(0bd92547e) Show ping direction when adjusting the direction slider even if directional ping is not enabled. Closes #1298

This commit is contained in:
Joonas Rikkonen
2019-04-01 22:48:47 +03:00
parent 885c30f70d
commit a0e1ba52eb
6 changed files with 107 additions and 63 deletions
@@ -726,8 +726,7 @@ namespace Barotrauma
if (!canAttack && !IsCoolDownRunning)
{
// If not, reset the attacking limb, if the cooldown is not running
// Don't use the property, because we don't want cancel reversing, if we are reversing.
_attackingLimb = null;
AttackingLimb = null;
}
}
@@ -1148,6 +1147,65 @@ namespace Barotrauma
//skip the target if it's a room and the character is already inside a sub
if (character.CurrentHull != null && target.Entity is Hull) continue;
Door door = null;
if (target.Entity is Item item)
{
targetingTag = "dead";
if (targetCharacter.Submarine != Character.Submarine)
{
// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
continue;
}
else if (targetCharacter.CurrentHull != Character.CurrentHull)
{
// In the same sub, halve the priority, if not in the same hull.
valueModifier = 0.5f;
}
}
else if (targetCharacter.AIController is EnemyAIController enemy)
{
if (enemy.combatStrength > combatStrength)
{
targetingTag = "stronger";
}
else if (enemy.combatStrength < combatStrength)
{
targetingTag = "weaker";
}
if (State == AIState.Escape && targetingTag == "stronger")
{
// Frightened
valueModifier = 2;
}
else
{
if (targetCharacter.Submarine != Character.Submarine)
{
// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
continue;
}
else if (targetCharacter.CurrentHull != Character.CurrentHull)
{
// In the same sub, halve the priority, if not in the same hull.
valueModifier = 0.5f;
}
}
}
else if (targetCharacter.Submarine != null && Character.Submarine == null)
{
//target inside, AI outside -> we'll be attacking a wall between the characters so use the priority for attacking rooms
targetingTag = "room";
}
else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
{
targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
}
}
else if (target.Entity != null)
{
//skip the target if it's a room and the character is already inside a sub
if (character.CurrentHull != null && target.Entity is Hull) continue;
Door door = null;
if (target.Entity is Item item)
{
@@ -1217,49 +1275,11 @@ namespace Barotrauma
valueModifier = isOutdoor ? 1 : 0;
valueModifier *= isOpen ? 5 : 1;
}
}
}
else if (targetCharacter.Submarine != null && Character.Submarine == null)
{
targetingTag = "dead";
if (targetCharacter.Submarine != Character.Submarine)
{
// In a different sub or the target is outside when we are inside or vice versa -> Ignore the target
continue;
}
else if (targetCharacter.CurrentHull != Character.CurrentHull)
{
// In the same sub, halve the priority, if not in the same hull.
valueModifier = 0.5f;
}
}
else if (targetCharacter.AIController is EnemyAIController enemy)
{
if (enemy.combatStrength > combatStrength)
{
targetingTag = "stronger";
}
else if (enemy.combatStrength < combatStrength)
{
targetingTag = "weaker";
}
if (State == AIState.Escape && targetingTag == "stronger")
{
// Frightened
valueModifier = 2;
}
else
{
if (targetCharacter.Submarine != Character.Submarine)
else if (targetCharacter.CurrentHull != Character.CurrentHull)
{
valueModifier = isOutdoor ? 0 : 1;
valueModifier *= isOpen ? 0 : 1;
}
else if (targetCharacter.CurrentHull != Character.CurrentHull)
{
// In the same sub, halve the priority, if not in the same hull.
valueModifier = 0.5f;
}
}
else if (isOpen) //ignore broken and open doors
{
@@ -1277,11 +1297,6 @@ namespace Barotrauma
valueModifier *= targetingPriorities[targetingTag].Priority;
if (targetingTag == null) continue;
if (!targetingPriorities.ContainsKey(targetingTag)) continue;
valueModifier *= targetingPriorities[targetingTag].Priority;
if (valueModifier == 0.0f) continue;
Vector2 toTarget = target.WorldPosition - character.WorldPosition;