(18bb55660) Add unreachable targets on the unreachables list. Reset the list when a new combat objective begins. Don't immediately find a new hull target if the current hull is unsafe. Instead wait a sec at max. Fixes #1417.

This commit is contained in:
Joonas Rikkonen
2019-04-15 12:01:48 +03:00
parent cc0e217e82
commit 29f902f0bb
2 changed files with 17 additions and 11 deletions
@@ -44,6 +44,7 @@ namespace Barotrauma
private AIObjectiveContainItem reloadWeaponObjective;
private Hull retreatTarget;
private AIObjectiveGoTo retreatObjective;
private AIObjectiveFindSafety findSafety;
private float coolDownTimer;
@@ -60,7 +61,9 @@ namespace Barotrauma
{
Enemy = enemy;
coolDownTimer = CoolDown;
HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 0;
findSafety = HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>();
findSafety.Priority = 0;
findSafety.unreachable.Clear();
Mode = mode;
if (Enemy == null)
{
@@ -175,7 +178,7 @@ namespace Barotrauma
{
if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
{
retreatTarget = HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(new List<Hull>() { character.CurrentHull });
retreatTarget = findSafety.FindBestHull(new List<Hull>() { character.CurrentHull });
}
if (retreatTarget != null)
{
@@ -277,7 +280,6 @@ namespace Barotrauma
{
abandon = true;
SteeringManager.Reset();
//HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
}
public override bool IsCompleted()