408 lines
20 KiB
C#
408 lines
20 KiB
C#
using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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class AIObjectiveFindSafety : AIObjective
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{
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public override string Identifier { get; set; } = "find safety";
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public override bool ForceRun => true;
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public override bool KeepDivingGearOn => true;
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public override bool IgnoreUnsafeHulls => true;
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public override bool ConcurrentObjectives => true;
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public override bool AllowOutsideSubmarine => true;
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public override bool AllowInAnySub => true;
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public override bool AbandonWhenCannotCompleteSubjectives => false;
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public override bool IsLoop { get => true; set => throw new Exception("Trying to set the value for IsLoop from: " + Environment.StackTrace.CleanupStackTrace()); }
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// TODO: expose?
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const float priorityIncrease = 100;
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const float priorityDecrease = 10;
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const float SearchHullInterval = 3.0f;
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private float currenthullSafety;
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private float searchHullTimer;
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private AIObjectiveGoTo goToObjective;
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private AIObjectiveFindDivingGear divingGearObjective;
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public AIObjectiveFindSafety(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
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protected override bool CheckObjectiveSpecific() => false;
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public override bool CanBeCompleted => true;
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private bool resetPriority;
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protected override float GetPriority()
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{
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if (!IsAllowed)
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{
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Priority = 0;
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return Priority;
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}
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if (character.CurrentHull == null)
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{
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if (!character.NeedsAir)
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{
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Priority = 0;
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}
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else
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{
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Priority = (
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objectiveManager.HasOrder<AIObjectiveGoTo>(o => o.Priority > 0) ||
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objectiveManager.HasOrder<AIObjectiveReturn>(o => o.Priority > 0) ||
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objectiveManager.HasActiveObjective<AIObjectiveRescue>() ||
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objectiveManager.Objectives.Any(o => o is AIObjectiveCombat && o.Priority > 0))
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&& HumanAIController.HasDivingSuit(character) ? 0 : 100;
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}
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}
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else
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{
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if (HumanAIController.NeedsDivingGear(character.CurrentHull, out bool needsSuit) &&
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(needsSuit ?
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!HumanAIController.HasDivingSuit(character, conditionPercentage: AIObjectiveFindDivingGear.GetMinOxygen(character)) :
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!HumanAIController.HasDivingGear(character, conditionPercentage: AIObjectiveFindDivingGear.GetMinOxygen(character))))
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{
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Priority = 100;
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}
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else if ((objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() || objectiveManager.IsCurrentOrder<AIObjectiveReturn>()) &&
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character.Submarine != null && !HumanAIController.IsOnFriendlyTeam(character.TeamID, character.Submarine.TeamID))
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{
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// Ordered to follow, hold position, or return back to main sub inside a hostile sub
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// -> ignore find safety unless we need to find a diving gear
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Priority = 0;
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}
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Priority = MathHelper.Clamp(Priority, 0, 100);
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if (divingGearObjective != null && !divingGearObjective.IsCompleted && divingGearObjective.CanBeCompleted)
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{
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// Boost the priority while seeking the diving gear
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Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.HighestOrderPriority + 20, 100));
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}
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}
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return Priority;
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}
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public override void Update(float deltaTime)
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{
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if (retryTimer > 0)
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{
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retryTimer -= deltaTime;
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if (retryTimer <= 0)
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{
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retryCounter = 0;
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}
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}
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if (resetPriority)
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{
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Priority = 0;
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resetPriority = false;
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return;
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}
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if (character.CurrentHull == null)
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{
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currenthullSafety = 0;
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}
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else
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{
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currenthullSafety = HumanAIController.CurrentHullSafety;
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if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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Priority -= priorityDecrease * deltaTime;
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}
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else
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{
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float dangerFactor = (100 - currenthullSafety) / 100;
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Priority += dangerFactor * priorityIncrease * deltaTime;
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}
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Priority = MathHelper.Clamp(Priority, 0, 100);
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}
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}
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private Hull currentSafeHull;
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private Hull previousSafeHull;
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private bool cannotFindSafeHull;
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private bool cannotFindDivingGear;
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private readonly int findDivingGearAttempts = 2;
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private int retryCounter;
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private readonly float retryResetTime = 5;
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private float retryTimer;
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protected override void Act(float deltaTime)
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{
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var currentHull = character.CurrentHull;
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bool dangerousPressure = currentHull == null || currentHull.LethalPressure > 0 && character.PressureProtection <= 0;
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if (!character.LockHands && (!dangerousPressure || cannotFindSafeHull))
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{
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bool needsDivingGear = HumanAIController.NeedsDivingGear(currentHull, out bool needsDivingSuit);
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bool needsEquipment = false;
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if (needsDivingSuit)
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{
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needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.GetMinOxygen(character));
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}
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else if (needsDivingGear)
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{
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needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.GetMinOxygen(character));
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}
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if (needsEquipment)
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{
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if (cannotFindDivingGear && retryCounter < findDivingGearAttempts)
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{
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retryTimer = retryResetTime;
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retryCounter++;
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needsDivingSuit = !needsDivingSuit;
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RemoveSubObjective(ref divingGearObjective);
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}
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if (divingGearObjective == null)
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{
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cannotFindDivingGear = false;
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RemoveSubObjective(ref goToObjective);
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TryAddSubObjective(ref divingGearObjective,
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constructor: () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
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onAbandon: () =>
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{
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searchHullTimer = Math.Min(1, searchHullTimer);
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cannotFindDivingGear = true;
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// Don't reset the diving gear objective, because it's possible that there is no diving gear -> seek a safe hull and then reset so that we can check again.
