Unstable 0.1400.0.0
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+9
-8
@@ -8,7 +8,7 @@ namespace Barotrauma
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{
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class AIObjectiveRepairItem : AIObjective
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{
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public override string DebugTag => "repair item";
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public override string Identifier { get; set; } = "repair item";
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public override bool AllowInAnySub => true;
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@@ -31,7 +31,7 @@ namespace Barotrauma
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this.isPriority = isPriority;
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}
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public override float GetPriority()
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protected override float GetPriority()
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{
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if (!IsAllowed || Item.IgnoreByAI)
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{
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@@ -71,7 +71,7 @@ namespace Barotrauma
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return Priority;
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}
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protected override bool Check()
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protected override bool CheckObjectiveSpecific()
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{
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IsCompleted = Item.IsFullCondition;
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if (character.IsOnPlayerTeam && IsCompleted && IsRepairing())
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@@ -122,8 +122,6 @@ namespace Barotrauma
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Abandon = true;
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return;
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}
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HumanAIController.UnequipContainedItems(repairTool.Item, it => !it.HasTag("weldingfuel"));
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HumanAIController.UnequipEmptyItems(repairTool.Item);
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RelatedItem item = null;
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Item fuel = null;
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foreach (RelatedItem requiredItem in repairTool.requiredItems[RelatedItem.RelationType.Contained])
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@@ -135,9 +133,12 @@ namespace Barotrauma
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if (fuel == null)
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{
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RemoveSubObjective(ref goToObjective);
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TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, item.Identifiers, repairTool.Item.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC),
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onCompleted: () => RemoveSubObjective(ref refuelObjective),
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onAbandon: () => Abandon = true);
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TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, item.Identifiers, repairTool.Item.GetComponent<ItemContainer>(), objectiveManager, spawnItemIfNotFound: character.TeamID == CharacterTeamType.FriendlyNPC)
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{
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RemoveExisting = true
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},
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onCompleted: () => RemoveSubObjective(ref refuelObjective),
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onAbandon: () => Abandon = true);
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return;
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}
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}
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