Unstable 1.2.4.0
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@@ -262,7 +262,7 @@ namespace Barotrauma
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if (aiElements.Count == 0)
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{
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DebugConsole.ThrowError("Error in file \"" + c.Params.File + "\" - no AI element found.",
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DebugConsole.ThrowError("Error in file \"" + c.Params.File.Path + "\" - no AI element found.",
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contentPackage: c.Prefab?.ContentPackage);
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outsideSteering = new SteeringManager(this);
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insideSteering = new IndoorsSteeringManager(this, false, false);
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@@ -312,7 +312,7 @@ namespace Barotrauma
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}
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ReevaluateAttacks();
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outsideSteering = new SteeringManager(this);
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insideSteering = new IndoorsSteeringManager(this, Character.Params.AI.CanOpenDoors, canAttackDoors);
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insideSteering = new IndoorsSteeringManager(this, AIParams.CanOpenDoors, canAttackDoors);
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steeringManager = outsideSteering;
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State = AIState.Idle;
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requiredHoleCount = (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderWidth) / Structure.WallSectionSize);
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@@ -322,6 +322,10 @@ namespace Barotrauma
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}
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private CharacterParams.AIParams _aiParams;
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/// <summary>
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/// Shorthand for <see cref="Character.Params.AI"/> with null checking.
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/// </summary>
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/// <returns><see cref="Character.Params.AI"/> or an empty params. Does not return nulls.</returns>
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public CharacterParams.AIParams AIParams
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{
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get
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@@ -565,7 +569,7 @@ namespace Barotrauma
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}
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}
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if (Character.Params.UsePathFinding && Character.Params.AI.UsePathFindingToGetInside && AIParams.CanOpenDoors)
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if (Character.Params.UsePathFinding && AIParams.UsePathFindingToGetInside && AIParams.CanOpenDoors)
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{
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// Meant for monsters outside the player sub that target something inside the sub and can use the doors to access the sub (Husk).
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bool IsCloseEnoughToTargetSub(float threshold) => SelectedAiTarget?.Entity?.Submarine is Submarine sub && sub != null && Vector2.DistanceSquared(Character.WorldPosition, sub.WorldPosition) < MathUtils.Pow(Math.Max(sub.Borders.Size.X, sub.Borders.Size.Y) / 2 + threshold, 2);
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@@ -3097,7 +3101,10 @@ namespace Barotrauma
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break;
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}
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valueModifier *= targetMemory.Priority / (float)Math.Sqrt(dist);
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valueModifier *=
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targetMemory.Priority /
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//sqrt = the further the target is, the less the distance matters
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MathF.Sqrt(dist);
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if (valueModifier > targetValue)
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{
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