(e0d673b0d) Test: Don't calculate the distance to the buttons when seeking path. Instead, check the distance when checking the doors. Allows the bots to access the Remora ballast through the door where the button is a bit farther from the door than usually.
This commit is contained in:
@@ -11,6 +11,9 @@ namespace Barotrauma
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{
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public override string DebugTag => "get item";
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private readonly bool equip;
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private readonly HashSet<Item> ignoredItems = new HashSet<Item>();
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public Func<Item, float> GetItemPriority;
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//can be either tags or identifiers
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@@ -20,14 +23,8 @@ namespace Barotrauma
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public string[] ignoredContainerIdentifiers;
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private AIObjectiveGoTo goToObjective;
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private float currItemPriority;
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private bool equip;
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private HashSet<Item> ignoredItems = new HashSet<Item>();
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private bool canBeCompleted = true;
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public override bool CanBeCompleted => canBeCompleted;
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public override float GetPriority(AIObjectiveManager objectiveManager)
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public override float GetPriority()
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{
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if (objectiveManager.CurrentOrder == this)
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{
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@@ -36,16 +33,19 @@ namespace Barotrauma
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return 1.0f;
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}
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public AIObjectiveGetItem(Character character, Item targetItem, bool equip = false) : base(character, "")
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public AIObjectiveGetItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, bool equip = false, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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currSearchIndex = -1;
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this.equip = equip;
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this.targetItem = targetItem;
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}
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public AIObjectiveGetItem(Character character, string itemIdentifier, bool equip = false) : this(character, new string[] { itemIdentifier }, equip) { }
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public AIObjectiveGetItem(Character character, string itemIdentifier, AIObjectiveManager objectiveManager, bool equip = false, float priorityModifier = 1)
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: this(character, new string[] { itemIdentifier }, objectiveManager, equip, priorityModifier) { }
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public AIObjectiveGetItem(Character character, string[] itemIdentifiers, bool equip = false) : base(character, "")
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public AIObjectiveGetItem(Character character, string[] itemIdentifiers, AIObjectiveManager objectiveManager, bool equip = false, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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currSearchIndex = -1;
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this.equip = equip;
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@@ -54,20 +54,15 @@ namespace Barotrauma
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{
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itemIdentifiers[i] = itemIdentifiers[i].ToLowerInvariant();
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}
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CheckInventory();
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}
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private void CheckInventory()
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{
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if (itemIdentifiers == null)
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{
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return;
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}
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if (itemIdentifiers == null) { return; }
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for (int i = 0; i < character.Inventory.Items.Length; i++)
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{
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if (character.Inventory.Items[i] == null || character.Inventory.Items[i].Condition <= 0.0f) continue;
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if (character.Inventory.Items[i] == null || character.Inventory.Items[i].Condition <= 0.0f) { continue; }
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if (itemIdentifiers.Any(id => character.Inventory.Items[i].Prefab.Identifier == id || character.Inventory.Items[i].HasTag(id)))
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{
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targetItem = character.Inventory.Items[i];
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@@ -81,7 +76,7 @@ namespace Barotrauma
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{
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foreach (Item containedItem in containedItems)
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{
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if (containedItem == null || containedItem.Condition <= 0.0f) continue;
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if (containedItem == null || containedItem.Condition <= 0.0f) { continue; }
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if (itemIdentifiers.Any(id => containedItem.Prefab.Identifier == id || containedItem.HasTag(id)))
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{
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targetItem = containedItem;
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@@ -99,13 +94,11 @@ namespace Barotrauma
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FindTargetItem();
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if (targetItem == null || moveToTarget == null)
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{
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HumanAIController.ObjectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
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//SteeringManager.SteeringWander();
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objectiveManager.GetObjective<AIObjectiveIdle>()?.Wander(deltaTime);
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return;
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}
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if (moveToTarget.CurrentHull == character.CurrentHull &&
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Vector2.DistanceSquared(character.Position, moveToTarget.Position) < MathUtils.Pow(targetItem.InteractDistance * 2, 2))
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Vector2.DistanceSquared(character.Position, moveToTarget.Position) < MathUtils.Pow(targetItem.InteractDistance, 2))
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{
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int targetSlot = -1;
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if (equip)
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@@ -123,8 +116,7 @@ namespace Barotrauma
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for (int i = 0; i < character.Inventory.Items.Length; i++)
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{
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//slot not needed by the item, continue
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if (!slots.HasFlag(character.Inventory.SlotTypes[i])) continue;
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if (!slots.HasFlag(character.Inventory.SlotTypes[i])) { continue; }
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targetSlot = i;
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//slot free, continue
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if (character.Inventory.Items[i] == null) { continue; }
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@@ -136,7 +128,6 @@ namespace Barotrauma
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}
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}
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targetItem.TryInteract(character, false, true);
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if (targetSlot > -1 && !character.HasEquippedItem(targetItem))
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{
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character.Inventory.TryPutItem(targetItem, targetSlot, false, false, character);
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@@ -144,23 +135,20 @@ namespace Barotrauma
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}
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else
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{
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if (goToObjective == null || moveToTarget != goToObjective.Target)
