Unstable 1.8.4.0
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+16
-4
@@ -2,6 +2,7 @@
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using Barotrauma.Items.Components;
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using System.Collections.Generic;
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using System.Linq;
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using System;
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namespace Barotrauma
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{
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@@ -31,8 +32,19 @@ namespace Barotrauma
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[Serialize(-1, IsPropertySaveable.Yes, description: "Maximum number of NPCs the action can target. For example, you could only make a specific number of security officers man a periscope.")]
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public int MaxTargets { get; set; }
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[Serialize(100, IsPropertySaveable.Yes, description: "Priority of operating the item (0-100). Higher values will make the AI prefer operating the item over other orders (priority 60-70) or e.g. reacting to emergencies (priority 90).")]
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public int Priority { get; set; }
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[Serialize(AIObjectiveManager.MaxObjectivePriority, IsPropertySaveable.Yes, description: "AI priority for the action. Uses 100 by default, which is the absolute maximum for any objectives, " +
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"meaning nothing can be prioritized over it, including the emergency objectives, such as find safety and combat." +
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"Setting the priority to 70 would function like a regular order, but with the highest priority." +
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"A priority of 60 would make the objective work like a lowest priority order." +
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"So, if we'll want the character to operate the item, but still be able to find safety, defend themselves when attacked, or flee from dangers," +
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"it's better to use e.g. 70 instead of 100.")]
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public float Priority
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{
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get => _priority;
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set => _priority = Math.Clamp(value, AIObjectiveManager.LowestOrderPriority, AIObjectiveManager.MaxObjectivePriority);
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}
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private float _priority;
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[Serialize(true, IsPropertySaveable.Yes, description: "The event actions reset when a GoTo action makes the event jump to a different point. Should the NPC stop operating the item when the event resets?")]
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public bool AbandonOnReset { get; set; }
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@@ -86,7 +98,7 @@ namespace Barotrauma
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{
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foreach (var objective in humanAiController.ObjectiveManager.Objectives)
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{
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if (objective is AIObjectiveOperateItem operateItemObjective && operateItemObjective.OperateTarget == target)
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if (objective is AIObjectiveOperateItem operateItemObjective && operateItemObjective.Component.Item == target)
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{
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objective.Abandon = true;
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}
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@@ -115,7 +127,7 @@ namespace Barotrauma
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if (npc.Removed || npc.AIController is not HumanAIController humanAiController) { continue; }
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foreach (var operateItemObjective in humanAiController.ObjectiveManager.GetActiveObjectives<AIObjectiveOperateItem>())
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{
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if (operateItemObjective.OperateTarget == target)
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if (operateItemObjective.Component.Item == target)
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{
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operateItemObjective.Abandon = true;
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}
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