示例#1
0
        protected override void Act(float deltaTime)
        {
            if (!Leak.IsRoomToRoom)
            {
                if (!HumanAIController.HasDivingSuit(character))
                {
                    TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, true, objectiveManager));
                    return;
                }
            }
            var weldingTool = character.Inventory.FindItemByTag("weldingtool");

            if (weldingTool == null)
            {
                TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingtool", objectiveManager, true));
                return;
            }
            else
            {
                var containedItems = weldingTool.ContainedItems;
                if (containedItems == null)
                {
#if DEBUG
                    DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no proper inventory");
#endif
                    abandon = true;
                    return;
                }
                // Drop empty tanks
                foreach (Item containedItem in containedItems)
                {
                    if (containedItem == null)
                    {
                        continue;
                    }
                    if (containedItem.Condition <= 0.0f)
                    {
                        containedItem.Drop(character);
                    }
                }
                if (containedItems.None(i => i.HasTag("weldingfueltank") && i.Condition > 0.0f))
                {
                    TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfueltank", weldingTool.GetComponent <ItemContainer>(), objectiveManager));
                    return;
                }
            }
            if (subObjectives.Any())
            {
                return;
            }
            var repairTool = weldingTool.GetComponent <RepairTool>();
            if (repairTool == null)
            {
#if DEBUG
                DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
#endif
                abandon = true;
                return;
            }
            Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
            // TODO: use the collider size/reach?
            if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
            {
                HumanAIController.AnimController.Crouching = true;
            }
            // Use a greater reach, because the distance is calculated from the character to the leak, not from the item to the leak.
            float reach      = repairTool.Range + ((HumanoidAnimController)character.AnimController).ArmLength;
            bool  canOperate = gapDiff.LengthSquared() < reach * reach;
            if (canOperate)
            {
                TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
            }
            else
            {
                TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(Leak, character, objectiveManager)
                {
                    CloseEnough = reach
                });
            }
        }
示例#2
0
        protected override void Act(float deltaTime)
        {
            var weldingTool = character.Inventory.FindItemByTag("weldingequipment", true);

            if (weldingTool == null)
            {
                TryAddSubObjective(ref getWeldingTool, () => new AIObjectiveGetItem(character, "weldingequipment", objectiveManager, true),
                                   onAbandon: () => Abandon = true,
                                   onCompleted: () => RemoveSubObjective(ref getWeldingTool));
                return;
            }
            else
            {
                var containedItems = weldingTool.ContainedItems;
                if (containedItems == null)
                {
#if DEBUG
                    DebugConsole.ThrowError($"{character.Name}: AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no proper inventory");
#endif
                    Abandon = true;
                    return;
                }
                // Drop empty tanks
                foreach (Item containedItem in containedItems)
                {
                    if (containedItem == null)
                    {
                        continue;
                    }
                    if (containedItem.Condition <= 0.0f)
                    {
                        containedItem.Drop(character);
                    }
                }
                if (containedItems.None(i => i.HasTag("weldingfuel") && i.Condition > 0.0f))
                {
                    TryAddSubObjective(ref refuelObjective, () => new AIObjectiveContainItem(character, "weldingfuel", weldingTool.GetComponent <ItemContainer>(), objectiveManager),
                                       onAbandon: () => Abandon = true,
                                       onCompleted: () => RemoveSubObjective(ref refuelObjective));
                    return;
                }
            }
            if (subObjectives.Any())
            {
                return;
            }
            var repairTool = weldingTool.GetComponent <RepairTool>();
            if (repairTool == null)
            {
#if DEBUG
                DebugConsole.ThrowError($"{character.Name}: AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
#endif
                Abandon = true;
                return;
            }
            Vector2 toLeak = Leak.WorldPosition - character.WorldPosition;
            // TODO: use the collider size/reach?
            if (!character.AnimController.InWater && Math.Abs(toLeak.X) < 100 && toLeak.Y < 0.0f && toLeak.Y > -150)
            {
                HumanAIController.AnimController.Crouching = true;
            }
            float reach      = repairTool.Range + ConvertUnits.ToDisplayUnits(((HumanoidAnimController)character.AnimController).ArmLength);
            bool  canOperate = toLeak.LengthSquared() < reach * reach;
            if (canOperate)
            {
                TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak),
                                   onAbandon: () => Abandon = true,
                                   onCompleted: () =>
                {
                    if (Check())
                    {
                        IsCompleted = true;
                    }
                    else
                    {
                        // Failed to operate. Probably too far.
                        Abandon = true;
                    }
                });
            }
            else
            {
                TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(Leak, character, objectiveManager)
                {
                    AllowGoingOutside  = !Leak.IsRoomToRoom && objectiveManager.IsCurrentOrder <AIObjectiveFixLeaks>() && HumanAIController.HasDivingSuit(character, conditionPercentage: 50),
                    CloseEnough        = reach,
                    DialogueIdentifier = Leak.FlowTargetHull != null ? "dialogcannotreachleak" : null,
                    TargetName         = Leak.FlowTargetHull?.DisplayName
                },
                                   onAbandon: () =>
                {
                    if (Check())
                    {
                        IsCompleted = true;
                    }
                    else if ((Leak.WorldPosition - character.WorldPosition).LengthSquared() > reach * reach * 2)
                    {
                        // Too far
                        Abandon = true;
                    }
                    else
                    {
                        // We are close, try again.
                        RemoveSubObjective(ref gotoObjective);
                    }
                },
                                   onCompleted: () => RemoveSubObjective(ref gotoObjective));
            }
        }
示例#3
0
        protected override void Act(float deltaTime)
        {
            var  currentHull     = character.AnimController.CurrentHull;
            bool needsDivingGear = HumanAIController.NeedsDivingGear(currentHull);
            bool needsDivingSuit = needsDivingGear && (currentHull == null || currentHull.WaterPercentage > 90);
            bool needsEquipment  = false;

