(29f9396dc) Fix the devotion clamps.
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+1
-1
@@ -33,7 +33,7 @@ namespace Barotrauma
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float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 10000, dist));
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float severity = AIObjectiveExtinguishFires.GetFireSeverity(targetHull);
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float severityFactor = MathHelper.Lerp(0, 1, severity / 100);
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float devotion = Math.Max(Priority, 10) / 100;
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float devotion = Math.Min(Priority, 10) / 100;
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return MathHelper.Lerp(0, 100, MathHelper.Clamp(devotion + severityFactor * distanceFactor, 0, 1));
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}
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@@ -225,6 +225,31 @@ namespace Barotrauma
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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@@ -74,21 +74,6 @@ namespace Barotrauma
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}
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}
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public override void Update(float deltaTime)
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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}
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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@@ -106,6 +106,10 @@ namespace Barotrauma
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{
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isCompleted = true;
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isCompleted = true;
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}
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}
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else
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{
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@@ -228,7 +228,7 @@ namespace Barotrauma
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float dist = Math.Abs(character.WorldPosition.X - targetCharacter.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - targetCharacter.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 vitalityFactor = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter);
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float devotion = Math.Max(Priority, 10) / 100;
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float devotion = Math.Min(Priority, 10) / 100;
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return MathHelper.Lerp(0, 100, MathHelper.Clamp(devotion + vitalityFactor * distanceFactor, 0, 1));
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}
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}
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