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},
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onCompleted: () =>
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{
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resetPriority = true;
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searchHullTimer = Math.Min(1, searchHullTimer);
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RemoveSubObjective(ref divingGearObjective);
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});
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}
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}
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}
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if (divingGearObjective == null || !divingGearObjective.CanBeCompleted)
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{
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if (currenthullSafety < HumanAIController.HULL_SAFETY_THRESHOLD)
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{
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searchHullTimer = Math.Min(1, searchHullTimer);
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}
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if (searchHullTimer > 0.0f)
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{
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searchHullTimer -= deltaTime;
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}
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else
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{
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searchHullTimer = SearchHullInterval * Rand.Range(0.9f, 1.1f);
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previousSafeHull = currentSafeHull;
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currentSafeHull = FindBestHull(allowChangingTheSubmarine: character.TeamID != CharacterTeamType.FriendlyNPC);
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cannotFindSafeHull = currentSafeHull == null || HumanAIController.NeedsDivingGear(currentSafeHull, out _);
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if (currentSafeHull == null)
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{
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currentSafeHull = previousSafeHull;
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}
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if (currentSafeHull != null && currentSafeHull != currentHull)
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{
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if (goToObjective?.Target != currentSafeHull)
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{
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RemoveSubObjective(ref goToObjective);
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}
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TryAddSubObjective(ref goToObjective,
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constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: true)
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{
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AllowGoingOutside = HumanAIController.HasDivingSuit(character, conditionPercentage: 50)
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},
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onCompleted: () =>
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{
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if (currenthullSafety > HumanAIController.HULL_SAFETY_THRESHOLD ||
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HumanAIController.NeedsDivingGear(currentHull, out bool needsSuit) && (needsSuit ? HumanAIController.HasDivingSuit(character) : HumanAIController.HasDivingMask(character)))
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{
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resetPriority = true;
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searchHullTimer = Math.Min(1, searchHullTimer);
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}
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RemoveSubObjective(ref goToObjective);
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if (cannotFindDivingGear)
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{
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// If diving gear objective failed, let's reset it here.
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RemoveSubObjective(ref divingGearObjective);
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}
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},
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onAbandon: () =>
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{
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// Don't ignore any hulls if outside, because apparently it happens that we can't find a path, in which case we just want to try again.
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// If we ignore the hull, it might be the only airlock in the target sub, which ignores the whole sub.
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// If the target hull is inside a submarine that is not our main sub, just ignore it normally when it cannot be reached. This happens with outposts.
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if (goToObjective != null)
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{
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if (goToObjective.Target is Hull hull)
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{
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if (currentHull != null || !Submarine.MainSubs.Contains(hull.Submarine))
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{
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HumanAIController.UnreachableHulls.Add(hull);
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}
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}
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}
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RemoveSubObjective(ref goToObjective);
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});
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}
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else
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{
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RemoveSubObjective(ref goToObjective);
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}
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}
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if (subObjectives.Any(so => so.CanBeCompleted)) { return; }
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if (currentHull != null)
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{
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//goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
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// -> attempt to manually steer away from hazards
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Vector2 escapeVel = Vector2.Zero;
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foreach (Hull hull in HumanAIController.VisibleHulls)
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{
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foreach (FireSource fireSource in hull.FireSources)
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{
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Vector2 dir = character.Position - fireSource.Position;
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float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
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escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
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}
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}
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foreach (Character enemy in Character.CharacterList)
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{
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if (!HumanAIController.IsActive(enemy) || HumanAIController.IsFriendly(enemy)) { continue; }
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if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
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{
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Vector2 dir = character.Position - enemy.Position;
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float distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
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escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
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}
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}
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if (escapeVel != Vector2.Zero)
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{
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float left = currentHull.Rect.X + 50;
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float right = currentHull.Rect.Right - 50;
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//only move if we haven't reached the edge of the room
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if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
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{
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character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
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}
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else
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{
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character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
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character.AIController.SteeringManager.Reset();
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}
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return;
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}
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}
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objectiveManager.GetObjective<AIObjectiveIdle>().Wander(deltaTime);
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}
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}
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public Hull FindBestHull(IEnumerable<Hull> ignoredHulls = null, bool allowChangingTheSubmarine = true)
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{
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//sort the hulls based on distance and which sub they're in
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//tends to make the method much faster, because we find a potential hull earlier and can discard further-away hulls more easily
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//(for instance, an NPC in an outpost might otherwise go through all the hulls in the main sub first and do tons of expensive
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//path calculations, only to discard all of them when going through the hulls in the outpost)
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float EstimateHullSuitability(Hull hull)
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{
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float dist =
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Math.Abs(hull.WorldPosition.X - character.WorldPosition.X) +
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Math.Abs(hull.WorldPosition.Y - character.WorldPosition.Y) * 3;
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float suitability = -dist;
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if (hull.Submarine != character.Submarine)
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{
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suitability -= 10000.0f;
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}
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return suitability;
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}
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Hull bestHull = null;
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float bestValue = 0;
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bool bestIsAirlock = false;
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foreach (Hull hull in Hull.hullList.OrderByDescending(h => EstimateHullSuitability(h)))
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{
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if (hull.Submarine == null) { continue; }
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// Ruins are mazes filled with water. There's no safe hulls and we don't want to use the resources on it.
