- fractal guardians have higher impact tolerance to stop them from killing themselves by slamming at the walls
- enemies use pathfinding when inside the sub and handle platforms/stairs better
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@@ -25,6 +25,8 @@ namespace Barotrauma
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//negative values = escapes targets of this type
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private float attackRooms, attackHumans, attackWeaker, attackStronger;
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private SteeringManager outsideSteering, insideSteering;
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private float updateTargetsTimer;
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private float raycastTimer;
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@@ -88,7 +90,10 @@ namespace Barotrauma
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attackWhenProvoked = ToolBox.GetAttributeBool(aiElement, "attackwhenprovoked", false);
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steeringManager = new SteeringManager(this);
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outsideSteering = new SteeringManager(this);
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insideSteering = new IndoorsSteeringManager(this, false);
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steeringManager = outsideSteering;
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state = AiState.None;
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}
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@@ -133,7 +138,9 @@ namespace Barotrauma
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state = (targetValue > 0.0f) ? AiState.Attack : AiState.Escape;
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}
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//if (coolDownTimer >= 0.0f) return;
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}
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}
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steeringManager = Character.Submarine == null ? outsideSteering : insideSteering;
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switch (state)
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{
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@@ -210,7 +217,7 @@ namespace Barotrauma
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raycastTimer = RaycastInterval;
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}
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steeringManager.SteeringAvoid(deltaTime, 1.0f);
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//steeringManager.SteeringAvoid(deltaTime, 1.0f);
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steeringManager.SteeringSeek(attackSimPosition);
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//check if any of the limbs is close enough to attack the target
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@@ -252,6 +259,12 @@ namespace Barotrauma
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private void GetTargetEntity()
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{
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targetEntity = null;
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if (Character.AnimController.CurrentHull != null)
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{
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wallAttackPos = Vector2.Zero;
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return;
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}
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//check if there's a wall between the target and the Character
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Vector2 rayStart = Character.SimPosition;
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@@ -274,7 +287,7 @@ namespace Barotrauma
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if (wall == null)
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{
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wallAttackPos = Submarine.LastPickedPosition;
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if (selectedAiTarget.Entity.Submarine!=null) wallAttackPos -= ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
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if (selectedAiTarget.Entity.Submarine!=null && Character.Submarine == null) wallAttackPos -= ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
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}
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else
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@@ -370,7 +383,6 @@ namespace Barotrauma
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break;
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}
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if (dist < limb.attack.Range)
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{
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attackTimer += deltaTime;
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@@ -413,6 +425,8 @@ namespace Barotrauma
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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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selectedTargetMemory = null;
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targetValue = 0.0f;
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