(b619092ec) Continue working on the Charybdis. Refactor enemy ai attack limb selection logic. Implement FallBackUntilCanAttack behaviour.

This commit is contained in:
Joonas Rikkonen
2019-03-29 17:26:12 +02:00
parent a64096b5aa
commit 4eba8faccf
2 changed files with 79 additions and 15 deletions
@@ -28,6 +28,7 @@ namespace Barotrauma
public enum AIBehaviorAfterAttack
{
FallBack,
FallBackUntilCanAttack,
PursueIfCanAttack,
Pursue
}
@@ -188,7 +189,7 @@ namespace Barotrauma
public readonly List<Affliction> Afflictions = new List<Affliction>();
/// <summary>
/// Only affects ai decision making.
/// Only affects ai decision making. All the conditionals has to be met in order to select the attack. TODO: allow to define conditionals using any (implemented in StatusEffect -> move from there to PropertyConditional?)
/// </summary>
public List<PropertyConditional> Conditionals { get; private set; } = new List<PropertyConditional>();