(0e668e083) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev (squashed together 20290af96..0e668e083 because the merge script shit itself due to the merges in between)

This commit is contained in:
Joonas Rikkonen
2019-05-20 20:25:12 +03:00
parent d43b3737c8
commit 97b095bd10
32 changed files with 169 additions and 27 deletions
@@ -128,7 +128,7 @@ namespace Barotrauma
if (seekAmmunition == null || !subObjectives.Contains(seekAmmunition))
{
Move();
if (Weapon != null)
if (WeaponComponent != null)
{
OperateWeapon(deltaTime);
}
@@ -320,7 +320,10 @@ namespace Barotrauma
{
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls);
}
TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
if (character.CurrentHull != retreatTarget)
{
TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
}
}
private void Engage()
@@ -336,8 +339,7 @@ namespace Barotrauma
constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true)
{
AllowGoingOutside = true,
IgnoreIfTargetDead = true,
CheckVisibility = true
IgnoreIfTargetDead = true
},
onAbandon: () =>
{
@@ -347,7 +349,7 @@ namespace Barotrauma
if (followTargetObjective != null && subObjectives.Contains(followTargetObjective))
{
followTargetObjective.CloseEnough =
WeaponComponent is RangedWeapon ? 3 :
WeaponComponent is RangedWeapon ? 300 :
WeaponComponent is MeleeWeapon mw ? mw.Range :
WeaponComponent is RepairTool rt ? rt.Range : 50;
}
@@ -437,7 +439,7 @@ namespace Barotrauma
float squaredDistance = Vector2.DistanceSquared(character.Position, Enemy.Position);
character.CursorPosition = Enemy.Position;
float engageDistance = 500;
if (squaredDistance > engageDistance * engageDistance) { return; }
if (character.CurrentHull != Enemy.CurrentHull && squaredDistance > engageDistance * engageDistance) { return; }
if (!character.CanSeeCharacter(Enemy)) { return; }
if (Weapon.RequireAimToUse)
{
@@ -450,7 +452,7 @@ namespace Barotrauma
isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
}
}
if (!isOperatingButtons && character.SelectedConstruction == null)
if (!isOperatingButtons)
{
character.SetInput(InputType.Aim, false, true);
}