(50c25dbf6) Added a "back" button that closes the credits, minor credits tweaks
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@@ -38,18 +38,6 @@ namespace Barotrauma
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public override bool IsCompleted() => false;
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public override bool CanBeCompleted => true;
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public override bool IsLoop { get => true; set => throw new System.Exception("Trying to set the value for IsLoop from: " + System.Environment.StackTrace); }
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private float randomTimer;
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private float randomUpdateInterval = 5;
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public float Random { get; private set; }
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public void SetRandom()
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{
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Random = Rand.Range(0.5f, 1.5f);
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randomTimer = randomUpdateInterval;
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}
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public override float GetPriority()
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{
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float max = Math.Min(Math.Min(AIObjectiveManager.RunPriority, AIObjectiveManager.OrderPriority) - 1, 100);
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@@ -83,7 +71,7 @@ namespace Barotrauma
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protected override void Act(float deltaTime)
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{
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if (PathSteering == null) { return; }
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if (PathSteering == null) return;
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//don't keep dragging others when idling
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if (character.SelectedCharacter != null)
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@@ -95,10 +83,24 @@ namespace Barotrauma
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character.SelectedConstruction = null;
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}
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bool currentHullForbidden = IsForbidden(character.CurrentHull);
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if (!currentHullForbidden && !character.AnimController.InWater && !character.IsClimbing && HumanAIController.ObjectiveManager.WaitTimer > 0)
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{
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SteeringManager.Reset();
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return;
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}
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if (!character.IsClimbing)
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{
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character.SelectedConstruction = null;
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}
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bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
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(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
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if (currentTargetIsInvalid || currentTarget == null && IsForbidden(character.CurrentHull))
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bool currentTargetIsInvalid = currentTarget == null || IsForbidden(currentTarget) ||
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(PathSteering.CurrentPath != null && PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull)));
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if (currentTargetIsInvalid || (currentTarget == null && currentHullForbidden))
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{
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newTargetTimer = 0;
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standStillTimer = 0;
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@@ -135,6 +137,7 @@ namespace Barotrauma
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{
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//choose a random available hull
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var randomHull = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
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bool isCurrentHullOK = !HumanAIController.UnsafeHulls.Contains(character.CurrentHull) && !IsForbidden(character.CurrentHull);
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if (isCurrentHullOK)
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{
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@@ -142,8 +145,7 @@ namespace Barotrauma
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// Only do this when the current hull is ok, because otherwise would block all paths from the current hull to the target hull.
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, randomHull.SimPosition);
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if (path.Unreachable ||
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path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) ||
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IsForbidden(n.CurrentHull)))
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path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull)))
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{
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//can't go to this room, remove it from the list and try another room next frame
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int index = targetHulls.IndexOf(randomHull);
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@@ -266,6 +268,7 @@ namespace Barotrauma
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private void FindTargetHulls()
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{
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bool isCurrentHullOK = !HumanAIController.UnsafeHulls.Contains(character.CurrentHull) && !IsForbidden(character.CurrentHull);
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targetHulls.Clear();
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hullWeights.Clear();
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foreach (var hull in Hull.hullList)
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@@ -297,7 +300,7 @@ namespace Barotrauma
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}
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}
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public static bool IsForbidden(Hull hull)
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private bool IsForbidden(Hull hull)
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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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