electricity bugfixes, destructable doors, ai improvements, removed rope, container changes
This commit is contained in:
@@ -5,6 +5,7 @@ using System.Xml.Linq;
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using FarseerPhysics;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using FarseerPhysics.Dynamics;
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namespace Subsurface
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{
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@@ -41,7 +42,7 @@ namespace Subsurface
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//a point in a wall which the character is currently targeting
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private Vector2 wallAttackPos;
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//the entity (a wall) which the character is targeting
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private MapEntity targetEntity;
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private IDamageable targetEntity;
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//the limb selected for the current attack
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private Limb attackingLimb;
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@@ -157,23 +158,7 @@ namespace Subsurface
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if (coolDownTimer>0.0f)
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{
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coolDownTimer -= deltaTime;
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//System.Diagnostics.Debug.WriteLine("cooldown");
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if (selectedTarget.entity is Hull ||
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Vector2.Distance(attackPosition, character.animController.limbs[0].SimPosition)<ConvertUnits.ToSimUnits(500.0f))
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{
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steeringManager.SteeringSeek(attackPosition, -0.8f);
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steeringManager.SteeringAvoid(deltaTime, 1.0f);
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}
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else
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{
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steeringManager.SteeringSeek(attackPosition, -0.5f);
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steeringManager.SteeringAvoid(deltaTime, 1.0f);
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}
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UpdateCoolDown(attackPosition, deltaTime);
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return;
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}
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@@ -183,45 +168,7 @@ namespace Subsurface
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}
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else
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{
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targetEntity = null;
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//check if there's a wall between the target and the character
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Vector2 rayStart = character.animController.limbs[0].SimPosition;
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Vector2 rayEnd = selectedTarget.Position;
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Structure closestStructure = Map.CheckVisibility(rayStart, rayEnd);
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if (Map.LastPickedFraction == 1.0f || closestStructure == null)
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{
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wallAttackPos = Vector2.Zero;
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}
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else
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{
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Structure wall = closestStructure as Structure;
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if (wall==null)
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{
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wallAttackPos = Map.LastPickedPosition;
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}
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else
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{
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int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Map.LastPickedPosition));
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float sectionDamage = wall.SectionDamage(sectionIndex);
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for (int i = sectionIndex-2; i<=sectionIndex+2; i++)
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{
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if (wall.SectionHasHole(i))
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{
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sectionIndex = i;
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break;
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}
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if (wall.SectionDamage(i) > sectionDamage) sectionIndex = i;
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}
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wallAttackPos = wall.SectionPosition(sectionIndex);
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wallAttackPos = ConvertUnits.ToSimUnits(wallAttackPos);
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}
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targetEntity = closestStructure;
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}
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GetTargetEntity();
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raycastTimer = RaycastInterval;
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}
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@@ -246,13 +193,68 @@ namespace Subsurface
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}
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private void UpdateCoolDown(Vector2 attackPosition, float deltaTime)
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{
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coolDownTimer -= deltaTime;
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attackingLimb = null;
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//System.Diagnostics.Debug.WriteLine("cooldown");
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if (selectedTarget.entity is Hull ||
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Vector2.Distance(attackPosition, character.animController.limbs[0].SimPosition) < ConvertUnits.ToSimUnits(500.0f))
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{
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steeringManager.SteeringSeek(attackPosition, -0.8f);
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steeringManager.SteeringAvoid(deltaTime, 1.0f);
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}
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else
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{
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steeringManager.SteeringSeek(attackPosition, -0.5f);
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steeringManager.SteeringAvoid(deltaTime, 1.0f);
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}
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}
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private void GetTargetEntity()
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{
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targetEntity = null;
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//check if there's a wall between the target and the character
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Vector2 rayStart = character.animController.limbs[0].SimPosition;
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Vector2 rayEnd = selectedTarget.Position;
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Body closestBody = Map.CheckVisibility(rayStart, rayEnd);
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if (Map.LastPickedFraction == 1.0f || closestBody == null)
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{
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wallAttackPos = Vector2.Zero;
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return;
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}
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Structure wall = closestBody.UserData as Structure;
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if (wall == null)
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{
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wallAttackPos = Map.LastPickedPosition;
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}
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else
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{
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int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Map.LastPickedPosition));
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float sectionDamage = wall.SectionDamage(sectionIndex);
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for (int i = sectionIndex - 2; i <= sectionIndex + 2; i++)
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{
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if (wall.SectionHasHole(i))
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{
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sectionIndex = i;
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break;
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}
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if (wall.SectionDamage(i) > sectionDamage) sectionIndex = i;
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}
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wallAttackPos = wall.SectionPosition(sectionIndex);
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wallAttackPos = ConvertUnits.ToSimUnits(wallAttackPos);
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}
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targetEntity = closestBody.UserData as IDamageable;
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}
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private void UpdateLimbAttack(float deltaTime, Limb limb, Vector2 attackPosition)
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{
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//DamageType damageType = DamageType.None;
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// float damage = 0.0f;
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//bool hasAttacked = false;
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IDamageable damageTarget = null;
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switch (limb.attack.type)
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@@ -310,21 +312,14 @@ namespace Subsurface
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attackTimer = 0.0f;
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if (Vector2.Distance(limb.SimPosition, attackPosition)<5.0) coolDownTimer = attackCoolDown;