            if (needsDivingSuit)
            {
                needsEquipment = !HumanAIController.HasDivingSuit(character);
            }
            else if (needsDivingGear)
            {
                needsEquipment = !HumanAIController.HasDivingMask(character);
            }
            if (needsEquipment)
            {
                TryAddSubObjective(ref divingGearObjective,
                                   () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
                                   onAbandon: () => searchHullTimer = Math.Min(1, searchHullTimer));
            }
            else
            {
                if (divingGearObjective != null && divingGearObjective.IsCompleted())
                {
                    // Reset the devotion.
                    Priority            = 0;
                    divingGearObjective = null;
                }
                if (currenthullSafety < HumanAIController.HULL_SAFETY_THRESHOLD)
                {
                    searchHullTimer = Math.Min(1, searchHullTimer);
                }
                if (searchHullTimer > 0.0f)
                {
                    searchHullTimer -= deltaTime;
                }
                else
                {
                    searchHullTimer  = SearchHullInterval;
                    previousSafeHull = currentSafeHull;
                    currentSafeHull  = FindBestHull();
                    if (currentSafeHull == null)
                    {
                        currentSafeHull = previousSafeHull;
                    }
                    if (currentSafeHull != null && currentSafeHull != currentHull)
                    {
                        if (goToObjective?.Target != currentSafeHull)
                        {
                            goToObjective = null;
                        }
                        TryAddSubObjective(ref goToObjective,
                                           constructor: () => new AIObjectiveGoTo(currentSafeHull, character, objectiveManager, getDivingGearIfNeeded: true)
                        {
                            AllowGoingOutside = HumanAIController.HasDivingSuit(character)
                        },
                                           onAbandon: () => unreachable.Add(goToObjective.Target as Hull));
                    }
                    else
                    {
                        goToObjective = null;
                    }
                }
                if (goToObjective != null)
                {
                    if (goToObjective.IsCompleted())
                    {
                        objectiveManager.GetObjective <AIObjectiveIdle>()?.Wander(deltaTime);
                    }
                    Priority = 0;
                    return;
                }
                if (currentHull == null)
                {
                    return;
                }
                //goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
                // -> attempt to manually steer away from hazards
                Vector2 escapeVel = Vector2.Zero;
                // TODO: optimize
                foreach (FireSource fireSource in HumanAIController.VisibleHulls.SelectMany(h => h.FireSources))
                {
                    Vector2 dir            = character.Position - fireSource.Position;
                    float   distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
                    escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
                }
                foreach (Character enemy in Character.CharacterList)
                {
                    if (enemy.IsDead || enemy.IsUnconscious || enemy.Removed || HumanAIController.IsFriendly(enemy))
                    {
                        continue;
                    }
                    if (HumanAIController.VisibleHulls.Contains(enemy.CurrentHull))
                    {
                        Vector2 dir            = character.Position - enemy.Position;
                        float   distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
                        escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
                    }
                }
                if (escapeVel != Vector2.Zero)
                {
                    float left  = currentHull.Rect.X + 50;
                    float right = currentHull.Rect.Right - 50;
                    //only move if we haven't reached the edge of the room
                    if (escapeVel.X < 0 && character.Position.X > left || escapeVel.X > 0 && character.Position.X < right)
                    {
                        character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
                    }
                    else
                    {
                        character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
                        character.AIController.SteeringManager.Reset();
                    }
                }
                else
                {
                    Priority = 0;
                    objectiveManager.GetObjective <AIObjectiveIdle>()?.Wander(deltaTime);
                }
            }
        }
示例#4
0
        protected override void Act(float deltaTime)
        {
            if (followControlledCharacter)
            {
                if (Character.Controlled == null)
                {
                    abandon = true;
                    return;
                }
                Target = Character.Controlled;
            }
            if (Target == character)
            {
                character.AIController.SteeringManager.Reset();
                abandon = true;
                return;
            }
            waitUntilPathUnreachable -= deltaTime;
            if (!character.IsClimbing)
            {
                character.SelectedConstruction = null;
            }
            if (Target is Entity e)
            {
                if (e.Removed)
                {
                    abandon = true;
                }
                else
                {
                    character.AIController.SelectTarget(e.AiTarget);
                }
            }
            bool isInside        = character.CurrentHull != null;
            bool insideSteering  = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
            var  targetHull      = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull;
            bool targetIsOutside = (Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);

