Unstable 0.1300.0.3

This commit is contained in:
Markus Isberg
2021-03-25 15:40:24 +02:00
parent 874616027b
commit 58c50a235d
136 changed files with 2486 additions and 1008 deletions
@@ -457,7 +457,7 @@ namespace Barotrauma
priority /= 2;
}
}
if (Enemy.Stun > 1)
if (Enemy.IsKnockedDown)
{
// Enemy is stunned, reduce the priority of stunner weapons.
Attack attack = GetAttackDefinition(weapon);
@@ -730,11 +730,12 @@ namespace Barotrauma
{
IgnoreIfTargetDead = true,
DialogueIdentifier = "dialogcannotreachtarget",
TargetName = Enemy.DisplayName
TargetName = Enemy.DisplayName,
AlwaysUseEuclideanDistance = false
},
onAbandon: () => Abandon = true);
if (followTargetObjective == null) { return; }
if (Mode == CombatMode.Arrest && Enemy.Stun > 2)
if (Mode == CombatMode.Arrest && (Enemy.Stun > 1 || Enemy.IsKnockedDown))
{
if (HumanAIController.HasItem(character, "handlocker", out _))
{
@@ -742,8 +743,8 @@ namespace Barotrauma
{
arrestingRegistered = true;
followTargetObjective.Completed += OnArrestTargetReached;
followTargetObjective.CloseEnough = 100;
}
followTargetObjective.CloseEnough = 100;
}
else
{
@@ -759,7 +760,7 @@ namespace Barotrauma
SteeringManager.Reset();
}
}
if (followTargetObjective != null)
if (!arrestingRegistered && followTargetObjective != null)
{
followTargetObjective.CloseEnough =
WeaponComponent is RangedWeapon ? 1000 :
@@ -782,7 +783,7 @@ namespace Barotrauma
private void OnArrestTargetReached()
{
if (HumanAIController.HasItem(character, "handlocker", out IEnumerable<Item> matchingItems) && Enemy.Stun > 0 && character.CanInteractWith(Enemy))
if (HumanAIController.HasItem(character, "handlocker", out IEnumerable<Item> matchingItems) && !Enemy.IsUnconscious && Enemy.IsKnockedDown && character.CanInteractWith(Enemy))
{
var handCuffs = matchingItems.First();
if (!HumanAIController.TakeItem(handCuffs, Enemy.Inventory, equip: true))
@@ -802,8 +803,8 @@ namespace Barotrauma
}
}
character.Speak(TextManager.Get("DialogTargetArrested"), null, 3.0f, "targetarrested", 30.0f);
IsCompleted = true;
}
IsCompleted = true;
}
/// <summary>
@@ -937,7 +938,14 @@ namespace Barotrauma
return;
}
if (reloadTimer > 0) { return; }
if (Mode == CombatMode.Arrest && isLethalWeapon && Enemy.Stun > 1) { return; }
if (Mode == CombatMode.Arrest)
{
// If the target is arrested or if it's stunned and we can't lock the target up, consider the objective done.
if (Enemy.IsKnockedDown && !HumanAIController.HasItem(character, "handlocker", out _, requireEquipped: false) || HumanAIController.HasItem(Enemy, "handlocker", out _, requireEquipped: true))
{
IsCompleted = true;
}
}
if (holdFireCondition != null && holdFireCondition()) { return; }
float sqrDist = Vector2.DistanceSquared(character.Position, Enemy.Position);
if (WeaponComponent is MeleeWeapon meleeWeapon)
@@ -1017,6 +1025,8 @@ namespace Barotrauma
private void UseWeapon(float deltaTime)
{
// Never allow to attack characters with deadly weapons while trying to arrest.
if (Mode == CombatMode.Arrest && isLethalWeapon) { return; }
float reloadTime = 0;
if (WeaponComponent is RangedWeapon rangedWeapon)
{
@@ -1038,10 +1048,16 @@ namespace Barotrauma
reloadTimer = Math.Max(reloadTime, reloadTime * Rand.Range(1f, 1.25f) / AimSpeed);
}
private bool ShouldUnequipWeapon =>
Weapon != null &&
character.Submarine != null &&
character.Submarine.TeamID == character.TeamID &&
Character.CharacterList.None(c => c.Submarine == character.Submarine && HumanAIController.IsActive(c) && !HumanAIController.IsFriendly(character, c) && HumanAIController.VisibleHulls.Contains(c.CurrentHull));
protected override void OnCompleted()
{
base.OnCompleted();
if (Weapon != null)
if (ShouldUnequipWeapon)
{
Unequip();
}
@@ -1051,7 +1067,7 @@ namespace Barotrauma
protected override void OnAbandon()
{
base.OnAbandon();
if (Weapon != null)
if (ShouldUnequipWeapon)
{
Unequip();
}