Unstable 1.8.4.0
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+79
-71
@@ -21,9 +21,9 @@ namespace Barotrauma
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private Item targetItem;
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private int? oxygenSourceSlotIndex;
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public const float MIN_OXYGEN = 10;
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private const float MinOxygen = 10;
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protected override bool CheckObjectiveSpecific() =>
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protected override bool CheckObjectiveState() =>
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targetItem != null && character.HasEquippedItem(targetItem, slotType: InvSlotType.OuterClothes | InvSlotType.InnerClothes | InvSlotType.Head);
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public AIObjectiveFindDivingGear(Character character, bool needsDivingSuit, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier)
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@@ -39,83 +39,98 @@ namespace Barotrauma
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TrySetTargetItem(character.Inventory.FindItem(
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it => it.HasTag(Tags.HeavyDivingGear) && IsSuitablePressureProtection(it, Tags.HeavyDivingGear, character), recursive: true));
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}
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if (targetItem == null ||
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!character.HasEquippedItem(targetItem, slotType: InvSlotType.OuterClothes | InvSlotType.InnerClothes | InvSlotType.Head) &&
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targetItem.ContainedItems.Any(it => IsSuitableContainedOxygenSource(it)))
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bool findDivingGear = targetItem == null ||
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(!character.HasEquippedItem(targetItem, slotType: InvSlotType.OuterClothes | InvSlotType.InnerClothes | InvSlotType.Head) && targetItem.ContainedItems.Any(IsSuitableContainedOxygenSource));
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if (findDivingGear)
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{
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bool mustFindMorePressureProtection =
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!objectiveManager.FailedToFindDivingGearForDepth &&
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character.Inventory.FindItem(
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it => it.HasTag(Tags.HeavyDivingGear) && !IsSuitablePressureProtection(it, Tags.HeavyDivingGear, character), recursive: true) != null;
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TryAddSubObjective(ref getDivingGear, () =>
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bool mustFindMorePressureProtection = !objectiveManager.FailedToFindDivingGearForDepth &&
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character.Inventory.FindItem(it => it.HasTag(Tags.HeavyDivingGear) && !IsSuitablePressureProtection(it, Tags.HeavyDivingGear, character), recursive: true) != null;
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if (gearTag == Tags.LightDivingGear)
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{
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if (targetItem == null && character.IsOnPlayerTeam)
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if (character.GetEquippedItem(Tags.HeavyDivingGear, slotType: InvSlotType.OuterClothes | InvSlotType.InnerClothes) is Item divingSuit && divingSuit.ContainedItems.None(IsSuitableContainedOxygenSource))
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{
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character.Speak(TextManager.Get("DialogGetDivingGear").Value, null, 0.0f, "getdivinggear".ToIdentifier(), 30.0f);
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// A special case: we are already wearing a suit without enough oxygen, but seeking for a mask, because a suit is not really needed.
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// This would result into wearing boh the mask and the suit (because the suit shouldn't be unequipped in this situation), which is a bit weird and also suboptimal, because the mask uses the oxygen 2x faster.
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// So, let's target the diving suit and try to find oxygen instead.
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targetItem = divingSuit;
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findDivingGear = false;
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}
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var getItemObjective = new AIObjectiveGetItem(character, gearTag, objectiveManager, equip: true)
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}
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if (findDivingGear)
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{
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TryAddSubObjective(ref getDivingGear, () =>
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{
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AllowStealing = HumanAIController.NeedsDivingGear(character.CurrentHull, out _),
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AllowToFindDivingGear = false,
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AllowDangerousPressure = true,
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EquipSlotType = InvSlotType.OuterClothes | InvSlotType.InnerClothes | InvSlotType.Head,
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Wear = true
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};
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if (gearTag == Tags.HeavyDivingGear)
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{
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if (mustFindMorePressureProtection)
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if (targetItem == null && character.IsOnPlayerTeam)
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{
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//if we're looking for a suit specifically because the current suit isn't enough,
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//let's ignore unsuitable suits altogether...
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getItemObjective.ItemFilter = it => IsSuitablePressureProtection(it, gearTag, character);
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character.Speak(TextManager.Get("DialogGetDivingGear").Value, null, 0.0f, "getdivinggear".ToIdentifier(), 30.0f);
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}
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else
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var getItemObjective = new AIObjectiveGetItem(character, gearTag, objectiveManager, equip: true)
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{
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//...Otherwise it's fine to give a very small priority
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//to inadequate suits (a suit not adequate for the depth is better than no suit)
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getItemObjective.GetItemPriority = it => IsSuitablePressureProtection(it, gearTag, character) ? 1000.0f : 1.0f;
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}
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getItemObjective.GetItemPriority = it =>
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AllowStealing = HumanAIController.NeedsDivingGear(character.CurrentHull, out _),
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AllowToFindDivingGear = false,
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AllowDangerousPressure = true,
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EquipSlotType = InvSlotType.OuterClothes | InvSlotType.InnerClothes | InvSlotType.Head,
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Wear = true
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};
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if (gearTag == Tags.HeavyDivingGear)
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{
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if (IsSuitablePressureProtection(it, gearTag, character))
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if (mustFindMorePressureProtection)
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{
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return 1000.0f;
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//if we're looking for a suit specifically because the current suit isn't enough,
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//let's ignore unsuitable suits altogether...
