(900eddc26) Take the priority modifier in account when calculating the priority, not the max value.
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@@ -1104,6 +1104,8 @@ namespace Barotrauma
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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@@ -39,10 +39,9 @@ namespace Barotrauma
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (leak.Open == 0.0f) { return 0.0f; }
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float priority = AIObjectiveFixLeaks.GetLeakSeverity(leak);
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float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
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float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
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return MathHelper.Clamp(Priority + priority, 0, max);
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float severity = AIObjectiveFixLeaks.GetLeakSeverity(leak);
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float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1), 90);
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return MathHelper.Clamp(Priority + severity * PriorityModifier, 0, max);
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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@@ -91,17 +91,16 @@ namespace Barotrauma
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{
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if (character.Submarine == null) { return 0; }
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if (targets.None()) { return 0; }
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//if (objectiveManager.CurrentOrder == this)
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//{
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// return AIObjectiveManager.OrderPriority;
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//}
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float targetValue = MathHelper.Clamp(TargetEvaluation(), 0, 100);
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// If the target value is less than 1% of the max value, let's just treat it as zero.
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if (targetValue < 1) { return 0; }
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float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
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float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
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float devotion = MathHelper.Min(10, Priority);
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float value = MathHelper.Min((devotion + targetValue) / 100, 1);
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float value = MathHelper.Min((devotion + targetValue * PriorityModifier) / 100, 1);
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return MathHelper.Lerp(0, max, value);
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}
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+2
-3
@@ -50,9 +50,8 @@ namespace Barotrauma
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return AIObjectiveManager.OrderPriority;
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}
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float devotion = MathHelper.Min(10, Priority);
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float value = (devotion + (AIObjectiveManager.OrderPriority / 2)) * PriorityModifier;
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float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
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float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
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float value = (devotion + AIObjectiveManager.OrderPriority / 2) * PriorityModifier;
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float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1), 90);
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return MathHelper.Clamp(value, 0, max);
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}
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+3
-4
@@ -36,10 +36,9 @@ namespace Barotrauma
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float damagePriority = MathHelper.Lerp(1, 0, Item.Condition / Item.MaxCondition);
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float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
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float isSelected = character.SelectedConstruction == Item ? 50 : 0;
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float baseLevel = Math.Max(Priority + isSelected, 1);
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float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
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float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
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return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, max);
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float devotion = Math.Max(Priority + isSelected, 1);
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float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
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return MathHelper.Clamp(devotion * damagePriority * distanceFactor * successFactor * PriorityModifier, 0, max);
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}
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public override bool CanBeCompleted => !abandon;
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@@ -2706,6 +2706,10 @@ namespace Barotrauma
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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