            if (isInside && targetIsOutside && !AllowGoingOutside)
            {
                abandon = true;
            }
            else if (waitUntilPathUnreachable < 0)
            {
                if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable)
                {
                    if (repeat)
                    {
                        SteeringManager.Reset();
                    }
                    else
                    {
                        abandon = true;
                    }
                }
            }
            if (abandon)
            {
#if DEBUG
                DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target.ToString()}", Color.Yellow);
#endif
                if (objectiveManager.CurrentOrder != null)
                {
                    character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
                }
                character.AIController.SteeringManager.Reset();
            }
            else
            {
                Vector2 currTargetSimPos = Vector2.Zero;
                currTargetSimPos = Target.SimPosition;
                // Take the sub position into account in the sim pos
                if (SteeringManager != PathSteering && character.Submarine == null && Target.Submarine != null)
                {
                    currTargetSimPos += Target.Submarine.SimPosition;
                }
                else if (character.Submarine != null && Target.Submarine == null)
                {
                    currTargetSimPos -= character.Submarine.SimPosition;
                }
                else if (character.Submarine != Target.Submarine)
                {
                    if (character.Submarine != null && Target.Submarine != null)
                    {
                        Vector2 diff = character.Submarine.SimPosition - Target.Submarine.SimPosition;
                        currTargetSimPos -= diff;
                    }
                }
                character.AIController.SteeringManager.SteeringSeek(currTargetSimPos);
                if (SteeringManager != PathSteering)
                {
                    SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 1, heading: VectorExtensions.Forward(character.AnimController.Collider.Rotation));
                }
                if (getDivingGearIfNeeded)
                {
                    Character followTarget    = Target as Character;
                    bool      needsDivingGear = HumanAIController.NeedsDivingGear(targetHull) || mimic && HumanAIController.HasDivingMask(followTarget);
                    bool      needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90) || mimic && HumanAIController.HasDivingSuit(followTarget);
                    bool      needsEquipment  = false;
                    if (needsDivingSuit)
                    {
                        needsEquipment = !HumanAIController.HasDivingSuit(character);
                    }
                    else if (needsDivingGear)
                    {
                        needsEquipment = !HumanAIController.HasDivingMask(character);
                    }
                    if (needsEquipment)
                    {
                        TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager));
                    }
                }
            }
        }
示例#5
0
        protected override void Act(float deltaTime)
        {
            var currentHull = character.AnimController.CurrentHull;

