(3241b8fe7) Adjust the priorities. The orders should now always have higher priority than other objectives (except find safety and combat).
This commit is contained in:
@@ -1080,6 +1080,8 @@ namespace Barotrauma
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
|
||||
|
||||
//goes through all the AItargets, evaluates how preferable it is to attack the target,
|
||||
//whether the Character can see/hear the target and chooses the most preferable target within
|
||||
//sight/hearing range
|
||||
|
||||
+1
-1
@@ -26,7 +26,7 @@ namespace Barotrauma
|
||||
}
|
||||
float basePriority = MathHelper.Clamp(Priority, 0, 10);
|
||||
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
|
||||
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
|
||||
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
|
||||
return MathHelper.Clamp(basePriority + fireCount * 20, 0, max);
|
||||
}
|
||||
|
||||
|
||||
+1
-1
@@ -277,7 +277,7 @@ namespace Barotrauma
|
||||
Priority = MathHelper.Clamp(Priority, 0, 100);
|
||||
if (divingGearObjective != null && !divingGearObjective.IsCompleted() && divingGearObjective.CanBeCompleted)
|
||||
{
|
||||
Priority = Math.Max(Priority, AIObjectiveManager.OrderPriority + 10);
|
||||
Priority = Math.Max(Priority, Math.Min(AIObjectiveManager.OrderPriority + 10, 100));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -41,7 +41,7 @@ namespace Barotrauma
|
||||
if (leak.Open == 0.0f) { return 0.0f; }
|
||||
float priority = AIObjectiveFixLeaks.GetLeakSeverity(leak);
|
||||
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
|
||||
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
|
||||
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
|
||||
return MathHelper.Clamp(Priority + priority, 0, max);
|
||||
}
|
||||
|
||||
|
||||
@@ -97,7 +97,7 @@ namespace Barotrauma
|
||||
// If the avg is less than 1% of the max value, let's just treat it as zero.
|
||||
if (avg < 1) { return 0; }
|
||||
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
|
||||
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
|
||||
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
|
||||
float value = MathHelper.Min((Priority + avg) / 100 * PriorityModifier, 1);
|
||||
return MathHelper.Lerp(0, max, value);
|
||||
}
|
||||
|
||||
+1
-1
@@ -51,7 +51,7 @@ namespace Barotrauma
|
||||
}
|
||||
float value = (Priority + (AIObjectiveManager.OrderPriority / 2)) * PriorityModifier;
|
||||
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
|
||||
float max = MathHelper.Min(AIObjectiveManager.OrderPriority * maxMultiplier, 90);
|
||||
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
|
||||
return MathHelper.Clamp(value, 0, max);
|
||||
}
|
||||
|
||||
|
||||
+1
-1
@@ -38,7 +38,7 @@ namespace Barotrauma
|
||||
float isSelected = character.SelectedConstruction == Item ? 50 : 0;
|
||||
float baseLevel = Math.Max(Priority + isSelected, 1);
|
||||
float maxMultiplier = MathHelper.Min(PriorityModifier, 1);
|
||||
float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90);
|
||||
float max = MathHelper.Min((AIObjectiveManager.OrderPriority - 1) * maxMultiplier, 90);
|
||||
return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, max);
|
||||
}
|
||||
|
||||
|
||||
@@ -2658,6 +2658,10 @@ namespace Barotrauma
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
#if CLIENT
|
||||
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user