Unstable 1.2.1.0
This commit is contained in:
@@ -197,17 +197,6 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// This method allows multiple subobjectives of same type. Use with caution.
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/// </summary>
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public void AddSubObjectiveInQueue(AIObjective objective)
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{
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if (!subObjectives.Contains(objective))
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{
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subObjectives.Add(objective);
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}
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}
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public void RemoveSubObjective<T>(ref T objective) where T : AIObjective
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{
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if (objective != null)
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+160
@@ -0,0 +1,160 @@
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#nullable enable
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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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{
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class AIObjectiveCheckStolenItems : AIObjective
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{
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public override Identifier Identifier { get; set; } = "check stolen items".ToIdentifier();
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public override bool AllowOutsideSubmarine => false;
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public override bool AllowInAnySub => false;
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public float FindStolenItemsProbability = 1.0f;
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enum State
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{
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GotoTarget,
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Inspect,
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Warn,
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Done
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}
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private float inspectDelay;
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private float warnDelay;
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private State currentState;
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public readonly Character TargetCharacter;
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private AIObjectiveGoTo? goToObjective;
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private readonly List<Item> stolenItems = new List<Item>();
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public AIObjectiveCheckStolenItems(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1) :
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base(character, objectiveManager, priorityModifier)
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{
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TargetCharacter = targetCharacter;
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inspectDelay = 5.0f;
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warnDelay = 5.0f;
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}
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public override bool IsLoop
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{
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get => false;
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set => throw new Exception("Trying to set the value for IsLoop from: " + Environment.StackTrace.CleanupStackTrace());
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}
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protected override bool CheckObjectiveSpecific() => false;
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protected override float GetPriority()
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{
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if (!Abandon && !IsCompleted && objectiveManager.IsOrder(this))
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{
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Priority = objectiveManager.GetOrderPriority(this);
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}
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else
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{
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Priority = AIObjectiveManager.LowestOrderPriority - 1;
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}
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return Priority;
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}
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public void ForceComplete()
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{
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IsCompleted = true;
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}
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protected override void Act(float deltaTime)
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{
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switch (currentState)
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{
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case State.GotoTarget:
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TryAddSubObjective(ref goToObjective,
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constructor: () =>
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{
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return new AIObjectiveGoTo(TargetCharacter, character, objectiveManager, repeat: false)
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{
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SpeakIfFails = false
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};
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},
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onCompleted: () =>
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{
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RemoveSubObjective(ref goToObjective);
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currentState = State.Inspect;
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stolenItems.Clear();
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TargetCharacter.Inventory.FindAllItems(it => it.SpawnedInCurrentOutpost && !it.AllowStealing, recursive: true, stolenItems);
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character.Speak(TextManager.Get("dialogcheckstolenitems").Value);
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},
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onAbandon: () =>
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{
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Abandon = true;
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});
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break;
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case State.Inspect:
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Inspect(deltaTime);
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break;
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case State.Warn:
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Warn(deltaTime);
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break;
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}
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}
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private void Inspect(float deltaTime)
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{
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if (inspectDelay > 0.0f)
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{
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character.SelectCharacter(TargetCharacter);
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inspectDelay -= deltaTime;
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return;
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}
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if (stolenItems.Any() &&
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Rand.Range(0.0f, 1.0f, Rand.RandSync.Unsynced) < FindStolenItemsProbability)
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{
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character.Speak(TextManager.Get("dialogcheckstolenitems.warn").Value);
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currentState = State.Warn;
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}
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else
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{
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character.Speak(TextManager.Get("dialogcheckstolenitems.nostolenitems").Value);
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currentState = State.Done;
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IsCompleted = true;
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}
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character.DeselectCharacter();
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}
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private void Warn(float deltaTime)
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{
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if (warnDelay > 0.0f)
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{
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warnDelay -= deltaTime;
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return;
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}
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var stolenItemsOnCharacter = stolenItems.Where(it => it.GetRootInventoryOwner() == TargetCharacter);
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if (stolenItemsOnCharacter.Any())
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{
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character.Speak(TextManager.Get("dialogcheckstolenitems.arrest").Value);
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HumanAIController.AddCombatObjective(AIObjectiveCombat.CombatMode.Arrest, TargetCharacter);
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foreach (var stolenItem in stolenItemsOnCharacter)
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{
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HumanAIController.ApplyStealingReputationLoss(stolenItem);
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}
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}
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else
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{
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character.Speak(TextManager.Get("dialogcheckstolenitems.comply").Value);
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}
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foreach (var item in stolenItems)
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{
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HumanAIController.ObjectiveManager.AddObjective(new AIObjectiveGetItem(character, item, objectiveManager, equip: false)
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{
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BasePriority = 10
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});
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}
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currentState = State.Done;
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IsCompleted = true;
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}
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}
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}
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+152
@@ -0,0 +1,152 @@
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#nullable enable
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using Microsoft.Xna.Framework;
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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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{
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class AIObjectiveFindThieves : AIObjectiveLoop<Character>
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{
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public override Identifier Identifier { get; set; } = "find thieves".ToIdentifier();
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protected override float IgnoreListClearInterval => 30;
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public override bool IgnoreUnsafeHulls => true;
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protected override float TargetUpdateTimeMultiplier => 1.0f;
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const float DefaultInspectDistance = 200.0f;
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/// <summary>
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/// How close the NPC must be to the target to the inspect them? You can use high values to make the NPC
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/// systematically go through targets no matter where they are, and low values to check targets they happen to come across.
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/// </summary>
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public float InspectDistance = DefaultInspectDistance;
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private float? overrideInspectProbability;
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/// <summary>
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/// Chance of inspecting a valid target. The NPC won't try to inspect that target again for <see cref="inspectionInterval"/>
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/// regardless if the target is inspected or not.
