(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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@@ -3,6 +3,7 @@ using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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@@ -13,36 +14,31 @@ namespace Barotrauma
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public override bool KeepDivingGearOn => true;
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public override bool ForceRun => true;
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private readonly Gap leak;
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public Gap Leak { get; private set; }
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private AIObjectiveFindDivingGear findDivingGear;
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private AIObjectiveGetItem getWeldingTool;
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private AIObjectiveContainItem refuelObjective;
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private AIObjectiveGoTo gotoObjective;
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private AIObjectiveOperateItem operateObjective;
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public Gap Leak
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{
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get { return leak; }
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}
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public AIObjectiveFixLeak(Gap leak, Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base (character, objectiveManager, priorityModifier)
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{
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this.leak = leak;
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Leak = leak;
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}
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public override bool IsCompleted()
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{
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return leak.Open <= 0.0f || leak.Removed;
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return Leak.Open <= 0.0f || Leak.Removed;
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}
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public override bool CanBeCompleted => !abandon && base.CanBeCompleted;
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public override float GetPriority()
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{
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if (leak.Open == 0.0f) { return 0.0f; }
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if (Leak.Open == 0.0f) { return 0.0f; }
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
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float dist = Math.Abs(character.WorldPosition.X - leak.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - leak.WorldPosition.Y) * 2.0f;
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float dist = Math.Abs(character.WorldPosition.X - Leak.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y) * 2.0f;
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float distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 10000, dist));
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float severity = AIObjectiveFixLeaks.GetLeakSeverity(leak);
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float severity = AIObjectiveFixLeaks.GetLeakSeverity(Leak);
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float max = Math.Min((AIObjectiveManager.OrderPriority - 1), 90);
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float devotion = Math.Min(Priority, 10) / 100;
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return MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + severity * distanceFactor * PriorityModifier, 0, 1));
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@@ -50,58 +46,64 @@ namespace Barotrauma
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveFixLeak fixLeak = otherObjective as AIObjectiveFixLeak;
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if (fixLeak == null) return false;
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return fixLeak.leak == leak;
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if (!(otherObjective is AIObjectiveFixLeak fixLeak)) { return false; }
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return fixLeak.Leak == Leak;
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}
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protected override void Act(float deltaTime)
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{
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if (!leak.IsRoomToRoom)
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if (!Leak.IsRoomToRoom)
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{
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if (findDivingGear == null)
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{
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findDivingGear = new AIObjectiveFindDivingGear(character, true, objectiveManager);
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AddSubObjective(findDivingGear);
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}
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else if (!findDivingGear.CanBeCompleted)
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{
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abandon = true;
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return;
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}
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, true, objectiveManager));
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if (findDivingGear != null) { return; }
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}
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var weldingTool = character.Inventory.FindItemByTag("weldingtool");
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if (weldingTool == null)
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{
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AddSubObjective(new AIObjectiveGetItem(character, "weldingtool", objectiveManager, true));
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return;
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TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingtool", objectiveManager, true));
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if (getWeldingTool != null) { return; }
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}
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else
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{
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var containedItems = weldingTool.ContainedItems;
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if (containedItems == null) return;
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var fuelTank = containedItems.FirstOrDefault(i => i.HasTag("weldingfueltank") && i.Condition > 0.0f);
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if (fuelTank == null)
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if (containedItems == null)
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{
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AddSubObjective(new AIObjectiveContainItem(character, "weldingfueltank", weldingTool.GetComponent<ItemContainer>(), objectiveManager));
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no proper inventory");
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#endif
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abandon = true;
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return;
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}
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// Drop empty tanks
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foreach (Item containedItem in containedItems)
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{
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if (containedItem == null) { continue; }
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if (containedItem.Condition <= 0.0f)
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{
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containedItem.Drop(character);
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}
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}
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if (containedItems.None(i => i.HasTag("weldingfueltank") && i.Condition > 0.0f))
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{
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TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfueltank", weldingTool.GetComponent<ItemContainer>(), objectiveManager));
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if (refuelObjective != null) { return; }
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}
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}
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null) { return; }
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Vector2 gapDiff = leak.WorldPosition - character.WorldPosition;
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canReach = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach;
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if (canReach)
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@@ -115,65 +117,29 @@ namespace Barotrauma
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{
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sightLimb = character.AnimController.GetLimb(LimbType.LeftHand);
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}
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canReach = character.CanSeeTarget(leak, sightLimb);
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canReach = character.CanSeeTarget(Leak, sightLimb);
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}
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else
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if (!canReach)
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{
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if (gotoObjective != null)
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{
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// Check if the objective is already removed -> completed/impossible
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if (!subObjectives.Contains(gotoObjective))
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{
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if (!gotoObjective.CanBeCompleted)
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{
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abandon = true;
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}
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gotoObjective = null;
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return;
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}
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}
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else
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{
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gotoObjective = new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager)
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{
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CloseEnough = reach
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};
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if (!subObjectives.Contains(gotoObjective))
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{
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AddSubObjective(gotoObjective);
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}
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}
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach });
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}
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if (gotoObjective == null || gotoObjective.IsCompleted())
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{
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if (operateObjective == null)
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{
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operateObjective = new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: leak);
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AddSubObjective(operateObjective);
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}
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else if (!subObjectives.Contains(operateObjective))
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{
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operateObjective = null;
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}
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}
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if (gotoObjective != null) { return; }
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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private Vector2 GetStandPosition()
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{
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Vector2 standPos = leak.Position;
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var hull = leak.FlowTargetHull;
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if (hull == null) return standPos;
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if (leak.IsHorizontal)
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Vector2 standPos = Leak.Position;
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var hull = Leak.FlowTargetHull;
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if (hull == null) { return standPos; }
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if (Leak.IsHorizontal)
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{
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standPos += Vector2.UnitX * Math.Sign(hull.Position.X - leak.Position.X) * leak.Rect.Width;
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standPos += Vector2.UnitX * Math.Sign(hull.Position.X - Leak.Position.X) * Leak.Rect.Width;
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}
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else
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{
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standPos += Vector2.UnitY * Math.Sign(hull.Position.Y - leak.Position.Y) * leak.Rect.Height;
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standPos += Vector2.UnitY * Math.Sign(hull.Position.Y - Leak.Position.Y) * Leak.Rect.Height;
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}
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return standPos;
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}
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}
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