v0.13.0.11
This commit is contained in:
+49
-29
@@ -23,13 +23,14 @@ namespace Barotrauma
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/// <summary>
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/// Aborts the objective when this condition is true
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/// </summary>
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public Func<bool> abortCondition;
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public Func<AIObjectiveGoTo, bool> abortCondition;
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public Func<PathNode, bool> endNodeFilter;
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public Func<float> priorityGetter;
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public bool followControlledCharacter;
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public bool mimic;
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public bool SpeakIfFails { get; set; } = true;
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public float extraDistanceWhileSwimming;
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public float extraDistanceOutsideSub;
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@@ -66,6 +67,8 @@ namespace Barotrauma
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public bool IgnoreIfTargetDead { get; set; }
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public bool AllowGoingOutside { get; set; }
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public bool AlwaysUseEuclideanDistance { get; set; } = true;
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public override bool AbandonWhenCannotCompleteSubjectives => !repeat;
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public override bool AllowOutsideSubmarine => AllowGoingOutside;
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@@ -80,19 +83,14 @@ namespace Barotrauma
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public override float GetPriority()
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{
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bool isOrder = objectiveManager.CurrentOrder == this;
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bool isOrder = objectiveManager.IsOrder(this);
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if (!IsAllowed)
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{
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Priority = 0;
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Abandon = !isOrder;
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return Priority;
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}
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if (followControlledCharacter && Character.Controlled == null)
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{
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Priority = 0;
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Abandon = !isOrder;
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}
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if (Target is Entity e && e.Removed)
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if (Target == null || Target is Entity e && e.Removed)
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{
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Priority = 0;
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Abandon = !isOrder;
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@@ -114,7 +112,7 @@ namespace Barotrauma
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}
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else
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{
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Priority = isOrder ? AIObjectiveManager.OrderPriority : 10;
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Priority = isOrder ? objectiveManager.GetOrderPriority(this) : 10;
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}
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}
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return Priority;
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@@ -149,7 +147,7 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target}", Color.Yellow);
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#endif
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if (objectiveManager.CurrentOrder != null && DialogueIdentifier != null)
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if (character.IsOnPlayerTeam && objectiveManager.CurrentOrder == objectiveManager.CurrentObjective && DialogueIdentifier != null && SpeakIfFails)
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{
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string msg = TargetName == null ? TextManager.Get(DialogueIdentifier, true) : TextManager.GetWithVariable(DialogueIdentifier, "[name]", TargetName, formatCapitals: !(Target is Character));
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if (msg != null)
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@@ -163,13 +161,15 @@ namespace Barotrauma
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{
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if (followControlledCharacter)
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{
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if (Character.Controlled == null)
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if (Character.Controlled != null && HumanAIController.IsFriendly(Character.Controlled))
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{
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Target = Character.Controlled;
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}
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if (Target == null)
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{
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Abandon = true;
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SteeringManager.Reset();
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return;
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}
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Target = Character.Controlled;
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}
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if (Target == character || character.SelectedBy != null && HumanAIController.IsFriendly(character.SelectedBy))
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{
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@@ -187,7 +187,6 @@ namespace Barotrauma
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if (e.Removed)
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{
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Abandon = true;
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SteeringManager.Reset();
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return;
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}
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else
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@@ -199,7 +198,7 @@ namespace Barotrauma
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if (!followControlledCharacter)
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{
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// Abandon if going through unsafe paths. Note ignores unsafe nodes when following an order or when the objective is set to ignore unsafe hulls.