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if (hull.Submarine.Info.IsRuin) { continue; }
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if (!allowChangingTheSubmarine && hull.Submarine != character.Submarine) { continue; }
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if (hull.Rect.Height < ConvertUnits.ToDisplayUnits(character.AnimController.ColliderHeightFromFloor) * 2) { continue; }
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if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
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if (HumanAIController.UnreachableHulls.Contains(hull)) { continue; }
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float hullSafety = 0;
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bool hullIsAirlock = false;
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bool isCharacterInside = character.CurrentHull != null && character.Submarine != null;
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if (isCharacterInside)
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{
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if (!character.Submarine.IsConnectedTo(hull.Submarine)) { continue; }
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hullSafety = HumanAIController.GetHullSafety(hull, hull.GetConnectedHulls(true, 1), character);
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float yDist = Math.Abs(character.WorldPosition.Y - hull.WorldPosition.Y);
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yDist = yDist > 100 ? yDist * 3 : 0;
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float dist = Math.Abs(character.WorldPosition.X - hull.WorldPosition.X) + yDist;
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float distanceFactor = MathHelper.Lerp(1, 0.9f, MathUtils.InverseLerp(0, 10000, dist));
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hullSafety *= distanceFactor;
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//skip the hull if the safety is already less than the best hull
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//(no need to do the expensive pathfinding if we already know we're not going to choose this hull)
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if (hullSafety < bestValue) { continue; }
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//avoid airlock modules if not allowed to change the sub
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if (!allowChangingTheSubmarine && hull.OutpostModuleTags.Any(t => t.Equals("airlock", StringComparison.OrdinalIgnoreCase)))
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{
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continue;
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}
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// Don't allow to go outside if not already outside.
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition, character.Submarine, nodeFilter: node => node.Waypoint.CurrentHull != null);
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if (path.Unreachable)
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{
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HumanAIController.UnreachableHulls.Add(hull);
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continue;
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}
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// Each unsafe node reduces the hull safety value.
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// Ignore the current hull, because otherwise we couldn't find a path out.
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int unsafeNodes = path.Nodes.Count(n => n.CurrentHull != character.CurrentHull && HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
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hullSafety /= 1 + unsafeNodes;
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// If the target is not inside a friendly submarine, considerably reduce the hull safety.
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if (!character.Submarine.IsEntityFoundOnThisSub(hull, true))
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{
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hullSafety /= 10;
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}
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}
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else
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{
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// TODO: could also target gaps that get us inside?
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if (hull.IsTaggedAirlock())
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{
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hullSafety = 100;
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hullIsAirlock = true;
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}
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else if(!bestIsAirlock && hull.LeadsOutside(character))
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{
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hullSafety = 100;
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}
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// Huge preference for closer targets
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float distance = Vector2.DistanceSquared(character.WorldPosition, hull.WorldPosition);
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float distanceFactor = MathHelper.Lerp(1, 0.2f, MathUtils.InverseLerp(0, MathUtils.Pow(100000, 2), distance));
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hullSafety *= distanceFactor;
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// If the target is not inside a friendly submarine, considerably reduce the hull safety.
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// Intentionally exclude wrecks from this check
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if (hull.Submarine.TeamID != character.TeamID && hull.Submarine.TeamID != CharacterTeamType.FriendlyNPC)
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{
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hullSafety /= 10;
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}
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}
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if (hullSafety > bestValue || (!isCharacterInside && hullIsAirlock && !bestIsAirlock))
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{
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bestHull = hull;
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bestValue = hullSafety;
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bestIsAirlock = hullIsAirlock;
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}
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}
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return bestHull;
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}
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public override void Reset()
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{
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base.Reset();
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goToObjective = null;
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divingGearObjective = null;
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currentSafeHull = null;
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previousSafeHull = null;
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retryCounter = 0;
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cannotFindDivingGear = false;
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cannotFindSafeHull = false;
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}
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}
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}
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