Unstable v0.10.600.0
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using Barotrauma.Extensions;
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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.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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class AIObjectiveCleanupItem : AIObjective
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{
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public override string DebugTag => "cleanup item";
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public override bool KeepDivingGearOn => true;
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public override bool AllowAutomaticItemUnequipping => false;
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public readonly Item item;
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public bool IsPriority { get; set; }
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private readonly List<Item> ignoredContainers = new List<Item>();
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private AIObjectiveDecontainItem decontainObjective;
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private int itemIndex = 0;
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public AIObjectiveCleanupItem(Item item, Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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this.item = item;
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}
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public override float GetPriority()
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{
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if (!IsAllowed)
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{
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Priority = 0;
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Abandon = true;
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return Priority;
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}
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else
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{
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float distanceFactor = 0.9f;
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if (!IsPriority && item.CurrentHull != character.CurrentHull)
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{
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float yDist = Math.Abs(character.WorldPosition.Y - item.WorldPosition.Y);
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yDist = yDist > 100 ? yDist * 5 : 0;
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float dist = Math.Abs(character.WorldPosition.X - item.WorldPosition.X) + yDist;
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distanceFactor = MathHelper.Lerp(0.9f, 0, MathUtils.InverseLerp(0, 5000, dist));
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}
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bool isSelected = character.HasItem(item);
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float selectedBonus = isSelected ? 100 - MaxDevotion : 0;
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float devotion = (CumulatedDevotion + selectedBonus) / 100;
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float reduction = IsPriority ? 1 : isSelected ? 2 : 3;
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float max = MathHelper.Min(AIObjectiveManager.OrderPriority - reduction, 90);
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Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (distanceFactor * PriorityModifier), 0, 1));
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}
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return Priority;
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}
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protected override void Act(float deltaTime)
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{
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// Only continue when the get item sub objectives have been completed.
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if (subObjectives.Any()) { return; }
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if (HumanAIController.FindSuitableContainer(character, item, ignoredContainers, ref itemIndex, out Item suitableContainer))
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{
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itemIndex = 0;
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if (suitableContainer != null)
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{
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bool equip = item.HasTag(AIObjectiveFindDivingGear.HEAVY_DIVING_GEAR) || (
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item.GetComponent<Wearable>() == null &&
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item.AllowedSlots.None(s =>
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s == InvSlotType.Card ||
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s == InvSlotType.Head ||
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s == InvSlotType.Headset ||
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s == InvSlotType.InnerClothes ||
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s == InvSlotType.OuterClothes));
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TryAddSubObjective(ref decontainObjective, () => new AIObjectiveDecontainItem(character, item, objectiveManager, targetContainer: suitableContainer.GetComponent<ItemContainer>())
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{
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Equip = equip,
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DropIfFails = true
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},
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onCompleted: () =>
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{
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if (equip)
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{
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HumanAIController.ReequipUnequipped();
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}
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IsCompleted = true;
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},
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onAbandon: () =>
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{
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if (equip)
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{
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HumanAIController.ReequipUnequipped();
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}
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if (decontainObjective != null && decontainObjective.ContainObjective != null && decontainObjective.ContainObjective.CanBeCompleted)
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{
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ignoredContainers.Add(suitableContainer);
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}
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else
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{
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Abandon = true;
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}
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});
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}
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else
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{
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Abandon = true;
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}
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}
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else
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{
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objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
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}
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}
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protected override bool Check() => IsCompleted;
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public override void Reset()
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{
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base.Reset();
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ignoredContainers.Clear();
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itemIndex = 0;
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decontainObjective = null;
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}
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}
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}
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