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/// </summary>
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public float InspectProbability
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{
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get
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{
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if (overrideInspectProbability.HasValue)
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{
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return overrideInspectProbability.Value;
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}
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if (GameMain.GameSession?.Campaign is { } campaign)
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{
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if (campaign.Map?.CurrentLocation?.Reputation is { } reputation)
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{
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return MathHelper.Lerp(
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campaign.Settings.MaxStolenItemInspectionProbability,
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campaign.Settings.MinStolenItemInspectionProbability,
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reputation.NormalizedValue);
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}
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}
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return 0.2f;
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}
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}
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/// <summary>
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/// When did the character last inspect whether some other character has stolen items on them?
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/// </summary>
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private static readonly Dictionary<Character, double> lastInspectionTimes = new Dictionary<Character, double>();
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private readonly float inspectionInterval = 120.0f;
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public AIObjectiveFindThieves(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier) { }
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protected override bool Filter(Character target)
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{
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if (!IsValidTarget(target, character)) { return false; }
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if (Vector2.DistanceSquared(target.WorldPosition, character.WorldPosition) > InspectDistance * InspectDistance) { return false; }
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if (lastInspectionTimes.TryGetValue(target, out double lastInspectionTime))
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{
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if (Timing.TotalTime < lastInspectionTime + inspectionInterval)
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{
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return false;
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}
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}
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return true;
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}
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protected override IEnumerable<Character> GetList() => Character.CharacterList;
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protected override float TargetEvaluation()
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{
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return subObjectives.Any() ? 50 : 0;
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}
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public void InspectEveryone()
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{
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lastInspectionTimes.Clear();
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overrideInspectProbability = 1.0f;
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InspectDistance = DefaultInspectDistance * 2;
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}
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protected override AIObjective ObjectiveConstructor(Character target)
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{
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var checkStolenItemsObjective = new AIObjectiveCheckStolenItems(character, target, objectiveManager);
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if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Unsynced) >= InspectProbability)
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{
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checkStolenItemsObjective.ForceComplete();
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lastInspectionTimes[target] = Timing.TotalTime;
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}
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return checkStolenItemsObjective;
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}
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private float checkVisibleStolenItemsTimer;
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private const float CheckVisibleStolenItemsInterval = 5.0f;
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public override void Update(float deltaTime)
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{
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base.Update(deltaTime);
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if (checkVisibleStolenItemsTimer > 0.0f)
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{
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checkVisibleStolenItemsTimer -= deltaTime;
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return;
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}
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foreach (var target in Character.CharacterList)
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{
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if (!IsValidTarget(target, character)) { continue; }
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//if we spot someone wearing or holding stolen items, immediately check them (with 100% chance of spotting the stolen items)
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if (target.Inventory.AllItems.Any(it => it.SpawnedInCurrentOutpost && !it.AllowStealing && target.HasEquippedItem(it)) &&
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character.CanSeeTarget(target))
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{
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AIObjectiveCheckStolenItems? existingObjective =
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objectiveManager.GetActiveObjectives<AIObjectiveCheckStolenItems>().FirstOrDefault(o => o.TargetCharacter == target);
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if (existingObjective == null)
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{
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objectiveManager.AddObjective(new AIObjectiveCheckStolenItems(character, target, objectiveManager));
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lastInspectionTimes[target] = Timing.TotalTime;
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}
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}
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}
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checkVisibleStolenItemsTimer = CheckVisibleStolenItemsInterval;
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}
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private bool IsValidTarget(Character target, Character character)
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{
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if (target == null || target.Removed) { return false; }
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if (target.IsIncapacitated) { return false; }
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if (target == character) { return false; }
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if (target.Submarine == null) { return false; }
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if (character.Submarine == null) { return false; }
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if (target.CurrentHull == null) { return false; }
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if (target.Submarine != character.Submarine) { return false; }
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//only player's crew can steal, ignore other teams
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if (!target.IsOnPlayerTeam) { return false; }
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if (target.IsArrested) { return false; }
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return true;
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}
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protected override void OnObjectiveCompleted(AIObjective objective, Character target)
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{
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lastInspectionTimes[target] = Timing.TotalTime;
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}
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}
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}
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+1
-1
@@ -178,7 +178,7 @@ namespace Barotrauma
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if (!objectiveManager.IsOrder(this))
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{
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// Battery or pump states cannot currently be reported (not implemented) and therefore we must ignore them -> the bots always know if they require attention.
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bool ignore = this is AIObjectiveChargeBatteries || this is AIObjectivePumpWater;
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bool ignore = this is AIObjectiveChargeBatteries || this is AIObjectivePumpWater || this is AIObjectiveFindThieves;
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if (!ignore && !ReportedTargets.Contains(target)) { continue; }
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}
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if (!Filter(target)) { continue; }
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+4
@@ -142,6 +142,7 @@ namespace Barotrauma
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prevIdleObjective.PreferredOutpostModuleTypes.ForEach(t => newIdleObjective.PreferredOutpostModuleTypes.Add(t));
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}
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AddObjective(newIdleObjective);
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int objectiveCount = Objectives.Count;
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foreach (var autonomousObjective in character.Info.Job.Prefab.AutonomousObjectives)
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{
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@@ -549,6 +550,9 @@ namespace Barotrauma
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case "escapehandcuffs":
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newObjective = new AIObjectiveEscapeHandcuffs(character, this, priorityModifier: priorityModifier);
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break;
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case "findthieves":
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newObjective = new AIObjectiveFindThieves(character, this, priorityModifier: priorityModifier);
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break;
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case "prepareforexpedition":
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newObjective = new AIObjectivePrepare(character, this, order.GetTargetItems(order.Option), order.RequireItems)
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{
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