Unstable 1.8.4.0

This commit is contained in:
Markus Isberg
2025-03-12 12:56:27 +00:00
parent a4c3e868e4
commit a4a3427e4e
627 changed files with 29860 additions and 10018 deletions
@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
@@ -13,6 +14,20 @@ namespace Barotrauma
[Serialize(true, IsPropertySaveable.Yes, description: "Should the NPC start or stop waiting?")]
public bool Wait { get; set; }
[Serialize(AIObjectiveManager.MaxObjectivePriority, IsPropertySaveable.Yes, description: "AI priority for the action. Uses 100 by default, which is the absolute maximum for any objectives, " +
"meaning nothing can be prioritized over it, including the emergency objectives, such as find safety and combat." +
"Setting the priority to 70 would function like a regular order, but with the highest priority." +
"A priority of 60 would make the objective work like a lowest priority order." +
"So, if we'll want the character to wait, but still be able to find safety, defend themselves when attacked, or flee from dangers," +
"it's better to use e.g. 70 instead of 100.")]
public float Priority
{
get => _priority;
set => _priority = Math.Clamp(value, AIObjectiveManager.LowestOrderPriority, AIObjectiveManager.MaxObjectivePriority);
}
private float _priority;
private bool isFinished = false;
@@ -25,7 +40,7 @@ namespace Barotrauma
{
if (isFinished) { return; }
affectedNpcs = ParentEvent.GetTargets(NPCTag).Where(c => c is Character).Select(c => c as Character);
affectedNpcs = ParentEvent.GetTargets(NPCTag).OfType<Character>();
foreach (var npc in affectedNpcs)
{
@@ -38,7 +53,7 @@ namespace Barotrauma
AIObjectiveGoTo.GetTargetHull(npc) as ISpatialEntity ?? npc, npc, humanAiController.ObjectiveManager, repeat: true)
{
FaceTargetOnCompleted = false,
OverridePriority = 100.0f,
OverridePriority = Priority,
SourceEventAction = this,
IsWaitOrder = true,
CloseEnough = 100