            if (HumanAIController.NeedsDivingGear(currentHull) && divingGearObjective == null)
            {
                bool needsDivingSuit = currentHull == null || currentHull.WaterPercentage > 90;
                bool hasEquipment    = needsDivingSuit ? HumanAIController.HasDivingSuit(character) : HumanAIController.HasDivingGear(character);
                if (!hasEquipment)
                {
                    divingGearObjective = new AIObjectiveFindDivingGear(character, needsDivingSuit);
                }
            }
            if (divingGearObjective != null)
            {
                divingGearObjective.TryComplete(deltaTime);
                if (divingGearObjective.IsCompleted())
                {
                    divingGearObjective = null;
                    Priority            = 0;
                }
                else if (divingGearObjective.CanBeCompleted)
                {
                    // If diving gear objective is active and can be completed, wait for it to complete.
                    return;
                }
                else
                {
                    divingGearObjective = null;
                    // Reset the timer so that we get a safe hull target.
                    searchHullTimer = 0;
                }
            }

            if (unreachableClearTimer > 0)
            {
                unreachableClearTimer -= deltaTime;
            }
            else
            {
                unreachableClearTimer = clearUnreachableInterval;
                unreachable.Clear();
            }

            if (searchHullTimer > 0.0f)
            {
                searchHullTimer -= deltaTime;
            }
            else if (currenthullSafety < HumanAIController.HULL_SAFETY_THRESHOLD)
            {
                var bestHull = FindBestHull();
                if (bestHull != null && bestHull != currentHull)
                {
                    if (goToObjective != null)
                    {
                        if (goToObjective.Target != bestHull)
                        {
                            // If we need diving gear, we should already have it, if possible.
                            goToObjective = new AIObjectiveGoTo(bestHull, character, getDivingGearIfNeeded: false)
                            {
                                AllowGoingOutside = HumanAIController.HasDivingSuit(character)
                            };
                        }
                    }
                    else
                    {
                        goToObjective = new AIObjectiveGoTo(bestHull, character, getDivingGearIfNeeded: false)
                        {
                            AllowGoingOutside = HumanAIController.HasDivingSuit(character)
                        };
                    }
                }
                searchHullTimer = SearchHullInterval;
            }

            if (goToObjective != null)
            {
                goToObjective.TryComplete(deltaTime);
                if (!goToObjective.CanBeCompleted)
                {
                    if (!unreachable.Contains(goToObjective.Target))
                    {
                        unreachable.Add(goToObjective.Target as Hull);
                    }
                    goToObjective = null;
                    HumanAIController.ObjectiveManager.GetObjective <AIObjectiveIdle>().Wander(deltaTime);
                    //SteeringManager.SteeringWander();
                }
            }
            else if (currentHull != null)
            {
                //goto objective doesn't exist (a safe hull not found, or a path to a safe hull not found)
                // -> attempt to manually steer away from hazards
                Vector2 escapeVel = Vector2.Zero;
                foreach (FireSource fireSource in currentHull.FireSources)
                {
                    Vector2 dir            = character.Position - fireSource.Position;
                    float   distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(fireSource.Position, character.Position), 0.1f, 10.0f);
                    escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
                }

                foreach (Character enemy in Character.CharacterList)
                {
                    //don't run from friendly NPCs
                    if (enemy.TeamID == Character.TeamType.FriendlyNPC)
                    {
                        continue;
                    }
                    //friendly NPCs don't run away from anything but characters controlled by EnemyAIController (= monsters)
                    if (character.TeamID == Character.TeamType.FriendlyNPC && !(enemy.AIController is EnemyAIController))
                    {
                        continue;
                    }

