(7d7010579) Fix ai dialog about not being able to find targets. Use a higher thershold for rescue objectives when it's an order.

This commit is contained in:
Joonas Rikkonen
2019-05-16 06:14:25 +03:00
parent af07862995
commit 9c964b7843
51 changed files with 688 additions and 417 deletions
@@ -10,26 +10,18 @@ namespace Barotrauma
class AIObjectiveFightIntruders : AIObjectiveLoop<Character>
{
public override string DebugTag => "fight intruders";
protected override float IgnoreListClearInterval => 30;
public AIObjectiveFightIntruders(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier) { }
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFightIntruders;
protected override void FindTargets()
{
base.FindTargets();
if (targets.None() && objectiveManager.CurrentOrder == this)
{
character.Speak(TextManager.Get("DialogNoEnemies"), null, 3.0f, "noenemies", 30.0f);
}
}
protected override bool Filter(Character target) => IsValidTarget(target, character);
protected override IEnumerable<Character> GetList() => Character.CharacterList;
protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier) { useCoolDown = false };
protected override AIObjective ObjectiveConstructor(Character target) => new AIObjectiveCombat(character, target, AIObjectiveCombat.CombatMode.Offensive, objectiveManager, PriorityModifier);
protected override float TargetEvaluation()
{