Renamed project folders from Subsurface to Barotrauma
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using Barotrauma.Items.Components;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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namespace Barotrauma
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{
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class AIObjectiveGoTo : AIObjective
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{
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private Entity target;
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private Vector2 targetPos;
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private bool repeat;
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//how long until the path to the target is declared unreachable
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private float waitUntilPathUnreachable;
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private bool getDivingGearIfNeeded;
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public override bool CanBeCompleted
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{
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get
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{
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if (repeat || waitUntilPathUnreachable > 0.0f) return true;
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var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
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//path doesn't exist (= hasn't been searched for yet), assume for now that the target is reachable
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if (pathSteering.CurrentPath == null) return true;
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return (!pathSteering.CurrentPath.Unreachable);
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}
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}
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public Entity Target
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{
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get { return target; }
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}
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public AIObjectiveGoTo(Entity target, Character character, bool repeat = false, bool getDivingGearIfNeeded = true)
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: base (character, "")
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{
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this.target = target;
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this.repeat = repeat;
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waitUntilPathUnreachable = 5.0f;
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this.getDivingGearIfNeeded = getDivingGearIfNeeded;
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}
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public AIObjectiveGoTo(Vector2 simPos, Character character, bool repeat = false, bool getDivingGearIfNeeded = true)
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: base(character, "")
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{
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this.targetPos = simPos;
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this.repeat = repeat;
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waitUntilPathUnreachable = 5.0f;
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this.getDivingGearIfNeeded = getDivingGearIfNeeded;
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}
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protected override void Act(float deltaTime)
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{
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if (target == character)
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{
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character.AIController.SteeringManager.Reset();
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return;
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}
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waitUntilPathUnreachable -= deltaTime;
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if (character.SelectedConstruction!=null && character.SelectedConstruction.GetComponent<Ladder>()==null)
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{
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character.SelectedConstruction = null;
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}
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if (target != null) character.AIController.SelectTarget(target.AiTarget);
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Vector2 currTargetPos = Vector2.Zero;
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if (target == null)
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{
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currTargetPos = targetPos;
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}
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else
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{
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currTargetPos = target.SimPosition;
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//if character is outside the sub and target isn't, transform the position
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if (character.Submarine != null && target.Submarine == null)
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{
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currTargetPos -= character.Submarine.SimPosition;
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}
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}
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if (Vector2.Distance(currTargetPos, character.SimPosition) < 1.0f)
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{
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character.AIController.SteeringManager.Reset();
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character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
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}
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else
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{
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character.AIController.SteeringManager.SteeringSeek(currTargetPos);
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var indoorsSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
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if (indoorsSteering.CurrentPath==null || indoorsSteering.CurrentPath.Unreachable)
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{
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indoorsSteering.SteeringWander();
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}
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else if (getDivingGearIfNeeded && indoorsSteering.CurrentPath != null && indoorsSteering.CurrentPath.HasOutdoorsNodes)
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{
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AddSubObjective(new AIObjectiveFindDivingGear(character, true));
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}
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}
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}
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public override bool IsCompleted()
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{
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if (repeat) return false;
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bool completed = false;
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float allowedDistance = 0.5f;
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var item = target as Item;
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if (item != null)
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{
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allowedDistance = Math.Max(ConvertUnits.ToSimUnits(item.PickDistance), allowedDistance);
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if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
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}
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completed = completed || Vector2.Distance(target != null ? target.SimPosition : targetPos, character.SimPosition) < allowedDistance;
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if (completed) character.AIController.SteeringManager.Reset();
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return completed;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveGoTo objective = otherObjective as AIObjectiveGoTo;
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if (objective == null) return false;
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if (objective.target == target) return true;
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return (objective.targetPos == targetPos);
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}
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}
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}
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