                    if (enemy.CurrentHull == currentHull && !enemy.IsDead && !enemy.IsUnconscious &&
                        (enemy.AIController is EnemyAIController || enemy.TeamID != character.TeamID))
                    {
                        Vector2 dir            = character.Position - enemy.Position;
                        float   distMultiplier = MathHelper.Clamp(100.0f / Vector2.Distance(enemy.Position, character.Position), 0.1f, 10.0f);
                        escapeVel += new Vector2(Math.Sign(dir.X) * distMultiplier, !character.IsClimbing ? 0 : Math.Sign(dir.Y) * distMultiplier);
                    }
                }

                if (escapeVel != Vector2.Zero)
                {
                    //only move if we haven't reached the edge of the room
                    if ((escapeVel.X < 0 && character.Position.X > currentHull.Rect.X + 50) ||
                        (escapeVel.X > 0 && character.Position.X < currentHull.Rect.Right - 50))
                    {
                        character.AIController.SteeringManager.SteeringManual(deltaTime, escapeVel);
                    }
                    else
                    {
                        character.AnimController.TargetDir = escapeVel.X < 0.0f ? Direction.Right : Direction.Left;
                        character.AIController.SteeringManager.Reset();
                    }
                }
                else
                {
                    character.AIController.SteeringManager.Reset();
                }
            }
        }
        private float?GetNodePenalty(PathNode node, PathNode nextNode)
        {
            if (character == null)
            {
                return(0.0f);
            }
            if (nextNode.Waypoint.isObstructed)
            {
                return(null);
            }
            float penalty = 0.0f;

            if (nextNode.Waypoint.ConnectedGap != null && nextNode.Waypoint.ConnectedGap.Open < 0.9f)
            {
                var door = nextNode.Waypoint.ConnectedDoor;
                if (door == null)
                {
                    penalty = 100.0f;
                }
                else
                {
                    if (!CanAccessDoor(door, button =>
                    {
                        // Ignore buttons that are on the wrong side of the door
                        if (door.IsHorizontal)
                        {
                            if (Math.Sign(button.Item.WorldPosition.Y - door.Item.WorldPosition.Y) != Math.Sign(character.WorldPosition.Y - door.Item.WorldPosition.Y))
                            {
                                return(false);
                            }
                        }
                        else
                        {
                            if (Math.Sign(button.Item.WorldPosition.X - door.Item.WorldPosition.X) != Math.Sign(character.WorldPosition.X - door.Item.WorldPosition.X))
                            {
                                return(false);
                            }
                        }
                        return(true);
                    }))
                    {
                        return(null);
                    }
                }
            }

            bool nextNodeAboveWaterLevel = nextNode.Waypoint.CurrentHull != null && nextNode.Waypoint.CurrentHull.Surface < nextNode.Waypoint.Position.Y;

            //non-humanoids can't climb up ladders
            if (!(character.AnimController is HumanoidAnimController))
            {
                if (node.Waypoint.Ladders != null && nextNode.Waypoint.Ladders != null && (!nextNode.Waypoint.Ladders.Item.IsInteractable(character) || character.LockHands) ||
                    (nextNode.Position.Y - node.Position.Y > 1.0f && //more than one sim unit to climb up
                     nextNodeAboveWaterLevel))                       //upper node not underwater
                {
                    return(null);
                }
            }

            if (node.Waypoint.CurrentHull != null)
            {
                var hull = node.Waypoint.CurrentHull;
                if (hull.FireSources.Count > 0)
                {
                    foreach (FireSource fs in hull.FireSources)
                    {
                        penalty += fs.Size.X * 10.0f;
                    }
                }
                if (character.NeedsAir)
                {
                    if (hull.WaterVolume / hull.Rect.Width > 100.0f)
                    {
                        if (!HumanAIController.HasDivingSuit(character))
                        {
                            penalty += 500.0f;
                        }
                    }
                    if (character.PressureProtection < 10.0f && hull.WaterVolume > hull.Volume)
                    {
                        penalty += 1000.0f;
                    }
                }

                float yDist = Math.Abs(node.Position.Y - nextNode.Position.Y);
                if (nextNodeAboveWaterLevel && node.Waypoint.Ladders == null && nextNode.Waypoint.Ladders == null && node.Waypoint.Stairs == null && nextNode.Waypoint.Stairs == null)
                {
                    penalty += yDist * 10.0f;
                }
            }

