(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:
@@ -9,29 +9,23 @@ namespace Barotrauma
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{
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public override string DebugTag => "go to";
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private AIObjectiveFindDivingGear findDivingGear;
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private AIObjectiveFindDivingGear findDivingGear;
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private Vector2 targetPos;
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private bool repeat;
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private bool cannotReach;
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//how long until the path to the target is declared unreachable
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private float waitUntilPathUnreachable;
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private bool getDivingGearIfNeeded;
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public float CloseEnough = 0.5f;
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public float CloseEnough { get; set; } = 0.5f;
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public bool IgnoreIfTargetDead { get; set; }
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public bool AllowGoingOutside { get; set; }
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public bool CheckVisibility { get; set; }
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public bool IgnoreIfTargetDead;
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public bool AllowGoingOutside = false;
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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 (FollowControlledCharacter && Character.Controlled == null) { return 0.0f; }
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if (Target != null && Target.Removed) { return 0.0f; }
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if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
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if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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@@ -39,44 +33,6 @@ namespace Barotrauma
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return 1.0f;
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}
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public override bool CanBeCompleted
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{
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get
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{
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bool canComplete = !cannotReach && !abandon;
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if (canComplete)
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{
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if (FollowControlledCharacter && Character.Controlled == null)
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{
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canComplete = false;
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}
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else if (Target != null && Target.Removed)
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{
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canComplete = false;
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}
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else if (!repeat && waitUntilPathUnreachable < 0)
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{
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if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
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{
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canComplete = !PathSteering.CurrentPath.Unreachable;
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}
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}
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}
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if (!canComplete)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {(Target != null ? Target.ToString() : TargetPos.ToString())}", Color.Yellow);
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#endif
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if (HumanAIController.ObjectiveManager.CurrentOrder != null)
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{
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character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
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}
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character.AIController.SteeringManager.Reset();
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}
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return canComplete;
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}
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}
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public Entity Target { get; private set; }
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public Vector2 TargetPos => Target != null ? Target.SimPosition : targetPos;
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@@ -110,27 +66,36 @@ namespace Barotrauma
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{
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if (FollowControlledCharacter)
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{
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if (Character.Controlled == null) { return; }
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if (Character.Controlled == null)
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{
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abandon = true;
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return;
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}
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Target = Character.Controlled;
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}
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if (Target == character)
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{
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character.AIController.SteeringManager.Reset();
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abandon = true;
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return;
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}
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}
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waitUntilPathUnreachable -= deltaTime;
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if (!character.IsClimbing)
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{
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character.SelectedConstruction = null;
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}
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if (Target != null) { character.AIController.SelectTarget(Target.AiTarget); }
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if (Target != null)
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{
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if (Target.Removed)
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{
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abandon = true;
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}
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else
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{
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character.AIController.SelectTarget(Target.AiTarget);
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}
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}
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Vector2 currTargetPos = Vector2.Zero;
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if (Target == null)
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{
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currTargetPos = targetPos;
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@@ -145,8 +110,12 @@ namespace Barotrauma
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currTargetPos -= character.Submarine.SimPosition;
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}
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}
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if (Vector2.DistanceSquared(currTargetPos, character.SimPosition) < CloseEnough * CloseEnough)
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bool sightCheck = true;
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if (CheckVisibility && Target != null)
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{
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sightCheck = Target is Character ch ? character.CanSeeCharacter(ch) : character.CanSeeTarget(Target);
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}
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if (sightCheck && Vector2.DistanceSquared(currTargetPos, character.SimPosition) < CloseEnough * CloseEnough)
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{
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character.AIController.SteeringManager.Reset();
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character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
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@@ -154,31 +123,50 @@ namespace Barotrauma
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else
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{
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bool isInside = character.CurrentHull != null;
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bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null;
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bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
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bool targetIsOutside = (Target != null && Target.Submarine == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
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if (isInside && targetIsOutside && !AllowGoingOutside)
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{
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cannotReach = true;
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abandon = true;
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}
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else if (!repeat && waitUntilPathUnreachable < 0)
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{
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if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
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{
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abandon = PathSteering.CurrentPath.Unreachable;
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}
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}
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if (abandon)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {(Target != null ? Target.ToString() : TargetPos.ToString())}", Color.Yellow);
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#endif
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if (objectiveManager.CurrentOrder != null)
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{
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character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
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}
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character.AIController.SteeringManager.Reset();
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}
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else
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{
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character.AIController.SteeringManager.SteeringSeek(currTargetPos);
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if (getDivingGearIfNeeded)
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{
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if (targetIsOutside ||
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Target is Hull h && HumanAIController.NeedsDivingGear(h) ||
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Target is Item i && HumanAIController.NeedsDivingGear(i.CurrentHull) ||
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Target is Character c && HumanAIController.NeedsDivingGear(c.CurrentHull))
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var targetHull = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull;
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bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull);
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bool needsDivingSuit = needsDivingGear && (targetIsOutside || targetHull.WaterPercentage > 90);
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bool needsEquipment = false;
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if (needsDivingSuit)
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{
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if (findDivingGear == null)
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{
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findDivingGear = new AIObjectiveFindDivingGear(character, true);
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AddSubObjective(findDivingGear);
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}
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else if (!findDivingGear.CanBeCompleted)
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{
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abandon = true;
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}
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needsEquipment = !HumanAIController.HasDivingSuit(character);
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}
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else if (needsDivingGear)
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{
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needsEquipment = !HumanAIController.HasDivingMask(character);
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}
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if (needsEquipment)
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager));
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}
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}
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}
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@@ -189,40 +177,30 @@ namespace Barotrauma
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{
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if (repeat) { return false; }
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bool completed = false;
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if (Target is Item item)
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{
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if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
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if (item.IsInsideTrigger(character.WorldPosition)) { completed = true; }
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}
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else if (Target is Character targetCharacter)
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{
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if (character.CanInteractWith(targetCharacter)) completed = true;
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if (character.CanInteractWith(targetCharacter)) { completed = true; }
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}
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completed = completed || Vector2.DistanceSquared(Target != null ? Target.SimPosition : targetPos, character.SimPosition) < CloseEnough * CloseEnough;
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if (completed) character.AIController.SteeringManager.Reset();
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if (completed) { character.AIController.SteeringManager.Reset(); }
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return completed;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveGoTo objective = otherObjective as AIObjectiveGoTo;
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if (objective == null) return false;
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if (objective.Target == Target) return true;
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if (!(otherObjective is AIObjectiveGoTo objective)) { return false; }
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if (objective.Target == Target) { return true; }
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return objective.targetPos == targetPos;
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}
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private void CalculateCloseEnough()
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{
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float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance * 0.9f) : 0;
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CloseEnough = Math.Max(interactionDistance, CloseEnough);
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}
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private void CalculateCloseEnough()
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{
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float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance) : 0;
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CloseEnough = Math.Max(interactionDistance, CloseEnough);
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}
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}
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}
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