(6eeea9b7c) v0.9.10.0.0
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+4
-5
@@ -3,7 +3,6 @@ using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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using Barotrauma.Extensions;
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using FarseerPhysics;
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namespace Barotrauma
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{
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@@ -52,12 +51,11 @@ namespace Barotrauma
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float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + yDist;
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distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 5000, dist));
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}
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float damagePriority = isPriority ? 1 : MathHelper.Lerp(1, 0, Item.Condition / Item.MaxCondition);
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float successFactor = isPriority ? 1 : MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
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float severity = isPriority ? 1 : AIObjectiveRepairItems.GetTargetPriority(Item, character);
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float isSelected = IsRepairing ? 50 : 0;
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float devotion = (CumulatedDevotion + isSelected) / 100;
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float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
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Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (damagePriority * distanceFactor * successFactor * PriorityModifier), 0, 1));
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Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
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}
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return Priority;
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}
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@@ -150,7 +148,8 @@ namespace Barotrauma
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{
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if (character.SelectedConstruction != Item)
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{
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if (!Item.TryInteract(character, true, true))
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if (!Item.TryInteract(character, ignoreRequiredItems: true, forceSelectKey: true) &&
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!Item.TryInteract(character, ignoreRequiredItems: true, forceActionKey: true))
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{
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Abandon = true;
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}
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