(de7949704) Rewrite the leak priority calculations. Ensure that the damage priority is not negative.
This commit is contained in:
@@ -150,6 +150,8 @@ namespace Barotrauma
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public bool IgnoreLayoutGroups;
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public bool IgnoreLayoutGroups;
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public bool IgnoreLayoutGroups;
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public virtual ScalableFont Font
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public virtual ScalableFont Font
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{
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{
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get;
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get;
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@@ -101,6 +101,12 @@ namespace Barotrauma
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Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
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Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
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Tag = tag;
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Tag = tag;
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InnerFrame = new GUIFrame(new RectTransform(new Point(width, height), RectTransform, Anchor.Center) { IsFixedSize = false }, style: null);
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GUI.Style.Apply(InnerFrame, "", this);
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Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 };
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Tag = tag;
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if (height == 0)
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if (height == 0)
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{
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{
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string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font);
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string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font);
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@@ -147,6 +147,12 @@ namespace Barotrauma
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return style;
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return style;
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}
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}
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public GUIComponentStyle GetComponentStyle(string name)
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{
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componentStyles.TryGetValue(name.ToLowerInvariant(), out GUIComponentStyle style);
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return style;
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}
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public void Apply(GUIComponent targetComponent, string styleName = "", GUIComponent parent = null)
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public void Apply(GUIComponent targetComponent, string styleName = "", GUIComponent parent = null)
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{
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{
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GUIComponentStyle componentStyle = null;
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GUIComponentStyle componentStyle = null;
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@@ -180,6 +180,10 @@ namespace Barotrauma
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GUI.KeyboardDispatcher = new EventInput.KeyboardDispatcher(Window);
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GUI.KeyboardDispatcher = new EventInput.KeyboardDispatcher(Window);
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GUI.KeyboardDispatcher = new EventInput.KeyboardDispatcher(Window);
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PerformanceCounter = new PerformanceCounter();
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PerformanceCounter = new PerformanceCounter();
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PerformanceCounter = new PerformanceCounter();
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@@ -69,20 +69,90 @@ namespace Barotrauma
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public CrewManager(XElement element, bool isSinglePlayer)
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public CrewManager(XElement element, bool isSinglePlayer)
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: this(isSinglePlayer)
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: this(isSinglePlayer)
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{
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return characterListBox.Rect;
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}
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partial void InitProjectSpecific()
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{
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{
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guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
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guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
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{
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{
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CanBeFocused = false
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CanBeFocused = false
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};
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};
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var characterInfo = new CharacterInfo(subElement);
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Point scrollButtonSize = new Point((int)(200 * GUI.Scale), (int)(30 * GUI.Scale));
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characterInfos.Add(characterInfo);
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foreach (XElement invElement in subElement.Elements())
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crewArea = new GUIFrame(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.CrewArea, guiFrame.RectTransform), "", Color.Transparent)
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{
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CanBeFocused = false
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};
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toggleCrewButton = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform)
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{ AbsoluteOffset = HUDLayoutSettings.CrewArea.Location },
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"", style: "UIToggleButton");
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toggleCrewButton.OnClicked += (GUIButton btn, object userdata) =>
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{
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ToggleCrewAreaOpen = !ToggleCrewAreaOpen;
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return true;
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};
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characterListBox = new GUIListBox(new RectTransform(new Point(100, (int)(crewArea.Rect.Height - scrollButtonSize.Y * 1.6f)), crewArea.RectTransform, Anchor.CenterLeft), false, Color.Transparent, null)
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{
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//Spacing = (int)(3 * GUI.Scale),
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ScrollBarEnabled = false,
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ScrollBarVisible = false,
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CanBeFocused = false
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};
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scrollButtonUp = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.TopLeft, Pivot.TopLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
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{
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Visible = false,
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UserData = -1,
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OnClicked = ScrollCharacterList
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};
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scrollButtonDown = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.BottomLeft, Pivot.BottomLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
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{
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Visible = false,
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UserData = 1,