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{
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//check if we're already looking for a diving gear
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bool gettingDivingGear = (targetItem != null && targetItem.Prefab.Identifier == "divingsuit" || targetItem.HasTag("diving")) ||
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(itemIdentifiers != null && (itemIdentifiers.Contains("diving") || itemIdentifiers.Contains("divingsuit")));
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//don't attempt to get diving gear to reach the destination if the item we're trying to get is diving gear
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goToObjective = new AIObjectiveGoTo(moveToTarget, character, false, !gettingDivingGear);
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}
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goToObjective.TryComplete(deltaTime);
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if (!goToObjective.CanBeCompleted)
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{
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targetItem = null;
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moveToTarget = null;
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ignoredItems.Add(targetItem);
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}
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TryAddSubObjective(ref goToObjective,
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constructor: () =>
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{
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//check if we're already looking for a diving gear
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bool gettingDivingGear = (targetItem != null && targetItem.Prefab.Identifier == "divingsuit" || targetItem.HasTag("diving")) ||
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(itemIdentifiers != null && (itemIdentifiers.Contains("diving") || itemIdentifiers.Contains("divingsuit")));
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return new AIObjectiveGoTo(moveToTarget, character, objectiveManager, repeat: false, getDivingGearIfNeeded: !gettingDivingGear);
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},
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onAbandon: () =>
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{
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targetItem = null;
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moveToTarget = null;
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ignoredItems.Add(targetItem);
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});
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}
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}
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@@ -176,11 +164,10 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot find the item, because neither identifiers nor item is was defined.");
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#endif
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canBeCompleted = false;
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abandon = true;
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}
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return;
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}
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for (int i = 0; i < 10 && currSearchIndex < Item.ItemList.Count - 1; i++)
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{
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currSearchIndex++;
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@@ -189,15 +176,18 @@ namespace Barotrauma
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if (item.Submarine == null) { continue; }
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else if (item.Submarine.TeamID != character.TeamID) { continue; }
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else if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(item, true)) { continue; }
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if (item.CurrentHull == null || item.Condition <= 0.0f) { continue; }
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if (itemIdentifiers.None(id => item.Prefab.Identifier == id || item.HasTag(id))) { continue; }
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if (ignoredContainerIdentifiers != null && item.Container != null)
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{
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if (ignoredContainerIdentifiers.Contains(item.ContainerIdentifier)) { continue; }
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}
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// TODO: need to exclude items that already are in the inventory?
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//// Don't allow to get items in rooms that have a fire (except fire extinguishers) or an enemy inside (except weapons)
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//if (!itemIdentifiers.Contains("extinguisher") && item.CurrentHull.FireSources.Count > 0 ||
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// item.GetComponent<MeleeWeapon>() == null && item.GetComponent<RangedWeapon>() == null && Character.CharacterList.Any(c => c.CurrentHull == item.CurrentHull && !HumanAIController.IsFriendly(c))) { continue; }
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//if the item is inside a character's inventory, don't steal it unless the character is dead
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if (item.ParentInventory is CharacterInventory)
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{
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@@ -219,11 +209,9 @@ namespace Barotrauma
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itemPriority -= Vector2.Distance((rootContainer ?? item).Position, character.Position) * 0.01f;
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//ignore if the item has a lower priority than the currently selected one
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if (moveToTarget != null && itemPriority < currItemPriority) { continue; }
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currItemPriority = itemPriority;
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targetItem = item;
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moveToTarget = rootContainer ?? item;
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}
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//if searched through all the items and a target wasn't found, can't be completed
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if (currSearchIndex >= Item.ItemList.Count - 1 && targetItem == null)
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@@ -231,21 +219,21 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot find the item with the following identifier(s): {string.Join(", ", itemIdentifiers)}");
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#endif
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canBeCompleted = false;
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abandon = true;
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}
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveGetItem getItem = otherObjective as AIObjectiveGetItem;
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if (getItem == null) return false;
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if (getItem.equip != equip) return false;
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if (getItem == null) { return false; }
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if (getItem.equip != equip) { return false; }
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if (getItem.itemIdentifiers != null && itemIdentifiers != null)
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{
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if (getItem.itemIdentifiers.Length != itemIdentifiers.Length) return false;
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if (getItem.itemIdentifiers.Length != itemIdentifiers.Length) { return false; }
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for (int i = 0; i < getItem.itemIdentifiers.Length; i++)
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{
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if (getItem.itemIdentifiers[i] != itemIdentifiers[i]) return false;
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if (getItem.itemIdentifiers[i] != itemIdentifiers[i]) { return false; }
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}
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return true;
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}
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@@ -263,7 +251,10 @@ namespace Barotrauma
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foreach (string itemName in itemIdentifiers)
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{
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var matchingItem = character.Inventory.FindItemByTag(itemName) ?? character.Inventory.FindItemByIdentifier(itemName);
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if (matchingItem != null && (!equip || character.HasEquippedItem(matchingItem))) return true;
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if (matchingItem != null && (!equip || character.HasEquippedItem(matchingItem)))
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{
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return true;
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}
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}
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return false;
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}
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