(b522c4551) Don't assign the attackinglimb if we shouldn't be attacking. Fixes Hammerhead not falling back after hitting the sub.

This commit is contained in:
Joonas Rikkonen
2019-04-01 22:50:39 +03:00
parent e9a3577316
commit 5d6cbb5898
10 changed files with 126 additions and 109 deletions
@@ -705,16 +705,15 @@ namespace Barotrauma
default:
UpdateFallBack(attackWorldPos, deltaTime);
return;
}
}
if (AttackingLimb == null || _previousAiTarget != SelectedAiTarget)
{
AttackingLimb = GetAttackLimb(attackWorldPos);
}
if (canAttack)
{
if (AttackingLimb == null || _previousAiTarget != SelectedAiTarget)
{
AttackingLimb = GetAttackLimb(attackWorldPos);
}
canAttack = AttackingLimb != null && AttackingLimb.attack.CoolDownTimer <= 0;
}
float distance = 0;
@@ -1233,11 +1232,52 @@ namespace Barotrauma
valueModifier = isOutdoor ? 1 : 0;
valueModifier *= isOpen ? 5 : 1;
}
}
else
{
// Ignore disabled walls
bool isDisabled = true;
for (int i = 0; i < s.Sections.Length; i++)
{
valueModifier = isOutdoor ? 0 : 1;
valueModifier *= isOpen ? 0 : 1;
}
if (isDisabled)
{
valueModifier = 0;
}
}
}
else
{
targetingTag = "room";
}
if (door != null)
{
// If there's not a more specific tag for the door
if (string.IsNullOrEmpty(targetingTag) || targetingTag == "room")
{
targetingTag = "door";
}
bool isOutdoor = door.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom;
bool isOpen = door.IsOpen || door.Item.Condition <= 0.0f;
//increase priority if the character is outside and an aggressive boarder, and the door is from outside to inside
if (aggressiveBoarding)
{
if (character.CurrentHull == null)
{
valueModifier = isOutdoor ? 1 : 0;
valueModifier *= isOpen ? 5 : 1;
}
for (int i = 0; i < s.Sections.Length; i++)
{
valueModifier = isOutdoor ? 0 : 1;
valueModifier *= isOpen ? 0 : 1;
}
}
else if (isOpen) //ignore broken and open doors
{
continue;
}
else if (isOpen) //ignore broken and open doors
{
@@ -14,17 +14,17 @@ namespace Barotrauma
public readonly AnimController.Animation Animation;
public CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, float time, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
: this(pos, rotation, velocity, angularVelocity, 0, time, dir, selectedCharacter, selectedItem, animation)
public CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
: this(pos, rotation, velocity, angularVelocity, 0, time, dir, interact, animation)
{
}
public CharacterStateInfo(Vector2 pos, float? rotation, UInt16 ID, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
: this(pos, rotation, Vector2.Zero, 0.0f, ID, 0.0f, dir, selectedCharacter, selectedItem, animation)
public CharacterStateInfo(Vector2 pos, float? rotation, UInt16 ID, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
: this(pos, rotation, Vector2.Zero, 0.0f, ID, 0.0f, dir, interact, animation)
{
}
protected CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, UInt16 ID, float time, Direction dir, Character selectedCharacter, Item selectedItem, AnimController.Animation animation = AnimController.Animation.None)
protected CharacterStateInfo(Vector2 pos, float? rotation, Vector2 velocity, float? angularVelocity, UInt16 ID, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
: base(pos, rotation, velocity, angularVelocity, ID, time)
{
Direction = dir;