- CrewCommander key can be changed

- Improved logic for teleporting character in/out the sub
- changed Turret.AIOperate to use the new coordinate system
- neutralballastlevel option in steering
- crewmanager UI works properly with different numbers of crew members
- fixed obstructvision "twitching" when moving in/out the sub
- resetting steering velocity when AI is waiting
- GetItem AIObjective ignores items outside the sub
- crew has the "dismissed" order by default
-
This commit is contained in:
Regalis
2016-01-20 00:26:45 +02:00
parent 4dd48d7bf2
commit 6c57c1270c
24 changed files with 213 additions and 74 deletions
@@ -38,6 +38,14 @@ namespace Barotrauma
objectiveManager.AddObjective(new AIObjectiveIdle(c));
updateObjectiveTimer = Rand.Range(0.0f, UpdateObjectiveInterval);
if (GameMain.GameSession!=null && GameMain.GameSession.CrewManager!=null)
{
CurrentOrder = Order.PrefabList.Find(o => o.Name.ToLower() == "dismissed");
objectiveManager.SetOrder(CurrentOrder, "");
GameMain.GameSession.CrewManager.SetCharacterOrder(Character, CurrentOrder);
}
}
public override void Update(float deltaTime)
@@ -87,6 +95,8 @@ namespace Barotrauma
if (Character.IsKeyDown(InputType.Aim))
{
Character.AnimController.TargetDir = Character.CursorPosition.X > Character.Position.X ? Direction.Right : Direction.Left;
if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
}
else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
{
@@ -110,6 +120,8 @@ namespace Barotrauma
CurrentOrderOption = option;
CurrentOrder = order;
objectiveManager.SetOrder(order, option);
GameMain.GameSession.CrewManager.SetCharacterOrder(Character, order);
}
public override void SelectTarget(AITarget target)