(7ee8dbc11) v0.9.8.0
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+38
-18
@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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@@ -31,19 +32,32 @@ namespace Barotrauma
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public override float GetPriority()
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{
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if (component.Item.ConditionPercentage <= 0) { return 0; }
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if (objectiveManager.CurrentOrder == this)
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if (component.Item.ConditionPercentage <= 0)
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{
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return AIObjectiveManager.OrderPriority;
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Priority = 0;
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}
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if (component.Item.CurrentHull == null) { return 0; }
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if (component.Item.CurrentHull.FireSources.Count > 0) { return 0; }
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if (IsOperatedByAnother(GetTarget())) { return 0; }
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if (Character.CharacterList.Any(c => c.CurrentHull == component.Item.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c))) { return 0; }
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float devotion = MathHelper.Min(10, Priority);
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float value = devotion + AIObjectiveManager.OrderPriority * 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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else
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{
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if (objectiveManager.CurrentOrder == this)
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{
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Priority = AIObjectiveManager.OrderPriority;
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}
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if (component.Item.CurrentHull == null || component.Item.CurrentHull.FireSources.Any() || IsOperatedByAnother(character, GetTarget(), out _))
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{
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Priority = 0;
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}
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else if (Character.CharacterList.Any(c => c.CurrentHull == component.Item.CurrentHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
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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 value = CumulatedDevotion + (AIObjectiveManager.OrderPriority * PriorityModifier);
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float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1), 90);
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Priority = MathHelper.Clamp(value, 0, max);
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}
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}
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return Priority;
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}
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public AIObjectiveOperateItem(ItemComponent item, Character character, AIObjectiveManager objectiveManager, string option, bool requireEquip, Entity operateTarget = null, bool useController = false, float priorityModifier = 1)
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@@ -62,25 +76,31 @@ namespace Barotrauma
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}
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}
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private bool IsOperatedByAnother(ItemComponent target)
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public static bool IsOperatedByAnother(Character character, ItemComponent target, out Character operatingCharacter)
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{
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operatingCharacter = null;
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foreach (var c in Character.CharacterList)
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{
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if (c == character) { continue; }
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if (!HumanAIController.IsFriendly(c)) { continue; }
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if (character != null && c == character) { continue; }
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if (character?.AIController is HumanAIController humanAi && !humanAi.IsFriendly(c)) { continue; }
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if (c.SelectedConstruction != target.Item) { continue; }
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operatingCharacter = c;
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// If the other character is player, don't try to operate
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if (c.IsRemotePlayer || Character.Controlled == c) { return true; }
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if (c.AIController is HumanAIController humanAi)
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if (c.AIController is HumanAIController controllingHumanAi)
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{
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// If the other character is ordered to operate the item, let him do it
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if (humanAi.ObjectiveManager.IsCurrentOrder<AIObjectiveOperateItem>())
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if (controllingHumanAi.ObjectiveManager.IsCurrentOrder<AIObjectiveOperateItem>())
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{
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return true;
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}
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else
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{
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if (target is Steering)
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if (character == null)
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{
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return true;
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}
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else if (target is Steering)
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{
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// Steering is hard-coded -> cannot use the required skills collection defined in the xml
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return character.GetSkillLevel("helm") <= c.GetSkillLevel("helm");
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@@ -116,7 +136,7 @@ namespace Barotrauma
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return;
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}
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// Don't allow to operate an item that someone with a better skills already operates, unless this is an order
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if (objectiveManager.CurrentOrder != this && IsOperatedByAnother(target))
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if (objectiveManager.CurrentOrder != this && IsOperatedByAnother(character, target, out _))
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{
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// Don't abandon
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return;
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