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OnClicked = ScrollCharacterList
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};
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scrollButtonDown.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipVertically);
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if (isSinglePlayer)
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{
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ChatBox = new ChatBox(guiFrame, isSinglePlayer: true)
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{
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{
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if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue;
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OnEnterMessage = (textbox, text) =>
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characterInfo.InventoryData = invElement;
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{
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break;
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if (Character.Controlled?.Info == null)
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}
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{
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textbox.Deselect();
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textbox.Text = "";
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return true;
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}
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textbox.TextColor = ChatMessage.MessageColor[(int)ChatMessageType.Default];
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if (!string.IsNullOrWhiteSpace(text))
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{
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string msgCommand = ChatMessage.GetChatMessageCommand(text, out string msg);
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AddSinglePlayerChatMessage(
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Character.Controlled.Info.Name,
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msg,
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((msgCommand == "r" || msgCommand == "radio") && ChatMessage.CanUseRadio(Character.Controlled)) ? ChatMessageType.Radio : ChatMessageType.Default,
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Character.Controlled);
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var headset = GetHeadset(Character.Controlled, true);
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if (headset != null && headset.CanTransmit())
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{
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headset.TransmitSignal(stepsTaken: 0, signal: msg, source: headset.Item, sender: Character.Controlled, sendToChat: false);
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}
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}
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textbox.Deselect();
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textbox.Text = "";
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return true;
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}
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};
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ChatBox.InputBox.OnTextChanged += ChatBox.TypingChatMessage;
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}
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}
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var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
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var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
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@@ -94,39 +164,14 @@ namespace Barotrauma
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CanBeFocused = false
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CanBeFocused = false
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};
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};
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//report buttons
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var characterInfo = new CharacterInfo(subElement);
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foreach (Order order in reports)
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characterInfos.Add(characterInfo);
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{
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foreach (XElement invElement in subElement.Elements())
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if (!order.TargetAllCharacters || order.SymbolSprite == null) continue;
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var btn = new GUIButton(new RectTransform(new Point(reportButtonFrame.Rect.Width), reportButtonFrame.RectTransform), style: null)
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{
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{
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OnClicked = (GUIButton button, object userData) =>
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if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue;
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{
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characterInfo.InventoryData = invElement;
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if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
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break;
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SetCharacterOrder(null, order, null, Character.Controlled);
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}
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HumanAIController.PropagateHullSafety(Character.Controlled, Character.Controlled.CurrentHull);
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return true;
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},
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UserData = order,
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ToolTip = order.Name
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};
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new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
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{
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Color = Color.Red * 0.8f,
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HoverColor = Color.Red * 1.0f,
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PressedColor = Color.Red * 0.6f,
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UserData = "highlighted",
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CanBeFocused = false,
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Visible = false
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};
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var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite, scaleToFit: true)
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{
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Color = order.Color,
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HoverColor = Color.Lerp(order.Color, Color.White, 0.5f),
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ToolTip = order.Name
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};
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}
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}
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screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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@@ -596,6 +596,33 @@ namespace Barotrauma
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Color.Green, width: 2);
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Color.Green, width: 2);
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}
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}
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}
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}
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foreach (MapEntity e in linkedTo)
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{
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if (e is Hull)
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{
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Hull linkedHull = (Hull)e;
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Rectangle connectedHullRect = e.Submarine == null ?
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linkedHull.rect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
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linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
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//center of the hull
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Rectangle currentHullRect = Submarine == null ?
