Cargo spawning bugfix, removing cargo items before saving the game (so that they won't stay in the sub after completing the mission)
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@@ -110,7 +110,7 @@
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spritecolor="1.0,1.0,1.0,1.0"
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spritecolor="1.0,1.0,1.0,1.0"
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Tags="smallitem,chem,medical"
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Tags="smallitem,chem,medical"
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pickdistance="150"
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pickdistance="150"
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impacttolerance="7">
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impacttolerance="5">
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<Sprite texture ="Content/Items/Medical/med.png" sourcerect="24,16,8,16" depth="0.6"/>
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<Sprite texture ="Content/Items/Medical/med.png" sourcerect="24,16,8,16" depth="0.6"/>
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@@ -171,7 +171,6 @@
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name="Bike Horn"
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name="Bike Horn"
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category="Equipment"
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category="Equipment"
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pickdistance="200"
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pickdistance="200"
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price="500"
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tags="weapon,smallitem"
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tags="weapon,smallitem"
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description="HONK">
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description="HONK">
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@@ -0,0 +1,38 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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class AIObjectiveRescue : AIObjective
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{
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private readonly Character targetCharacter;
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public AIObjectiveRescue(Character character, Character targetCharacter)
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: base (character, "")
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{
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Debug.Assert(character != targetCharacter);
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this.targetCharacter = targetCharacter;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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AIObjectiveRescue rescueObjective = otherObjective as AIObjectiveRescue;
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return rescueObjective != null && rescueObjective.targetCharacter == targetCharacter;
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}
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public override float GetPriority(Character character)
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{
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if (targetCharacter.AnimController.CurrentHull == null) return 0.0f;
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float distance = Vector2.DistanceSquared(character.WorldPosition, targetCharacter.WorldPosition);
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return targetCharacter.IsDead ? 1000.0f / distance : 10000.0f / distance;
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}
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}
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}
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@@ -0,0 +1,50 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma
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{
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class AIObjectiveRescueAll : AIObjective
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{
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private List<Character> rescueTargets;
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public AIObjectiveRescueAll(Character character)
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: base (character, "")
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{
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rescueTargets = new List<Character>();
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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return true;
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}
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public override float GetPriority(Character character)
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{
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GetRescueTargets();
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//if there are targets to rescue, the priority is slightly less
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//than the priority of explicit orders given to the character
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return rescueTargets.Any() ? AIObjectiveManager.OrderPriority - 5.0f : 0.0f;
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}
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private void GetRescueTargets()
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{
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rescueTargets = Character.CharacterList.FindAll(c =>
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c.AIController is HumanAIController &&
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c != character &&
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(c.IsDead || c.IsUnconscious) &&
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c.AnimController.CurrentHull != null &&
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AIObjectiveFindSafety.GetHullSafety(c.AnimController.CurrentHull, c) < 50.0f);
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}
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protected override void Act(float deltaTime)
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{
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foreach (Character target in rescueTargets)
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{
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AddSubObjective(new AIObjectiveRescue(character, target));
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}
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}
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}
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}
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@@ -1,4 +1,5 @@
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using Barotrauma.Items.Components;
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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@@ -60,9 +61,22 @@ namespace Barotrauma
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return;
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return;
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}
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}
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var item = new Item(itemPrefab, cargoSpawnPos.Position, Submarine.Loaded);
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var cargoRoom = cargoSpawnPos.CurrentHull;
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items.Add(item);
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if (cargoRoom == null)
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{
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DebugConsole.ThrowError("A waypoint marked as Cargo must be placed inside a room!");
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return;
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}
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Vector2 position = new Vector2(
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Rand.Range(cargoRoom.Rect.X + 20, cargoRoom.Rect.Right - 20, true),
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cargoRoom.Rect.Y - cargoRoom.Rect.Height + 10.0f);
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var item = new Item(itemPrefab, position, cargoRoom.Submarine);
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item.FindHull();
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items.Add(item);
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if (parent != null) parent.Combine(item);
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if (parent != null) parent.Combine(item);
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foreach (XElement subElement in element.Elements())
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foreach (XElement subElement in element.Elements())
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@@ -195,6 +195,8 @@ namespace Barotrauma
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bool success = CrewManager.characters.Any(c => !c.IsDead);
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bool success = CrewManager.characters.Any(c => !c.IsDead);
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GameMain.GameSession.EndShift("");
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if (success)
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if (success)
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{
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{
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if (Submarine.Loaded.AtEndPosition)
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if (Submarine.Loaded.AtEndPosition)
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@@ -204,22 +206,8 @@ namespace Barotrauma
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SaveUtil.SaveGame(GameMain.GameSession.SaveFile);
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SaveUtil.SaveGame(GameMain.GameSession.SaveFile);
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}
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}
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else
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{
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// var okButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Ok", Alignment.BottomRight, GUI.Style, summaryFrame.children[0]);
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//okButton.OnClicked = (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Dequeue(); return true; };
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// var msgBox = new GUIMessageBox("Game over", "Your entire crew has died!", new string[] { "Load game", "Quit" });
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// msgBox.Buttons[0].OnClicked += GameMain.GameSession.LoadPrevious;
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// msgBox.Buttons[0].OnClicked += msgBox.Close;
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// msgBox.Buttons[1].OnClicked = GameMain.LobbyScreen.QuitToMainMenu;
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// msgBox.Buttons[1].OnClicked += msgBox.Close;
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}
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GameMain.GameSession.EndShift("");
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if (!success)
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if (!success)
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{
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{
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var summaryScreen = GUIMessageBox.MessageBoxes.Peek();
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var summaryScreen = GUIMessageBox.MessageBoxes.Peek();
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