i].Tag, System.StringComparison.OrdinalIgnoreCase)))
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{
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Hunger += foods[i].Hunger * amount;
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Happiness += foods[i].Happiness * amount;
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break;
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}
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}
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}
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public void OnEat(string tag, float amount)
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{
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for (int i = 0; i < foods.Count; i++)
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{
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if (tag.Equals(foods[i].Tag, System.StringComparison.OrdinalIgnoreCase))
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{
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Hunger += foods[i].Hunger * amount;
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Happiness += foods[i].Happiness * amount;
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break;
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}
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}
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}
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public void Play()
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{
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if (PlayTimer > 0.0f) { return; }
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PlayTimer = 5.0f;
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AiController.Character.Stun = 1.0f;
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Happiness += 10.0f;
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if (Happiness > MaxHappiness) { Happiness = MaxHappiness; }
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AiController.Character.AnimController.MainLimb.body.LinearVelocity += new Vector2(0, PlayForce);
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}
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public string GetName()
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{
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if (AiController.Character.Inventory != null)
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{
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var items = AiController.Character.Inventory.Items;
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for (int i = 0; i < items.Length; i++)
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{
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var item = items[i];
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if (item == null) { continue; }
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var tag = item.GetComponent<NameTag>();
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if (tag != null && !string.IsNullOrWhiteSpace(tag.WrittenName))
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{
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return tag.WrittenName;
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}
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}
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}
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return AiController.Character.Name;
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}
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public void Update(float deltaTime)
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{
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var character = AiController.Character;
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if (character?.Removed ?? true || character.IsDead) { return; }
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if (GameMain.NetworkMember?.IsClient ?? false) { return; } //TODO: syncing
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Hunger += HungerIncreaseRate * deltaTime;
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Happiness -= HappinessDecreaseRate * deltaTime;
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PlayTimer -= deltaTime;
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for (int i = 0; i < foods.Count; i++)
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{
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if (Hunger >= foods[i].HungerRange.X && Hunger <= foods[i].HungerRange.Y)
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{
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if (foods[i].TargetParams == null &&
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AiController.AIParams.TryAddNewTarget(foods[i].Tag, AIState.Eat, foods[i].Priority, out CharacterParams.TargetParams targetParams))
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{
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foods[i].TargetParams = targetParams;
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}
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}
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else if (foods[i].TargetParams != null)
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{
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AiController.AIParams.RemoveTarget(foods[i].TargetParams);
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foods[i].TargetParams = null;
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}
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}
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if (Hunger < 0.0f) { Hunger = 0.0f; }
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if (Hunger > MaxHunger) { Hunger = MaxHunger; }
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if (Happiness < 0.0f) { Happiness = 0.0f; }
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if (Happiness > MaxHappiness) { Happiness = MaxHappiness; }
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if (PlayTimer < 0.0f) { PlayTimer = 0.0f; }
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if (Hunger >= MaxHunger * 0.99f)
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{
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character.CharacterHealth.ApplyAffliction(character.AnimController.MainLimb, new Affliction(AfflictionPrefab.InternalDamage, 8.0f * deltaTime));
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}
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else if (Hunger < MaxHunger * 0.1f)
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{
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character.CharacterHealth.ReduceAffliction(null, null, 8.0f * deltaTime);
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}
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if (character.SelectedBy != null)
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{
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character.Stun = 1.0f;
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}
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for (int i = 0; i < itemsToProduce.Count; i++)
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{
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itemsToProduce[i].Update(this, deltaTime);
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}
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}
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}
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}
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