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WorldRect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
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WorldRect.Width, WorldRect.Height);
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GUI.DrawLine(spriteBatch,
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new Vector2(currentHullRect.X, -currentHullRect.Y),
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new Vector2(connectedHullRect.X, -connectedHullRect.Y),
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Color.Green, width: 2);
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}
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}
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}
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}
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public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
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public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
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@@ -320,25 +320,6 @@ namespace Barotrauma
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UserData = "playyourself"
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UserData = "playyourself"
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};
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};
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var toggleMyPlayerFrame = new GUIButton(new RectTransform(new Point(25, 70), myCharacterFrame.RectTransform, Anchor.TopLeft, Pivot.TopRight), "", style: "GUIButtonHorizontalArrow");
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toggleMyPlayerFrame.OnClicked += (GUIButton btn, object userdata) =>
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{
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MyCharacterFrameOpen = !MyCharacterFrameOpen;
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foreach (GUIComponent child in btn.Children)
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{
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child.SpriteEffects = MyCharacterFrameOpen ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
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}
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return true;
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};
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playYourself = new GUITickBox(new RectTransform(new Vector2(0.06f, 0.06f), myCharacterFrame.RectTransform) { RelativeOffset = new Vector2(0.05f,0.05f) },
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TextManager.Get("PlayYourself"))
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{
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Selected = true,
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OnSelected = TogglePlayYourself,
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UserData = "playyourself"
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};
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//player list ------------------------------------------------------------------
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//player list ------------------------------------------------------------------
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playerListFrame = new GUIFrame(new RectTransform(new Vector2(0.3f - panelSpacing, 0.35f - panelSpacing), defaultModeContainer.RectTransform, Anchor.BottomRight));
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playerListFrame = new GUIFrame(new RectTransform(new Vector2(0.3f - panelSpacing, 0.35f - panelSpacing), defaultModeContainer.RectTransform, Anchor.BottomRight));
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@@ -1066,6 +1066,8 @@ 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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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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//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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//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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//sight/hearing range
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@@ -39,18 +39,10 @@ namespace Barotrauma
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public override float GetPriority(AIObjectiveManager objectiveManager)
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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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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float priority = AIObjectiveFixLeaks.GetLeakSeverity(leak);
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//float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
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//float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
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//dist = Math.Max(dist / 100.0f, 1.0f);
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//return Math.Min(leakSize / dist, 40.0f);
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float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
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float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
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dist = Math.Max(dist / 100.0f, 1.0f);
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float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
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float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
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float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
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float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
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return MathHelper.Clamp(Priority + leakSize / dist, 0, max);
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return MathHelper.Clamp(Priority + priority, 0, max);
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}
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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public override bool IsDuplicate(AIObjective otherObjective)
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+17
-15
@@ -17,7 +17,7 @@ namespace Barotrauma
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protected override void FindTargets()
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protected override void FindTargets()
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{
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{
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base.FindTargets();
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base.FindTargets();
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targets.Sort((x, y) => GetGapFixPriority(y).CompareTo(GetGapFixPriority(x)));
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targets.Sort((x, y) => GetLeakFixPriority(y).CompareTo(GetLeakFixPriority(x)));
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}
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}
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protected override bool Filter(Gap gap)
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protected override bool Filter(Gap gap)
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@@ -32,25 +32,27 @@ namespace Barotrauma
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return ignore;
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return ignore;
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}
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}
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private float GetGapFixPriority(Gap gap)
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private float GetLeakFixPriority(Gap leak)
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{
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{
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if (gap == null) return 0.0f;
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if (leak == null) { return 0; }
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float severity = GetLeakSeverity(leak);
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//larger gap -> higher priority
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
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float gapPriority = (gap.IsHorizontal ? gap.Rect.Width : gap.Rect.Height) * gap.Open;
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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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//prioritize gaps that are close
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return severity * distanceFactor;
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gapPriority /= Math.Max(Vector2.Distance(character.WorldPosition, gap.WorldPosition), 1.0f);
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}
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//gaps to outside are much higher priority
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if (!gap.IsRoomToRoom) gapPriority *= 10.0f;
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return gapPriority;
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public static float GetLeakSeverity(Gap leak)
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{
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if (leak == null) { return 0; }
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float sizeFactor = MathHelper.Lerp(1, 10, MathUtils.InverseLerp(0, 200, (leak.IsHorizontal ? leak.Rect.Width : leak.Rect.Height)));
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float severity = sizeFactor * leak.Open;
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if (!leak.IsRoomToRoom) { severity *= 50; }
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return MathHelper.Min(severity, 100);
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}
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}