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bool containsUnsafeNodes = HumanAIController.CurrentOrder == null && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls
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bool containsUnsafeNodes = character.IsDismissed && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls
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&& PathSteering != null && PathSteering.CurrentPath != null
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&& PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
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if (containsUnsafeNodes || HumanAIController.UnreachableHulls.Contains(targetHull))
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@@ -249,16 +248,18 @@ namespace Barotrauma
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}
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}
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bool needsEquipment = false;
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float minOxygen = character.Submarine == null ? 0 : AIObjectiveFindDivingGear.MIN_OXYGEN;
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if (needsDivingSuit)
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{
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needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
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needsEquipment = !HumanAIController.HasDivingSuit(character, minOxygen);
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}
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else if (needsDivingGear)
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{
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needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.MIN_OXYGEN);
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needsEquipment = !HumanAIController.HasDivingGear(character, minOxygen);
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}
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if (needsEquipment)
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{
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SteeringManager.Reset();
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if (findDivingGear != null && !findDivingGear.CanBeCompleted)
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
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@@ -287,9 +288,14 @@ namespace Barotrauma
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}
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}
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}
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float maxGapDistance = 500;
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Character targetCharacter = Target as Character;
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if (character.AnimController.InWater)
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{
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if (character.CurrentHull == null)
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if (character.CurrentHull == null ||
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followControlledCharacter &&
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targetCharacter != null && (targetCharacter.CurrentHull == null) != (character.CurrentHull == null) &&
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Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition) < maxGapDistance * maxGapDistance)
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{
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if (seekGapsTimer > 0)
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{
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@@ -297,7 +303,7 @@ namespace Barotrauma
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}
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else
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{
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SeekGaps(maxDistance: 500);
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SeekGaps(maxGapDistance);
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seekGapsTimer = seekGapsInterval * Rand.Range(0.1f, 1.1f);
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if (TargetGap != null)
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{
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@@ -326,7 +332,7 @@ namespace Barotrauma
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}
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if (TargetGap != null)
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{
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if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, TargetGap.FlowTargetHull.WorldPosition, deltaTime))
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if (TargetGap.FlowTargetHull != null && HumanAIController.SteerThroughGap(TargetGap, followControlledCharacter ? Target.WorldPosition : TargetGap.FlowTargetHull.WorldPosition, deltaTime))
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{
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SteeringManager.SteeringAvoid(deltaTime, avoidLookAheadDistance, weight: 1);
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return;
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@@ -346,7 +352,7 @@ namespace Barotrauma
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float closeEnough = 250;
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float squaredDistance = Vector2.DistanceSquared(character.WorldPosition, Target.WorldPosition);
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bool shouldUseScooter = squaredDistance > closeEnough * closeEnough && (!mimic ||
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(Target is Character targetCharacter && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
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(targetCharacter != null && targetCharacter.HasEquippedItem(scooterTag, allowBroken: false)) || squaredDistance > Math.Pow(closeEnough * 2, 2));
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if (HumanAIController.HasItem(character, scooterTag, out IEnumerable<Item> equippedScooters, recursive: false, requireEquipped: true))
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{
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// Currently equipped scooter
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@@ -527,17 +533,24 @@ namespace Barotrauma
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{
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Gap selectedGap = null;
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float selectedDistance = -1;
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Vector2 toTargetNormalized = Vector2.Normalize(Target.WorldPosition - character.WorldPosition);
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foreach (Gap gap in Gap.GapList)
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{
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if (gap.Open < 1) { continue; }
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if (gap.FlowTargetHull == null) { continue; }
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if (gap.Submarine != Target.Submarine) { continue; }
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float distance = Vector2.DistanceSquared(character.WorldPosition, gap.WorldPosition);
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if (distance > maxDistance * maxDistance) { continue; }
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if (selectedGap == null || distance < selectedDistance)
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if (gap.Submarine == null) { continue; }
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if (!followControlledCharacter)
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{
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if (gap.FlowTargetHull == null) { continue; }
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if (gap.Submarine != Target.Submarine) { continue; }
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}
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Vector2 toGap = gap.WorldPosition - character.WorldPosition;
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if (Vector2.Dot(Vector2.Normalize(toGap), toTargetNormalized) < 0) { continue; }
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float squaredDistance = toGap.LengthSquared();
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if (squaredDistance > maxDistance * maxDistance) { continue; }
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if (selectedGap == null || squaredDistance < selectedDistance)
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{
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selectedGap = gap;
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selectedDistance = distance;
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selectedDistance = squaredDistance;
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}
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}
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TargetGap = selectedGap;
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@@ -554,6 +567,13 @@ namespace Barotrauma
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//otherwise characters can let go of the ladders too soon once they're close enough to the target
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if (PathSteering.CurrentPath.NextNode != null) { return false; }
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}
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if (!AlwaysUseEuclideanDistance && !character.AnimController.InWater)
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{
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float yDiff = Math.Abs(Target.WorldPosition.Y - character.WorldPosition.Y);
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if (yDiff > CloseEnough) { return false; }
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float xDiff = Math.Abs(Target.WorldPosition.X - character.WorldPosition.X);
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return xDiff <= CloseEnough;
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}
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return Vector2.DistanceSquared(Target.WorldPosition, character.WorldPosition) < CloseEnough * CloseEnough;
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}
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}
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@@ -569,7 +589,7 @@ namespace Barotrauma
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Abandon = true;
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return false;
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}
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if (abortCondition != null && abortCondition())
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if (abortCondition != null && abortCondition(this))
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{
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Abandon = true;
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return false;
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@@ -617,7 +637,7 @@ namespace Barotrauma
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private void StopMovement()
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{
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character.AIController.SteeringManager.Reset();
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SteeringManager.Reset();
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if (Target != null)
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{
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character.AnimController.TargetDir = Target.WorldPosition.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
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