(7ee8dbc11) v0.9.8.0
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+17
-10
@@ -29,16 +29,23 @@ namespace Barotrauma
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public override float GetPriority()
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{
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if (Leak.Removed || Leak.Open <= 0) { return 0; }
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float xDist = Math.Abs(character.WorldPosition.X - Leak.WorldPosition.X);
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float yDist = Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y);
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally).
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// If the target is close, ignore the distance factor alltogether so that we keep fixing the leaks that are nearby.
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float distanceFactor = xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, xDist + yDist * 3.0f));
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float severity = AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
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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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if (Leak.Removed || Leak.Open <= 0)
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{
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Priority = 0;
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}
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else
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{
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float xDist = Math.Abs(character.WorldPosition.X - Leak.WorldPosition.X);
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float yDist = Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y);
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally).
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// If the target is close, ignore the distance factor alltogether so that we keep fixing the leaks that are nearby.
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float distanceFactor = xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, xDist + yDist * 3.0f));
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float severity = AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
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float max = Math.Min((AIObjectiveManager.OrderPriority - 1), 90);
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float devotion = CumulatedDevotion / 100;
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Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
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}
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return Priority;
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}
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protected override void Act(float deltaTime)
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