(d34fb2097) Major refactoring: - Replace custom logic regarding subobjectives with generic logic. - Ensure that all the objectives follow the same logic, reduce duplicate code where possible.
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@@ -44,12 +44,17 @@ namespace Barotrauma
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return _weaponComponent;
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}
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}
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private readonly AIObjectiveFindSafety findSafety;
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private readonly HashSet<RangedWeapon> rangedWeapons = new HashSet<RangedWeapon>();
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private readonly HashSet<MeleeWeapon> meleeWeapons = new HashSet<MeleeWeapon>();
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private readonly HashSet<Item> adHocWeapons = new HashSet<Item>();
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private AIObjectiveContainItem reloadWeaponObjective;
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private Hull retreatTarget;
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private AIObjectiveGoTo retreatObjective;
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private AIObjectiveFindSafety findSafety;
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private AIObjectiveGoTo followTargetObjective;
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private Hull retreatTarget;
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private float coolDownTimer;
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public enum CombatMode
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@@ -105,17 +110,13 @@ namespace Barotrauma
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{
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Mode = CombatMode.Retreat;
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}
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else if (Equip(deltaTime))
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if (Equip())
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{
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if (Reload(deltaTime))
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{
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Attack(deltaTime);
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}
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}
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else
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{
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Mode = CombatMode.Retreat;
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}
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break;
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case CombatMode.Retreat:
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break;
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@@ -140,9 +141,6 @@ namespace Barotrauma
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}
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}
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private HashSet<RangedWeapon> rangedWeapons = new HashSet<RangedWeapon>();
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private HashSet<MeleeWeapon> meleeWeapons = new HashSet<MeleeWeapon>();
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private readonly HashSet<Item> adHocWeapons = new HashSet<Item>();
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private Item GetWeapon()
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{
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rangedWeapons.Clear();
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@@ -150,7 +148,6 @@ namespace Barotrauma
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adHocWeapons.Clear();
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Item weapon = null;
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_weaponComponent = null;
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foreach (var item in character.Inventory.Items)
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{
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if (item == null) { continue; }
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@@ -220,7 +217,7 @@ namespace Barotrauma
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}
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}
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private bool Equip(float deltaTime)
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private bool Equip()
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{
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if (!character.SelectedItems.Contains(Weapon))
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{
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@@ -231,7 +228,7 @@ namespace Barotrauma
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}
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else
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{
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//couldn't equip the item -> escape
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Mode = CombatMode.Retreat;
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return false;
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}
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}
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@@ -370,7 +367,7 @@ namespace Barotrauma
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{
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myBodies = character.AnimController.Limbs.Select(l => l.body.FarseerBody);
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}
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var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionItemBlocking;
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var collisionCategories = Physics.CollisionCharacter | Physics.CollisionWall;
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var pickedBody = Submarine.PickBody(character.SimPosition, Enemy.SimPosition, myBodies, collisionCategories);
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if (pickedBody != null)
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{
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@@ -410,7 +407,11 @@ namespace Barotrauma
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return completed;
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}
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public override bool CanBeCompleted => !abandon && (reloadWeaponObjective == null || reloadWeaponObjective.CanBeCompleted) && (retreatObjective == null || retreatObjective.CanBeCompleted);
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public override bool CanBeCompleted => !abandon &&
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(reloadWeaponObjective == null || reloadWeaponObjective.CanBeCompleted) &&
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(retreatObjective == null || retreatObjective.CanBeCompleted) &&
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(followTargetObjective == null || followTargetObjective.CanBeCompleted);
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public override float GetPriority() => (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : Math.Min(100 * PriorityModifier, 100);
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public override bool IsDuplicate(AIObjective otherObjective)
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