(50c25dbf6) Added a "back" button that closes the credits, minor credits tweaks
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+37
-13
@@ -4,18 +4,21 @@ using Barotrauma.Extensions;
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namespace Barotrauma
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{
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class AIObjectiveRescueAll : AIObjectiveLoop<Character>
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class AIObjectiveRescueAll : AIObjective
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{
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public override string DebugTag => "rescue all";
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public override bool ForceRun => true;
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//only treat characters whose vitality is below this (0.9 = 90% of max vitality)
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public const float VitalityThreshold = 0.9f;
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public override bool KeepDivingGearOn => true;
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//only treat characters whose vitality is below this (0.8 = 80% of max vitality)
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public const float VitalityThreshold = 0.8f;
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private List<Character> rescueTargets;
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public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier) { }
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public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveRescueAll;
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public AIObjectiveRescueAll(Character character) : base (character, "")
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{
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rescueTargets = new List<Character>();
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}
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protected override void FindTargets()
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{
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@@ -26,13 +29,31 @@ namespace Barotrauma
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}
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}
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protected override bool Filter(Character target) => IsValidTarget(target, character);
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public override float GetPriority(AIObjectiveManager objectiveManager)
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{
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if (character.Submarine == null) { return 0; }
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GetRescueTargets();
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if (!rescueTargets.Any()) { return 0.0f; }
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if (objectiveManager.CurrentOrder == this)
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{
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return AIObjectiveManager.OrderPriority;
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}
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protected override IEnumerable<Character> GetList() => Character.CharacterList;
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//if there are targets to rescue, the priority is slightly less
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//than the priority of explicit orders given to the character
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return AIObjectiveManager.OrderPriority - 5.0f;
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}
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protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveRescue(character, target, objectiveManager, PriorityModifier);
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protected override float TargetEvaluation() => targets.Max(t => GetVitalityFactor(t)) * 100;
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private void GetRescueTargets()
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{
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rescueTargets = Character.CharacterList.FindAll(c =>
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c.AIController is HumanAIController &&
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c.TeamID == character.TeamID &&
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c != character &&
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!c.IsDead &&
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c.Vitality / c.MaxVitality < VitalityThreshold);
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}
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public static float GetVitalityFactor(Character character) => (character.MaxVitality - character.Vitality) / character.MaxVitality;
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@@ -48,5 +69,8 @@ namespace Barotrauma
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(target.CurrentHull, true)) { return false; }
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return true;
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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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}
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}
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