            return(penalty);
        }
示例#7
0
        protected override void Act(float deltaTime)
        {
            if (followControlledCharacter)
            {
                if (Character.Controlled == null)
                {
                    Abandon = true;
                    return;
                }
                Target = Character.Controlled;
            }
            if (Target == character)
            {
                // Wait
                character.AIController.SteeringManager.Reset();
                return;
            }
            waitUntilPathUnreachable -= deltaTime;
            if (!character.IsClimbing)
            {
                character.SelectedConstruction = null;
            }
            if (Target is Entity e)
            {
                if (e.Removed)
                {
                    Abandon = true;
                }
                else
                {
                    character.AIController.SelectTarget(e.AiTarget);
                }
            }
            var targetHull = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull;

            if (!followControlledCharacter)
            {
                // Abandon if going through unsafe paths. Note ignores unsafe nodes when following an order or when the objective is set to ignore unsafe hulls.
                bool containsUnsafeNodes = HumanAIController.CurrentOrder == null && !HumanAIController.ObjectiveManager.CurrentObjective.IgnoreUnsafeHulls &&
                                           PathSteering != null && PathSteering.CurrentPath != null &&
                                           PathSteering.CurrentPath.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull));
                if (containsUnsafeNodes || HumanAIController.UnreachableHulls.Contains(targetHull))
                {
                    Abandon = true;
                    SteeringManager.Reset();
                    return;
                }
            }
            bool insideSteering  = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
            bool isInside        = character.CurrentHull != null;
            bool targetIsOutside = (Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);

            if (isInside && targetIsOutside && !AllowGoingOutside)
            {
                Abandon = true;
            }
            else if (waitUntilPathUnreachable < 0)
            {
                if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable && !PathSteering.IsPathDirty)
                {
                    if (repeat)
                    {
                        SteeringManager.Reset();
                    }
                    else
                    {
                        Abandon = true;
                    }
                }
            }
            if (Abandon)
            {
#if DEBUG
                DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target.ToString()}", Color.Yellow);
#endif
                if (objectiveManager.CurrentOrder != null && objectiveManager.CurrentOrder.ReportFailures)
                {
                    character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
                }
                SteeringManager.Reset();
            }
            else
            {
                if (getDivingGearIfNeeded && !character.LockHands)
                {
                    Character followTarget    = Target as Character;
                    bool      needsDivingSuit = targetIsOutside;
                    bool      needsDivingGear = needsDivingSuit || HumanAIController.NeedsDivingGear(character, targetHull, out needsDivingSuit);
                    if (!needsDivingGear && mimic)
                    {
                        if (HumanAIController.HasDivingSuit(followTarget))
                        {
                            needsDivingGear = true;
                            needsDivingSuit = true;
                        }
                        else if (HumanAIController.HasDivingMask(followTarget))
                        {
                            needsDivingGear = true;
                        }
                    }
                    bool needsEquipment = false;
                    if (needsDivingSuit)
                    {
                        needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
                    }
                    else if (needsDivingGear)
                    {
                        needsEquipment = !HumanAIController.HasDivingGear(character, AIObjectiveFindDivingGear.lowOxygenThreshold);
                    }
                    if (needsEquipment)
                    {
                        TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
                                           onAbandon: () => Abandon = true,
                                           onCompleted: () => RemoveSubObjective(ref findDivingGear));
                        return;
                    }
                }
                if (repeat && IsCloseEnough)
                {
                    OnCompleted();
                    return;
                }
                if (SteeringManager == PathSteering)
                {
                    Func <PathNode, bool> nodeFilter = null;
                    if (isInside && !AllowGoingOutside)
                    {
                        nodeFilter = node => node.Waypoint.CurrentHull != null;
                    }
                    PathSteering.SteeringSeek(character.GetRelativeSimPosition(Target), 1, startNodeFilter, endNodeFilter, nodeFilter);
                }
                else
                {
                    SteeringManager.SteeringSeek(character.GetRelativeSimPosition(Target), 10);
                }
                if (!insideSteering)
                {
                    SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 1);
                }
            }
        }