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System.Diagnostics.Debug.WriteLine("cooldown: " + coolDownTimer);
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}
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}
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//private float GetAttackDamage(Limb limb, float deltaTime)
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//{
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// return (limb.attack.duration == 0.0f) ? limb.attack.damage : limb.attack.damage * deltaTime;
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//}
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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public void UpdateTargets(Character character)
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{
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if (distanceAccumulator<5.0f && Game1.random.Next(1,3)==1)
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{
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selectedTarget = null;
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@@ -344,6 +339,9 @@ namespace Subsurface
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{
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float valueModifier = 0.0f;
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float dist = 0.0f;
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IDamageable targetDamageable = target.entity as IDamageable;
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if (targetDamageable!=null && targetDamageable.Health <= 0.0f) continue;
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Character targetCharacter = target.entity as Character;
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@@ -371,30 +369,49 @@ namespace Subsurface
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AITargetMemory targetMemory = FindTargetMemory(target);
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valueModifier *= targetMemory.Priority;
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valueModifier = valueModifier * targetMemory.Priority / dist;
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//dist -= targetMemory.Priority;
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if (valueModifier != 0.0f && (dist < target.SightRange * sight || dist < target.SoundRange * hearing))
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{
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//if the target is a character, check if it is visible
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if (Math.Abs(valueModifier) > Math.Abs(this.targetValue) && (dist < target.SightRange * sight || dist < target.SoundRange * hearing))
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{
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Vector2 rayStart = character.animController.limbs[0].SimPosition;
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Vector2 rayEnd = target.Position;
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Body closestBody = Map.CheckVisibility(rayStart, rayEnd);
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Structure closestStructure = (closestBody == null) ? null : closestBody.UserData as Structure;
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if (targetCharacter != null)
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{
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Vector2 rayStart = character.animController.limbs[0].SimPosition;
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Vector2 rayEnd = target.Position;
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Structure closestStructure = Map.CheckVisibility(rayStart, rayEnd);
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//System.Diagnostics.Debug.WriteLine("closestfraction: " + closestFraction);
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//if not visible, ignore this AItarget
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//if target is a character that isn't visible, ignore
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if (closestStructure != null) continue;
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}
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float newTargetValue = valueModifier/dist;
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if (selectedTarget == null || Math.Abs(newTargetValue) > Math.Abs(this.targetValue))
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//prefer targets with low health
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valueModifier = valueModifier / targetCharacter.Health;
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}
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else
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{
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if (targetDamageable != null)
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{
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valueModifier = valueModifier / targetDamageable.Health;
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}
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else if (closestStructure!=null)
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{
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valueModifier = valueModifier / (closestStructure as IDamageable).Health;
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}
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}
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//float newTargetValue = valueModifier/dist;
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if (selectedTarget == null || Math.Abs(valueModifier) > Math.Abs(this.targetValue))
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{
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selectedTarget = target;
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selectedTargetMemory = targetMemory;
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targetValue = newTargetValue;
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Debug.WriteLine(selectedTarget);
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this.targetValue = valueModifier;
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Debug.WriteLine(selectedTarget.entity+": "+targetValue);
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}
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}
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}
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@@ -449,7 +466,7 @@ namespace Subsurface
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message.Write(raycastTimer);
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message.Write(coolDownTimer);
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message.Write(targetEntity==null ? -1 : targetEntity.ID);
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message.Write(targetEntity==null ? -1 : (targetEntity as Entity).ID);
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}
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public override void ReadNetworkData(NetIncomingMessage message)
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@@ -472,7 +489,7 @@ namespace Subsurface
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this.coolDownTimer = coolDownTimer;
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if (targetID>-1)
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targetEntity = Entity.FindEntityByID(targetID) as MapEntity;
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targetEntity = Entity.FindEntityByID(targetID) as IDamageable;
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}
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}
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@@ -1,5 +1,6 @@
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using System;
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using Microsoft.Xna.Framework;
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using FarseerPhysics.Dynamics;
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namespace Subsurface
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{
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@@ -112,25 +113,29 @@ namespace Subsurface
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if (rayCastTimer <= 0.0f)
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{
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rayCastTimer = RayCastInterval;
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Structure closestStructure = Map.CheckVisibility(host.Position, ahead);
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if (closestStructure == null)
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Body closestBody = Map.CheckVisibility(host.Position, ahead);
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if (closestBody == null)
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{
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avoidSteering = Vector2.Zero;
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return Vector2.Zero;
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}
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else
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{
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Vector2 obstaclePosition = Map.LastPickedPosition;
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if (closestStructure.IsHorizontal)
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Structure closestStructure = closestBody.UserData as Structure;
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if (closestStructure!=null)
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{
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obstaclePosition.Y = closestStructure.SimPosition.Y;
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}
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else
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{
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obstaclePosition.X = closestStructure.SimPosition.X;
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}
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Vector2 obstaclePosition = Map.LastPickedPosition;
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if (closestStructure.IsHorizontal)
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{
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obstaclePosition.Y = closestStructure.SimPosition.Y;
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}
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else
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{
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obstaclePosition.X = closestStructure.SimPosition.X;
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}
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avoidSteering = Vector2.Normalize(Map.LastPickedPosition - obstaclePosition);
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avoidSteering = Vector2.Normalize(Map.LastPickedPosition - obstaclePosition);
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}
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}
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}
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