v1.4.4.1 (Blood in the Water Update)
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+4
-7
@@ -64,10 +64,7 @@ namespace Barotrauma
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float distanceFactor = 1;
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if (!isPriority && Item.CurrentHull != character.CurrentHull)
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{
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float yDist = Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y);
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yDist = yDist > 100 ? yDist * 5 : 0;
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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, 4000, dist));
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distanceFactor = GetDistanceFactor(Item.WorldPosition, factorAtMaxDistance: 0.25f, verticalDistanceMultiplier: 5, maxDistance: 4000);
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}
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float requiredSuccessFactor = objectiveManager.HasOrder<AIObjectiveRepairItems>() ? 0 : AIObjectiveRepairItems.RequiredSuccessFactor;
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float severity = isPriority ? 1 : AIObjectiveRepairItems.GetTargetPriority(Item, character, requiredSuccessFactor) / 100;
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@@ -113,7 +110,7 @@ namespace Barotrauma
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if (!repairable.HasRequiredItems(character, false))
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{
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//make sure we have all the items required to fix the target item
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foreach (var kvp in repairable.requiredItems)
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foreach (var kvp in repairable.RequiredItems)
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{
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foreach (RelatedItem requiredItem in kvp.Value)
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{
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@@ -140,7 +137,7 @@ namespace Barotrauma
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}
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if (repairTool != null)
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{
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if (repairTool.requiredItems.TryGetValue(RelatedItem.RelationType.Contained, out var requiredItems))
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if (repairTool.RequiredItems.TryGetValue(RelatedItem.RelationType.Contained, out var requiredItems))
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{
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if (repairTool.Item.OwnInventory == null)
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{
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@@ -282,7 +279,7 @@ namespace Barotrauma
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{
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foreach (Repairable repairable in Item.Repairables)
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{
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foreach (var kvp in repairable.requiredItems)
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foreach (var kvp in repairable.RequiredItems)
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{
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foreach (RelatedItem requiredItem in kvp.Value)
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{
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