Set orders stay in CrewCommander interface after reopening, minor changes to the interface layout
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@@ -14,13 +14,13 @@ namespace Barotrauma
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private Character character;
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private AIObjective currentOrder;
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private AIObjective currentObjective;
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public AIObjective CurrentObjective
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{
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get
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{
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if (currentOrder != null) return currentOrder;
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if (currentObjective != null) return currentObjective;
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return objectives.Any() ? objectives[0] : null;
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}
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}
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@@ -41,7 +41,7 @@ namespace Barotrauma
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public float GetCurrentPriority(Character character)
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{
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if (currentOrder != null) return OrderPriority;
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if (currentObjective != null) return OrderPriority;
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return (CurrentObjective == null) ? 0.0f : CurrentObjective.GetPriority(character);
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}
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@@ -69,9 +69,9 @@ namespace Barotrauma
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public void DoCurrentObjective(float deltaTime)
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{
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if (currentOrder != null && (!objectives.Any() || objectives[0].GetPriority(character)<OrderPriority))
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if (currentObjective != null && (!objectives.Any() || objectives[0].GetPriority(character)<OrderPriority))
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{
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currentOrder.TryComplete(deltaTime);
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currentObjective.TryComplete(deltaTime);
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return;
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}
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@@ -81,20 +81,20 @@ namespace Barotrauma
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public void SetOrder(Order order, string option)
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{
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currentOrder = null;
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currentObjective = null;
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switch (order.Name.ToLower())
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{
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case "follow":
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currentOrder = new AIObjectiveGoTo(Character.Controlled, character, true);
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currentObjective = new AIObjectiveGoTo(Character.Controlled, character, true);
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break;
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case "wait":
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currentOrder = new AIObjectiveGoTo(character.SimPosition, character, true);
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currentObjective = new AIObjectiveGoTo(character.SimPosition, character, true);
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break;
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default:
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if (order.TargetItem == null) return;
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currentOrder = new AIObjectiveOperateItem(order.TargetItem, character, option);
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currentObjective = new AIObjectiveOperateItem(order.TargetItem, character, option);
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break;
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}
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