v1.5.7.0 (Summer Update)

This commit is contained in:
Regalis11
2024-06-18 16:49:51 +03:00
parent 4a63dacbce
commit 230d1b6e78
263 changed files with 7792 additions and 2845 deletions
@@ -1,6 +1,6 @@
using System.Collections.Generic;
using Barotrauma.Extensions;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
@@ -9,19 +9,17 @@ namespace Barotrauma
public override Identifier Identifier { get; set; } = "fight intruders".ToIdentifier();
protected override float IgnoreListClearInterval => 30;
public override bool IgnoreUnsafeHulls => true;
protected override float TargetUpdateTimeMultiplier => 0.2f;
public bool TargetCharactersInOtherSubs { get; init; }
public AIObjectiveFightIntruders(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
public AIObjectiveFightIntruders(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier) { }
protected override bool Filter(Character target) => IsValidTarget(target, character, TargetCharactersInOtherSubs);
protected override bool IsValidTarget(Character target) => IsValidTarget(target, character, TargetCharactersInOtherSubs);
protected override IEnumerable<Character> GetList() => Character.CharacterList;
protected override float TargetEvaluation()
protected override float GetTargetPriority()
{
if (Targets.None()) { return 0; }
if (!character.IsOnPlayerTeam && !character.IsOriginallyOnPlayerTeam) { return 100; }
@@ -68,14 +66,14 @@ namespace Barotrauma
if (HumanAIController.IsFriendly(character, target)) { return false; }
if (!character.Submarine.IsConnectedTo(target.Submarine)) { return false; }
if (!targetCharactersInOtherSubs)
{
{
if (character.Submarine.TeamID != target.Submarine.TeamID && character.OriginalTeamID != target.Submarine.TeamID)
{
return false;
}
}
if (target.HasAbilityFlag(AbilityFlags.IgnoredByEnemyAI)) { return false; }
if (target.IsArrested) { return false; }
if (target.IsHandcuffed && target.IsKnockedDown) { return false; }
if (EnemyAIController.IsLatchedToSomeoneElse(target, character)) { return false; }
return true;
}