(18eb9f712) Fix bots stealing items if they happen to target them before somebody equips them.
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@@ -103,37 +103,44 @@ namespace Barotrauma
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if (moveToTarget.CurrentHull == character.CurrentHull &&
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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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if (IsTakenBySomeone(targetItem))
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{
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var pickable = targetItem.GetComponent<Pickable>();
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if (pickable == null)
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abandon = true;
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}
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else
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{
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int targetSlot = -1;
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if (equip)
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{
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abandon = true;
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return;
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}
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//check if all the slots required by the item are free
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foreach (InvSlotType slots in pickable.AllowedSlots)
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{
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if (slots.HasFlag(InvSlotType.Any)) { continue; }
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for (int i = 0; i < character.Inventory.Items.Length; i++)
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var pickable = targetItem.GetComponent<Pickable>();
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if (pickable == null)
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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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targetSlot = i;
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//slot free, continue
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if (character.Inventory.Items[i] == null) { continue; }
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//try to move the existing item to LimbSlot.Any and continue if successful
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if (character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any })) { continue; }
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//if everything else fails, simply drop the existing item
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character.Inventory.Items[i].Drop(character);
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abandon = true;
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return;
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}
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//check if all the slots required by the item are free
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foreach (InvSlotType slots in pickable.AllowedSlots)
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{
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if (slots.HasFlag(InvSlotType.Any)) { continue; }
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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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targetSlot = i;
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//slot free, continue
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if (character.Inventory.Items[i] == null) { continue; }
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//try to move the existing item to LimbSlot.Any and continue if successful
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if (character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any })) { continue; }
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//if everything else fails, simply drop the existing item
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character.Inventory.Items[i].Drop(character);
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}
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}
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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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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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}
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}
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}
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else
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@@ -185,23 +192,7 @@ namespace Barotrauma
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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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if (item.ParentInventory.Owner is Character owner && !owner.IsDead) { continue; }
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}
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//if the item is inside an item, which is inside a character's inventory, don't steal it
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Item rootContainer = item.GetRootContainer();
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if (rootContainer != null && rootContainer.ParentInventory is CharacterInventory)
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{
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if (rootContainer.ParentInventory.Owner is Character owner && !owner.IsDead) { continue; }
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}
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if (IsTakenBySomeone(item)) { continue; }
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float itemPriority = 0.0f;
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if (GetItemPriority != null)
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{
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@@ -209,6 +200,7 @@ namespace Barotrauma
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itemPriority = GetItemPriority(item);
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if (itemPriority <= 0.0f) { continue; }
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}
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Item rootContainer = item.GetRootContainer();
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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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@@ -271,10 +263,29 @@ namespace Barotrauma
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{
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bool isEquipped = !equip || character.HasEquippedItem(item);
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if (character.Inventory.Items.Contains(item) && isEquipped) { return true; }
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if (!equip)
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{
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Item rootContainer = item.GetRootContainer();
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if (rootContainer != null && rootContainer.ParentInventory is CharacterInventory)
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{
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return rootContainer.ParentInventory.Owner == character;
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}
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}
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return false;
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}
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public static bool IsTakenBySomeone(Item item)
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{
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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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if (item.ParentInventory.Owner is Character owner && !owner.IsDead) { return true; }
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}
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//if the item is inside an item, which is inside a character's inventory, don't steal it unless the character is dead
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Item rootContainer = item.GetRootContainer();
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if (rootContainer != null && rootContainer.ParentInventory is CharacterInventory)
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{
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return rootContainer.ParentInventory.Owner == character;
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if (rootContainer.ParentInventory.Owner is Character owner && !owner.IsDead) { return true; }
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}
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return false;
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}
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