diff --git a/Barotrauma/Content/Characters/Tigerthresher/tigerthresher.xml b/Barotrauma/Content/Characters/Tigerthresher/tigerthresher.xml
index 6c3d35f6e..47ef44ec6 100644
--- a/Barotrauma/Content/Characters/Tigerthresher/tigerthresher.xml
+++ b/Barotrauma/Content/Characters/Tigerthresher/tigerthresher.xml
@@ -25,7 +25,7 @@
-
+
diff --git a/Barotrauma/Source/Characters/AI/EnemyAIController.cs b/Barotrauma/Source/Characters/AI/EnemyAIController.cs
index e546032f7..baea625ad 100644
--- a/Barotrauma/Source/Characters/AI/EnemyAIController.cs
+++ b/Barotrauma/Source/Characters/AI/EnemyAIController.cs
@@ -362,9 +362,18 @@ namespace Barotrauma
if (steeringManager is IndoorsSteeringManager)
{
var indoorsSteering = (IndoorsSteeringManager)steeringManager;
- if (indoorsSteering.CurrentPath != null && (indoorsSteering.CurrentPath.Finished || indoorsSteering.CurrentPath.Unreachable))
+ if (indoorsSteering.CurrentPath != null)
{
- steeringManager.SteeringManual(deltaTime, attackSimPosition - attackLimb.SimPosition);
+ if (indoorsSteering.CurrentPath.Unreachable)
+ {
+ //wander around randomly and decrease the priority faster if no path is found
+ if (selectedTargetMemory != null) selectedTargetMemory.Priority -= deltaTime * 10.0f;
+ steeringManager.SteeringWander();
+ }
+ else if (indoorsSteering.CurrentPath.Finished)
+ {
+ steeringManager.SteeringManual(deltaTime, attackSimPosition - attackLimb.SimPosition);
+ }
}
}
@@ -525,6 +534,8 @@ namespace Barotrauma
//pull the target character to the position of the mouth
//(+ make the force fluctuate to waggle the character a bit)
targetCharacter.AnimController.MainLimb.MoveToPos(mouthPos, (float)(Math.Sin(eatTimer) + 10.0f));
+ targetCharacter.AnimController.MainLimb.body.SmoothRotate(mouthLimb.Rotation);
+ targetCharacter.AnimController.Collider.MoveToPos(mouthPos, (float)(Math.Sin(eatTimer) + 10.0f));
//pull the character's mouth to the target character (again with a fluctuating force)
float pullStrength = (float)(Math.Sin(eatTimer) * Math.Max(Math.Sin(eatTimer * 0.5f), 0.0f));
@@ -632,8 +643,8 @@ namespace Barotrauma
IDamageable targetDamageable = target.Entity as IDamageable;
if (targetDamageable != null && targetDamageable.Health <= 0.0f) continue;
- //skip the target if it's the room the Character is inside of
- if (character.AnimController.CurrentHull != null && character.AnimController.CurrentHull == target.Entity as Hull) continue;
+ //skip the target if it's a room and the character is already inside a sub
+ if (character.AnimController.CurrentHull != null && target.Entity is Hull) continue;
valueModifier = attackRooms;
}
@@ -701,7 +712,6 @@ namespace Barotrauma
//have a corresponding AItarget or whose priority is 0.0f
private void UpdateTargetMemories()
{
-
List toBeRemoved = new List();
foreach(KeyValuePair memory in targetMemories)
{
@@ -724,7 +734,7 @@ namespace Barotrauma
Vector2 pos = Character.WorldPosition;
pos.Y = -pos.Y;
- if (selectedAiTarget!=null)
+ if (selectedAiTarget!=null && selectedAiTarget.Entity != null)
{
GUI.DrawLine(spriteBatch, pos, new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
@@ -734,10 +744,7 @@ namespace Barotrauma
}
GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY*20.0f, Color.Red);
- }
- if (selectedAiTarget != null)
- {
GUI.DrawLine(spriteBatch,
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
diff --git a/Barotrauma/Source/Characters/Animation/FishAnimController.cs b/Barotrauma/Source/Characters/Animation/FishAnimController.cs
index 1d352de69..7fa3c6752 100644
--- a/Barotrauma/Source/Characters/Animation/FishAnimController.cs
+++ b/Barotrauma/Source/Characters/Animation/FishAnimController.cs
@@ -213,14 +213,6 @@ namespace Barotrauma
Vector2 pullPos = Limbs[i].pullJoint == null ? Limbs[i].SimPosition : Limbs[i].pullJoint.WorldAnchorA;
Limbs[i].body.ApplyForce(movement * Limbs[i].SteerForce * Limbs[i].Mass, pullPos);
-
- /*if (Limbs[i] == MainLimb) continue;
-
- float dist = (MainLimb.SimPosition - Limbs[i].SimPosition).Length();
-
- Vector2 limbPos = MainLimb.SimPosition - Vector2.Normalize(movement) * dist;
-
- Limbs[i].body.ApplyForce(((limbPos - Limbs[i].SimPosition) * 3.0f - Limbs[i].LinearVelocity * 3.0f) * Limbs[i].Mass);*/
}
Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement, 0.5f);
@@ -231,7 +223,6 @@ namespace Barotrauma
void UpdateWalkAnim(float deltaTime)
{
movement = MathUtils.SmoothStep(movement, TargetMovement * walkSpeed, 0.2f);
- if (movement == Vector2.Zero) return;
float mainLimbHeight, mainLimbAngle;
if (MainLimb.type == LimbType.Torso)