(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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@@ -443,22 +443,12 @@ namespace Barotrauma
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identifier = element.GetAttributeString("identifier", "");
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name = TextManager.Get("EntityName." + identifier, true) ?? element.GetAttributeString("name", "");
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if (name == "") DebugConsole.ThrowError("Unnamed item in " + filePath + "!");
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//nameidentifier can be used to make multiple items use the same names and descriptions
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string nameIdentifier = element.GetAttributeString("nameidentifier", "");
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if (string.IsNullOrEmpty(nameIdentifier))
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{
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name = TextManager.Get("EntityName." + identifier, true) ?? element.GetAttributeString("name", "");
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}
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else
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{
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name = TextManager.Get("EntityName." + nameIdentifier, true) ?? element.GetAttributeString("name", "");
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}
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if (name == "") { DebugConsole.ThrowError("Unnamed item in " + filePath + "!"); }
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DebugConsole.Log(" " + name);
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Aliases = element.GetAttributeStringArray("aliases", new string[0], convertToLowerInvariant: true);
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if (!Enum.TryParse(element.GetAttributeString("category", "Misc"), true, out MapEntityCategory category))
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@@ -491,15 +481,7 @@ namespace Barotrauma
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SerializableProperty.DeserializeProperties(this, element);
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string translatedDescription = "";
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if (string.IsNullOrEmpty(nameIdentifier))
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{
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translatedDescription = TextManager.Get("EntityDescription." + identifier, true);
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}
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else
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{
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translatedDescription = TextManager.Get("EntityDescription." + nameIdentifier, true);
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}
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string translatedDescription = TextManager.Get("EntityDescription." + identifier, true);
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if (!string.IsNullOrEmpty(translatedDescription)) Description = translatedDescription;
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foreach (XElement subElement in element.Elements())
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