(5a377a8ee) Unstable v0.9.1000.0
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@@ -30,6 +30,7 @@ namespace Barotrauma
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public virtual bool KeepDivingGearOn => false;
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public virtual bool UnequipItems => false;
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public virtual bool AllowOutsideSubmarine => false;
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protected readonly List<AIObjective> subObjectives = new List<AIObjective>();
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private float _cumulatedDevotion;
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@@ -117,7 +118,6 @@ namespace Barotrauma
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public void TryComplete(float deltaTime)
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{
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if (isCompleted) { return; }
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//if (Abandon && !IsLoop && subObjectives.None()) { return; }
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if (CheckState()) { return; }
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// Not ready -> act (can't do foreach because it's possible that the collection is modified in event callbacks.
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for (int i = 0; i < subObjectives.Count; i++)
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@@ -182,12 +182,26 @@ namespace Barotrauma
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}
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}
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protected bool IsAllowed => AllowOutsideSubmarine || character.Submarine != null && character.Submarine.TeamID == character.TeamID && character.Submarine.Info.IsPlayer;
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/// <summary>
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/// Call this only when the priority needs to be recalculated. Use the cached Priority property when you don't need to recalculate.
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/// </summary>
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public virtual float GetPriority()
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{
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Priority = CumulatedDevotion * PriorityModifier;
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if (!IsAllowed)
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{
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Priority = 0;
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return Priority;
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}
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if (objectiveManager.CurrentOrder == this)
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{
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Priority = AIObjectiveManager.OrderPriority;
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}
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else
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{
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Priority = CumulatedDevotion;
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}
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return Priority;
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}
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@@ -196,7 +210,7 @@ namespace Barotrauma
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var currentObjective = objectiveManager.CurrentObjective;
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if (currentObjective != null && (currentObjective == this || currentObjective.subObjectives.Any(so => so == this)))
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{
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CumulatedDevotion += Devotion * PriorityModifier * deltaTime;
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CumulatedDevotion += Devotion * deltaTime;
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}
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}
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@@ -204,11 +218,7 @@ namespace Barotrauma
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public virtual void Update(float deltaTime)
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{
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if (objectiveManager.CurrentOrder == this)
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{
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Priority = AIObjectiveManager.OrderPriority;
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}
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else if (objectiveManager.WaitTimer <= 0)
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if (objectiveManager.CurrentOrder != this && objectiveManager.WaitTimer <= 0)
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{
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UpdateDevotion(deltaTime);
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}
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