(94ad97066) Refactor combat objective. The bots should now be able to reload and seek more ammunition. When they run out of ammunition, they first try to use another weapon and only if no other weapon is found, they seek more ammunition. Had to change the contain item and get item objectives a bit. Hopefully doesn't break things too much.
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+12
-16
@@ -11,12 +11,13 @@ namespace Barotrauma
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public Func<Item, float> GetItemPriority;
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public int MinContainedAmount = 1;
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public int targetItemCount = 1;
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public string[] ignoredContainerIdentifiers;
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public bool checkInventory = true;
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//can either be a tag or an identifier
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private readonly string[] itemIdentifiers;
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private readonly ItemContainer container;
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public readonly string[] itemIdentifiers;
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public readonly ItemContainer container;
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private bool isCompleted;
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private AIObjectiveGetItem getItemObjective;
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@@ -39,7 +40,6 @@ namespace Barotrauma
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public override bool IsCompleted()
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{
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if (isCompleted) { return true; }
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int containedItemCount = 0;
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foreach (Item item in container.Inventory.Items)
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{
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@@ -48,7 +48,7 @@ namespace Barotrauma
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containedItemCount++;
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}
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}
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return containedItemCount >= MinContainedAmount;
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return containedItemCount >= targetItemCount;
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}
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public override float GetPriority()
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@@ -62,7 +62,6 @@ namespace Barotrauma
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protected override void Act(float deltaTime)
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{
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if (isCompleted) { return; }
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//get the item that should be contained
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Item itemToContain = null;
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foreach (string identifier in itemIdentifiers)
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@@ -72,8 +71,13 @@ namespace Barotrauma
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}
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if (itemToContain == null)
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{
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if (getItemObjective != null && getItemObjective.IsCompleted())
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{
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getItemObjective = null;
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targetItemCount--;
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}
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TryAddSubObjective(ref getItemObjective, () =>
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new AIObjectiveGetItem(character, itemIdentifiers, objectiveManager)
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new AIObjectiveGetItem(character, itemIdentifiers, objectiveManager, checkInventory: checkInventory)
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{
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GetItemPriority = GetItemPriority,
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ignoredContainerIdentifiers = ignoredContainerIdentifiers
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@@ -81,14 +85,7 @@ namespace Barotrauma
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return;
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}
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if (container.Item.ParentInventory == character.Inventory)
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{
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var containedItems = container.Inventory.Items;
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//if there's already something in the mask (empty oxygen tank?), drop it
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var existingItem = containedItems.FirstOrDefault(i => i != null);
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if (existingItem != null)
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{
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existingItem.Drop(character);
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}
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{
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character.Inventory.RemoveItem(itemToContain);
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container.Inventory.TryPutItem(itemToContain, null);
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}
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@@ -102,7 +99,6 @@ namespace Barotrauma
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}
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container.Combine(itemToContain);
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}
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isCompleted = true;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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