Merge branch 'master' into new-netcode
Conflicts: Subsurface/Source/Characters/AI/EnemyAIController.cs Subsurface/Source/DebugConsole.cs Subsurface/Source/Items/Components/Machines/Radar.cs Subsurface/Source/Items/Item.cs
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@@ -13,7 +13,7 @@ namespace Barotrauma
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class EnemyAIController : AIController
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{
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private const float UpdateTargetsInterval = 5.0f;
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private const float UpdateTargetsInterval = 0.5f;
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private const float RaycastInterval = 1.0f;
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@@ -32,7 +32,6 @@ namespace Barotrauma
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private float raycastTimer;
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private Vector2 prevPosition;
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private float distanceAccumulator;
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//a timer for attacks such as biting that last for a specific amount of time
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//the duration is determined by the attackDuration of the attacking limb
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@@ -106,8 +105,6 @@ namespace Barotrauma
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public override void Update(float deltaTime)
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{
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UpdateDistanceAccumulator();
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bool ignorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
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if (steeringManager is IndoorsSteeringManager)
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@@ -185,14 +182,6 @@ namespace Barotrauma
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coolDownTimer -= deltaTime;
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}
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private void UpdateDistanceAccumulator()
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{
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Limb limb = Character.AnimController.Limbs[0];
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distanceAccumulator += (limb.SimPosition - prevPosition).Length();
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prevPosition = limb.body.SimPosition;
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}
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private void UpdateAttack(float deltaTime)
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{
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@@ -211,6 +200,11 @@ namespace Barotrauma
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if (selectedAiTarget.Entity != null && Character.Submarine == null && selectedAiTarget.Entity.Submarine != null) attackSimPosition += ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
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}
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
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{
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Character.AnimController.TargetDir = Character.SimPosition.X < attackSimPosition.X ? Direction.Right : Direction.Left;
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}
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if (coolDownTimer > 0.0f)
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{
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@@ -377,15 +371,6 @@ namespace Barotrauma
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//sight/hearing range
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public void UpdateTargets(Character character)
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{
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if (distanceAccumulator<5.0f && Rand.Range(1,3)==1)
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{
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selectedAiTarget = null;
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character.AnimController.TargetMovement = -character.AnimController.TargetMovement;
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state = AiState.None;
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return;
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}
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distanceAccumulator = 0.0f;
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wallAttackPos = Vector2.Zero;
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selectedAiTarget = null;
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@@ -426,13 +411,11 @@ namespace Barotrauma
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valueModifier = attackRooms;
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}
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dist = Vector2.Distance(
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character.WorldPosition,
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target.WorldPosition);
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dist = Vector2.Distance(character.WorldPosition, target.WorldPosition);
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//if the target has been within range earlier, the character will notice it more easily
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//(i.e. remember where the target was)
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if (targetMemories.ContainsKey(target)) dist *= 0.5f;
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if (targetMemories.ContainsKey(target)) dist *= 0.1f;
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//ignore target if it's too far to see or hear
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if (dist > target.SightRange * sight && dist > target.SoundRange * hearing) continue;
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@@ -107,6 +107,7 @@ namespace Barotrauma
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int width = 500, height = 400;
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GUIFrame backFrame = new GUIFrame(Rectangle.Empty, Color.Black*0.5f);
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backFrame.Padding = Vector4.Zero;
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GUIFrame frame = new GUIFrame(new Rectangle(GameMain.GraphicsWidth / 2 - width / 2, GameMain.GraphicsHeight / 2 - height / 2, width, height), "", backFrame);
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frame.Padding = new Vector4(30.0f, 30.0f, 30.0f, 30.0f);
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