(fc5e081d3) Fixed: Hull names not saving properly in submarineditor
This commit is contained in:
+2
-1
@@ -91,7 +91,8 @@ namespace Barotrauma
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}
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else
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{
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if (!character.CanInteractWith(container.Item, out _, checkLinked: false))
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if (container.Item.CurrentHull != character.CurrentHull ||
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(Vector2.DistanceSquared(character.Position, container.Item.Position) > Math.Pow(container.Item.InteractDistance, 2) && !container.Item.IsInsideTrigger(character.WorldPosition)))
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{
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(container.Item, character, objectiveManager));
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return;
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+1
-1
@@ -78,7 +78,7 @@ namespace Barotrauma
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}
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if (itemToDecontain.OwnInventory != character.Inventory && itemToDecontain.ParentInventory != character.Inventory)
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{
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if (!character.CanInteractWith(container.Item, out _, checkLinked: false))
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if (Vector2.DistanceSquared(character.Position, container.Item.Position) > MathUtils.Pow(container.Item.InteractDistance, 2) && !container.Item.IsInsideTrigger(character.WorldPosition))
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{
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TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(container.Item, character, objectiveManager));
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return;
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+5
-6
@@ -114,13 +114,12 @@ namespace Barotrauma
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{
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goToObjective = null;
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}
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TryAddSubObjective(ref goToObjective,
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constructor: () => new AIObjectiveGoTo(bestHull, character, objectiveManager, getDivingGearIfNeeded: false)
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TryAddSubObjective(ref goToObjective, () =>
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new AIObjectiveGoTo(bestHull, character, objectiveManager, getDivingGearIfNeeded: false)
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{
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// If we need diving gear, we should already have it, if possible.
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AllowGoingOutside = HumanAIController.HasDivingSuit(character)
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},
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onAbandon: () => unreachable.Add(goToObjective.Target as Hull));
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// If we need diving gear, we should already have it, if possible.
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AllowGoingOutside = HumanAIController.HasDivingSuit(character)
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}, onAbandon: () => unreachable.Add(goToObjective.Target as Hull));
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}
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}
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if (goToObjective != null) { return; }
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@@ -725,6 +725,32 @@ namespace Barotrauma
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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}
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Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
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// TODO: use the collider size/reach?
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if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
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{
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HumanAIController.AnimController.Crouching = true;
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}
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float reach = ConvertUnits.ToSimUnits(repairTool.Range);
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bool canOperate = ConvertUnits.ToSimUnits(gapDiff.Length()) < reach * 1.5f;
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if (canOperate)
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{
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TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
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}
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else
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{
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TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
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}
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if (subObjectives.Any()) { return; }
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var repairTool = weldingTool.GetComponent<RepairTool>();
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if (repairTool == null)
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{
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#if DEBUG
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DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
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#endif
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abandon = true;
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return;
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@@ -100,7 +100,8 @@ namespace Barotrauma
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objectiveManager.GetObjective<AIObjectiveIdle>()?.Wander(deltaTime);
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return;
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}
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if (character.CanInteractWith(targetItem, out _, checkLinked: false))
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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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if (IsTakenBySomeone(targetItem))
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{
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@@ -16,11 +16,6 @@ namespace Barotrauma
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private float waitUntilPathUnreachable;
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private bool getDivingGearIfNeeded;
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public Func<bool> customCondition;
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/// <summary>
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/// Sim units
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/// </summary>
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public float CloseEnough { get; set; } = 0.5f;
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public bool IgnoreIfTargetDead { get; set; }
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public bool AllowGoingOutside { get; set; }
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@@ -181,35 +176,19 @@ namespace Barotrauma
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private bool isCompleted;
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public override bool IsCompleted()
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{
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// First check the distance
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// Then the custom condition
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// And finally check if can interact (heaviest)
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if (repeat) { return false; }
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if (isCompleted) { return true; }
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bool closeEnough = Vector2.DistanceSquared(Target != null ? Target.SimPosition : targetPos, character.SimPosition) < CloseEnough * CloseEnough;
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if (closeEnough)
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bool completed = false;
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if (Target is Item item)
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{
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if (customCondition == null || customCondition())
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{
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if (Target is Item item)
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{
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if (character.CanInteractWith(item, out _, checkLinked: false)) { isCompleted = true; }
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}
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else if (Target is Character targetCharacter)
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{
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if (character.CanInteractWith(targetCharacter, ConvertUnits.ToDisplayUnits(CloseEnough))) { isCompleted = true; }
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}
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else
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{
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isCompleted = true;
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}
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}
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if (item.IsInsideTrigger(character.WorldPosition)) { completed = true; }
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}
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if (isCompleted)
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else if (Target is Character targetCharacter)
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{
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character.AIController.SteeringManager.Reset();
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if (character.CanInteractWith(targetCharacter)) { completed = true; }
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}
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return isCompleted;
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completed = completed || Vector2.DistanceSquared(Target != null ? Target.SimPosition : targetPos, character.SimPosition) < CloseEnough * CloseEnough;
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if (completed) { character.AIController.SteeringManager.Reset(); }
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return completed;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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@@ -88,6 +88,21 @@ namespace Barotrauma
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}
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}
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public override void Update(float deltaTime)
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{
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if (objectiveManager.CurrentObjective == this)
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{
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if (randomTimer > 0)
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{
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randomTimer -= deltaTime;
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}
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else
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{
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SetRandom();
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}
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}
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}
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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@@ -316,8 +331,16 @@ namespace Barotrauma
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{
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if (hull == null) { return true; }
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string hullName = hull.RoomName?.ToLowerInvariant();
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if (hullName == null) { return false; }
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return hullName.Contains("ballast") || hullName.Contains("airlock");
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bool isForbidden = hullName == "ballast" || hullName == "airlock";
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foreach (Item item in Item.ItemList)
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{
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if (item.CurrentHull == hull && (item.HasTag("ballast") || item.HasTag("airlock")))
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{
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isForbidden = true;
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break;
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}
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}
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return isForbidden;
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}
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public override bool IsDuplicate(AIObjective otherObjective)
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+7
-1
@@ -67,7 +67,9 @@ namespace Barotrauma
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}
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if (target.CanBeSelected)
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{
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if (character.CanInteractWith(target.Item, out _, checkLinked: false))
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bool inSameRoom = character.CurrentHull == target.Item.CurrentHull;
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bool withinReach = target.Item.IsInsideTrigger(character.WorldPosition) || Vector2.DistanceSquared(character.Position, target.Item.Position) < MathUtils.Pow(target.Item.InteractDistance, 2);
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if (inSameRoom && withinReach)
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{
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if (character.SelectedConstruction != target.Item)
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{
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@@ -529,6 +531,10 @@ namespace Barotrauma
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{
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isCompleted = true;
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}
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if (component.AIOperate(deltaTime, character, this))
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{
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isCompleted = true;
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}
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}
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else
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{
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+1
-1
@@ -113,7 +113,7 @@ namespace Barotrauma
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return;
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}
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}
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if (character.CanInteractWith(Item, out _, checkLinked: false))
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if (character.CurrentHull == Item.CurrentHull && character.CanInteractWith(Item))
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{
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if (repairTool != null)
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{
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