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getItemObjective.ItemFilter = it => IsSuitablePressureProtection(it, gearTag, character);
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}
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else
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{
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//if we're looking for a suit specifically because the current suit isn't enough,
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//let's ignore unsuitable suits altogether. Otherwise it's fine to give a very small priority
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//...Otherwise it's fine to give a very small priority
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//to inadequate suits (a suit not adequate for the depth is better than no suit)
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return mustFindMorePressureProtection ? 0.0f : 1.0f;
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getItemObjective.GetItemPriority = it => IsSuitablePressureProtection(it, gearTag, character) ? 1000.0f : 1.0f;
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}
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};
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}
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return getItemObjective;
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},
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onAbandon: () =>
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{
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if (mustFindMorePressureProtection) { objectiveManager.FailedToFindDivingGearForDepth = true; }
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Abandon = true;
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},
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onCompleted: () =>
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{
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RemoveSubObjective(ref getDivingGear);
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if (gearTag == Tags.HeavyDivingGear && HumanAIController.HasItem(character, Tags.LightDivingGear, out IEnumerable<Item> masks, requireEquipped: true))
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{
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foreach (Item mask in masks)
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{
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if (mask != targetItem)
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getItemObjective.GetItemPriority = it =>
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{
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character.Inventory.TryPutItem(mask, character, CharacterInventory.AnySlot);
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if (IsSuitablePressureProtection(it, gearTag, character))
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{
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return 1000.0f;
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}
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else
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{
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//if we're looking for a suit specifically because the current suit isn't enough,
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//let's ignore unsuitable suits altogether. Otherwise it's fine to give a very small priority
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//to inadequate suits (a suit not adequate for the depth is better than no suit)
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return mustFindMorePressureProtection ? 0.0f : 1.0f;
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}
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};
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}
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return getItemObjective;
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},
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onAbandon: () =>
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{
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if (mustFindMorePressureProtection) { objectiveManager.FailedToFindDivingGearForDepth = true; }
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Abandon = true;
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},
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onCompleted: () =>
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{
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RemoveSubObjective(ref getDivingGear);
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if (gearTag == Tags.HeavyDivingGear && HumanAIController.HasItem(character, Tags.LightDivingGear, out IEnumerable<Item> masks, requireEquipped: true))
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{
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foreach (Item mask in masks)
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{
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if (mask != targetItem)
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{
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character.Inventory.TryPutItem(mask, character, CharacterInventory.AnySlot);
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}
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}
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}
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}
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});
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});
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}
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}
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else
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if (!findDivingGear)
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{
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float min = GetMinOxygen(character);
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if (targetItem.OwnInventory != null && targetItem.OwnInventory.AllItems.None(it => IsSuitableContainedOxygenSource(it)))
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if (targetItem.OwnInventory != null && targetItem.OwnInventory.AllItems.None(IsSuitableContainedOxygenSource))
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{
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TryAddSubObjective(ref getOxygen, () =>
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{
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@@ -139,9 +154,10 @@ namespace Barotrauma
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{
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AllowToFindDivingGear = false,
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AllowDangerousPressure = true,
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ConditionLevel = MIN_OXYGEN,
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ConditionLevel = MinOxygen,
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RemoveExistingWhenNecessary = true,
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TargetSlot = oxygenSourceSlotIndex
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TargetSlot = oxygenSourceSlotIndex,
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AllowStealing = HumanAIController.NeedsDivingGear(character.CurrentHull, out _)
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};
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if (container.HasSubContainers)
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{
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@@ -184,7 +200,7 @@ namespace Barotrauma
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int ReportOxygenTankCount()
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{
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if (character.Submarine != Submarine.MainSub) { return 1; }
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int remainingOxygenTanks = Submarine.MainSub.GetItems(false).Count(i => i.HasTag(Tags.OxygenSource) && i.Condition > 1);
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int remainingOxygenTanks = Submarine.MainSub?.GetItems(false).Count(i => i.HasTag(Tags.OxygenSource) && i.Condition > 1) ?? 0;
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if (remainingOxygenTanks == 0)
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{
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character.Speak(TextManager.Get("DialogOutOfOxygenTanks").Value, null, 0.0f, "outofoxygentanks".ToIdentifier(), 30.0f);
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@@ -212,7 +228,6 @@ namespace Barotrauma
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return true;
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}
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private bool IsSuitableContainedOxygenSource(Item item)
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{
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return
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@@ -226,14 +241,7 @@ namespace Barotrauma
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{
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if (targetItem == item) { return; }
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targetItem = item;
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if (targetItem != null)
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{
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oxygenSourceSlotIndex = targetItem.GetComponent<ItemContainer>()?.FindSuitableSubContainerIndex(Tags.OxygenSource);
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}
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else
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{
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oxygenSourceSlotIndex = null;
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}
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oxygenSourceSlotIndex = targetItem?.GetComponent<ItemContainer>()?.FindSuitableSubContainerIndex(Tags.OxygenSource);
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}
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public override void Reset()
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@@ -251,7 +259,7 @@ namespace Barotrauma
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// The margin helps us to survive, because we might need some oxygen before we can find more oxygen.
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// When we are venturing outside of our sub, let's just suppose that we have enough oxygen with us and optimize it so that we don't keep switching off half used tanks.
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float min = 0.01f;
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float minOxygen = character.IsInFriendlySub ? MIN_OXYGEN : min;
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float minOxygen = character.IsInFriendlySub ? MinOxygen : min;
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if (minOxygen > min && character.Inventory.AllItems.Any(i => i.HasTag(Tags.OxygenSource) && i.ConditionPercentage >= minOxygen))
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{
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// There's a valid oxygen tank in the inventory -> no need to swap the tank too early.
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