Faction Test 100.13.0.0
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+6
-2
@@ -98,7 +98,7 @@ namespace Barotrauma
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int containedItemCount = 0;
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foreach (Item it in container.Inventory.AllItems)
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{
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if (CheckItem(it))
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if (CheckItem(it) && IsInTargetSlot(it))
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{
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containedItemCount++;
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}
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@@ -118,7 +118,11 @@ namespace Barotrauma
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Abandon = true;
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return;
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}
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ItemToContain = item ?? character.Inventory.FindItem(i => CheckItem(i) && i.Container != container.Item, recursive: true);
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ItemToContain = item ?? character.Inventory.FindItem(it =>
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CheckItem(it) &&
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//ignore items already in the container, unless we're trying to place to a specific slot, and the item's not in it
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(it.Container != container.Item || (TargetSlot.HasValue && it.Container.OwnInventory.FindIndex(it) != TargetSlot)),
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recursive: true);
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if (ItemToContain != null)
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{
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if (!character.CanInteractWith(ItemToContain, checkLinked: false))
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+37
-8
@@ -1,5 +1,5 @@
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using Barotrauma.Items.Components;
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using Barotrauma.Extensions;
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using Barotrauma.Extensions;
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using Barotrauma.Items.Components;
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using System.Collections.Generic;
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using System.Linq;
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@@ -18,6 +18,7 @@ namespace Barotrauma
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private AIObjectiveGetItem getDivingGear;
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private AIObjectiveContainItem getOxygen;
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private Item targetItem;
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private int? oxygenSourceSlotIndex;
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public const float MIN_OXYGEN = 10;
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@@ -43,12 +44,15 @@ namespace Barotrauma
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Abandon = true;
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return;
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}
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targetItem = character.Inventory.FindItemByTag(gearTag, true);
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TrySetTargetItem(character.Inventory.FindItemByTag(gearTag, true));
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if (targetItem == null && gearTag == LIGHT_DIVING_GEAR)
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{
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targetItem = character.Inventory.FindItemByTag(HEAVY_DIVING_GEAR, true);
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TrySetTargetItem(character.Inventory.FindItemByTag(HEAVY_DIVING_GEAR, true));
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}
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if (targetItem == null || !character.HasEquippedItem(targetItem, slotType: InvSlotType.OuterClothes | InvSlotType.Head | InvSlotType.InnerClothes) && targetItem.ContainedItems.Any(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > 0))
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if (targetItem == null ||
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!character.HasEquippedItem(targetItem, slotType: InvSlotType.OuterClothes | InvSlotType.Head | InvSlotType.InnerClothes) &&
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targetItem.ContainedItems.Any(it => IsSuitableContainedOxygenSource(it)))
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{
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TryAddSubObjective(ref getDivingGear, () =>
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{
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@@ -84,7 +88,7 @@ namespace Barotrauma
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else
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{
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float min = GetMinOxygen(character);
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if (targetItem.OwnInventory != null && targetItem.OwnInventory.AllItems.None(it => it != null && it.HasTag(OXYGEN_SOURCE) && it.Condition > min))
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if (targetItem.OwnInventory != null && targetItem.OwnInventory.AllItems.None(it => IsSuitableContainedOxygenSource(it)))
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{
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TryAddSubObjective(ref getOxygen, () =>
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{
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@@ -93,7 +97,7 @@ namespace Barotrauma
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if (HumanAIController.HasItem(character, OXYGEN_SOURCE, out _, conditionPercentage: min))
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{
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character.Speak(TextManager.Get("dialogswappingoxygentank").Value, null, 0, "swappingoxygentank".ToIdentifier(), 30.0f);
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if (character.Inventory.FindAllItems(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > min).Count == 1)
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if (character.Inventory.FindAllItems(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > min, recursive: true).Count == 1)
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{
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character.Speak(TextManager.Get("dialoglastoxygentank").Value, null, 0.0f, "dialoglastoxygentank".ToIdentifier(), 30.0f);
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}
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@@ -109,7 +113,8 @@ namespace Barotrauma
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AllowToFindDivingGear = false,
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AllowDangerousPressure = true,
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ConditionLevel = MIN_OXYGEN,
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RemoveExistingWhenNecessary = true
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RemoveExistingWhenNecessary = true,
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TargetSlot = oxygenSourceSlotIndex
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};
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if (container.HasSubContainers)
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{
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@@ -167,12 +172,36 @@ namespace Barotrauma
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}
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}
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private bool IsSuitableContainedOxygenSource(Item item)
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{
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return
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item != null &&
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item.HasTag(OXYGEN_SOURCE) &&
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item.Condition > 0 &&
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(oxygenSourceSlotIndex == null || item.ParentInventory.IsInSlot(item, oxygenSourceSlotIndex.Value));
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}
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private void TrySetTargetItem(Item item)
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{
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if (targetItem == item) { return; }
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targetItem = item;
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if (targetItem != null)
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{
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oxygenSourceSlotIndex = targetItem.GetComponent<ItemContainer>()?.FindSuitableSubContainerIndex(OXYGEN_SOURCE);
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}
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else
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{
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oxygenSourceSlotIndex = null;
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}
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}
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public override void Reset()
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{
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base.Reset();
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getDivingGear = null;
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getOxygen = null;
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targetItem = null;
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oxygenSourceSlotIndex = null;
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}
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public static float GetMinOxygen(Character character)
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+1
-1
@@ -71,7 +71,7 @@ namespace Barotrauma
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Priority = 100;
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}
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else if ((objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() || objectiveManager.IsCurrentOrder<AIObjectiveReturn>()) &&
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character.Submarine != null && !HumanAIController.IsOnFriendlyTeam(character.TeamID, character.Submarine.TeamID))
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character.Submarine != null && !AIController.IsOnFriendlyTeam(character.TeamID, character.Submarine.TeamID))
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{
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// Ordered to follow, hold position, or return back to main sub inside a hostile sub
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// -> ignore find safety unless we need to find a diving gear
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+1
-1
@@ -413,7 +413,7 @@ namespace Barotrauma
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}
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}
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}
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private void ApplyTreatment(Affliction affliction, Item item)
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{
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item.ApplyTreatment(character, targetCharacter, targetCharacter.CharacterHealth.GetAfflictionLimb(affliction));
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