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public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks;
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public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks;
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protected override float Average(Gap gap) => gap.Open * 100;
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protected override float Average(Gap gap) => GetLeakSeverity(gap);
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protected override IEnumerable<Gap> GetList() => Gap.GapList;
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protected override IEnumerable<Gap> GetList() => Gap.GapList;
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protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character);
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protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character);
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}
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}
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+1
-1
@@ -33,7 +33,7 @@ namespace Barotrauma
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally)
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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 - Item.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y) * 2.0f;
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float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y) * 2.0f;
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float distanceFactor = MathHelper.Lerp(1, 0.5f, MathUtils.InverseLerp(0, 10000, dist));
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float distanceFactor = MathHelper.Lerp(1, 0.5f, MathUtils.InverseLerp(0, 10000, dist));
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float damagePriority = MathHelper.Lerp(1, 0, (Item.Condition + 10) / Item.MaxCondition);
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float damagePriority = MathHelper.Lerp(1, 0, Math.Min((Item.Condition + 10), Item.MaxCondition) / Item.MaxCondition);
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float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
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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 isSelected = character.SelectedConstruction == Item ? 50 : 0;
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float baseLevel = Math.Max(Priority + isSelected, 1);
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float baseLevel = Math.Max(Priority + isSelected, 1);
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@@ -2634,6 +2634,10 @@ namespace Barotrauma
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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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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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#endif
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@@ -302,6 +302,19 @@ namespace Barotrauma.Items.Components
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return true;
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return true;
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}
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}
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public override void OnItemLoaded()
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{
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sonar = item.GetComponent<Sonar>();
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}
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public override bool Select(Character character)
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{
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if (!CanBeSelected) return false;
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user = character;
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return true;
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}
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public override void Update(float deltaTime, Camera cam)
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public override void Update(float deltaTime, Camera cam)
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{
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{
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networkUpdateTimer -= deltaTime;
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networkUpdateTimer -= deltaTime;
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@@ -24,8 +24,6 @@ namespace Barotrauma
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private bool removed;
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private bool removed;
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private bool removed;
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#if CLIENT
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#if CLIENT
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private List<Decal> burnDecals = new List<Decal>();
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private List<Decal> burnDecals = new List<Decal>();
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#endif
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#endif
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@@ -261,6 +261,25 @@ namespace Barotrauma
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}
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}
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}
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}
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public string DisplayName
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{
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get;
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private set;
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}
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private string roomName;
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[Editable, Serialize("", true, translationTextTag: "RoomName.")]
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public string RoomName
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{
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get { return roomName; }
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set
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{
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if (roomName == value) { return; }
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roomName = value;
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DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
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}
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}
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public override Rectangle Rect
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public override Rectangle Rect
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{
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{
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get
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get
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@@ -1206,6 +1206,9 @@ namespace Barotrauma
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if (FlippedX) element.Add(new XAttribute("flippedx", true));
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if (FlippedX) element.Add(new XAttribute("flippedx", true));
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if (FlippedY) element.Add(new XAttribute("flippedy", true));
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if (FlippedY) element.Add(new XAttribute("flippedy", true));
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if (FlippedX) element.Add(new XAttribute("flippedx", true));
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if (FlippedY) element.Add(new XAttribute("flippedy", true));
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for (int i = 0; i < Sections.Length; i++)
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for (int i = 0; i < Sections.Length; i++)
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{
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{
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if (Sections[i].damage == 0.0f) continue;
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if (Sections[i].damage == 0.0f) continue;
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@@ -162,6 +162,21 @@ namespace Barotrauma
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get { return binding; }
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get { return binding; }
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}
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}
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public void SetState()
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{
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hit = binding.IsHit();
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if (hit) hitQueue = true;
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held = binding.IsDown();
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if (held) heldQueue = true;
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}
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#endif
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public KeyOrMouse State
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{
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get { return binding; }
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}
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public void SetState()
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public void SetState()
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{
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{
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hit = binding.IsHit();
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hit = binding.IsHit();
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Reference in New Issue
Block a user