Unstable v0.15.17.0 (Hex is out of town edition)

This commit is contained in:
Juan Pablo Arce
2021-12-03 13:31:10 -03:00
parent cd5c8f3e13
commit 617d9ede88
245 changed files with 8088 additions and 5842 deletions
@@ -111,7 +111,7 @@ namespace Barotrauma
public CombatMode Mode { get; private set; }
private bool IsOffensiveOrArrest => initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest;
private bool TargetEliminated => IsEnemyDisabled || (Enemy.IsUnconscious && Enemy.Params.Health.ConstantHealthRegeneration <= 0.0f);
private bool TargetEliminated => IsEnemyDisabled || Enemy.IsUnconscious && Enemy.Params.Health.ConstantHealthRegeneration <= 0.0f || Enemy.IsHuman && Enemy.HasEquippedItem("handlocker") && !character.IsInstigator;
private bool IsEnemyDisabled => Enemy == null || Enemy.Removed || Enemy.IsDead;
private float AimSpeed => HumanAIController.AimSpeed;
@@ -158,7 +158,7 @@ namespace Barotrauma
return Priority;
}
}
float damageFactor = MathUtils.InverseLerp(0.0f, 5.0f, HumanAIController.GetDamageDoneByAttacker(Enemy) / 100.0f);
float damageFactor = MathUtils.InverseLerp(0.0f, 5.0f, character.GetDamageDoneByAttacker(Enemy) / 100.0f);
Priority = TargetEliminated ? 0 : Math.Min((95 + damageFactor) * PriorityModifier, 100);
return Priority;
}
@@ -177,11 +177,12 @@ namespace Barotrauma
ignoredWeapons.Clear();
ignoreWeaponTimer = ignoredWeaponsClearTime;
}
if (findSafety != null)
bool isCurrentObjective = objectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
if (findSafety != null && isCurrentObjective)
{
findSafety.Priority = 0;
}
if (!AllowCoolDown && !character.IsOnPlayerTeam && !objectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>())
if (!AllowCoolDown && !character.IsOnPlayerTeam && !isCurrentObjective)
{
distanceTimer -= deltaTime;
if (distanceTimer < 0)
@@ -204,13 +205,18 @@ namespace Barotrauma
protected override void Act(float deltaTime)
{
if (IsEnemyDisabled)
{
IsCompleted = true;
return;
}
if (AllowCoolDown)
{
coolDownTimer -= deltaTime;
}
if (seekAmmunitionObjective == null && seekWeaponObjective == null)
{
if (Mode != CombatMode.Retreat && TryArm() && !IsEnemyDisabled)
if (Mode != CombatMode.Retreat && TryArm())
{
OperateWeapon(deltaTime);
}
@@ -283,10 +289,12 @@ namespace Barotrauma
}
else
{
AskHelp();
Retreat(deltaTime);
}
break;
case CombatMode.Retreat:
AskHelp();
Retreat(deltaTime);
break;
default:
@@ -363,6 +371,7 @@ namespace Barotrauma
{
if (WeaponComponent == null)
{
SpeakNoWeapons();
Mode = CombatMode.Retreat;
}
}
@@ -409,6 +418,7 @@ namespace Barotrauma
onCompleted: () => RemoveSubObjective(ref seekWeaponObjective),
onAbandon: () =>
{
SpeakNoWeapons();
RemoveSubObjective(ref seekWeaponObjective);
Mode = CombatMode.Retreat;
});
@@ -680,6 +690,7 @@ namespace Barotrauma
}
else
{
SpeakNoWeapons();
Weapon = null;
Mode = CombatMode.Retreat;
return false;
@@ -892,7 +903,7 @@ namespace Barotrauma
TryAddSubObjective(ref seekAmmunitionObjective,
constructor: () => new AIObjectiveContainItem(character, ammunitionIdentifiers, Weapon.GetComponent<ItemContainer>(), objectiveManager)
{
targetItemCount = Weapon.GetComponent<ItemContainer>().Capacity,
ItemCount = Weapon.GetComponent<ItemContainer>().Capacity,
checkInventory = false
},
onCompleted: () => RemoveSubObjective(ref seekAmmunitionObjective),
@@ -1099,7 +1110,7 @@ namespace Barotrauma
if (WeaponComponent is RangedWeapon rangedWeapon)
{
// If the weapon is just equipped, we can't shoot just yet.
if (rangedWeapon.ReloadTimer <= 0)
if (rangedWeapon.ReloadTimer <= 0 && !rangedWeapon.HoldTrigger)
{
reloadTime = rangedWeapon.Reload;
}
@@ -1155,6 +1166,21 @@ namespace Barotrauma
retreatTarget = null;
}
private void SpeakNoWeapons() => Speak("dialogcombatnoweapons", delay: 0, minDuration: 30);
private void AskHelp() => Speak("dialogcombatretreating", delay: Rand.Range(0, 1), minDuration: 20);
private void Speak(string textIdentifier, float delay, float minDuration)
{
if (character.IsOnPlayerTeam && !character.IsInFriendlySub)
{
string msg = TextManager.Get(textIdentifier, true);
if (msg != null)
{
character.Speak(msg, identifier: textIdentifier, delay: delay, minDurationBetweenSimilar: minDuration);
}
}
}
//private float CalculateEnemyStrength()
//{
// float enemyStrength = 0;