Unstable 0.16.1.0
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+3
-3
@@ -30,7 +30,7 @@ namespace Barotrauma
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private float holdFireTimer;
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private bool hasAimed;
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private bool isLethalWeapon;
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private bool AllowCoolDown => !IsOffensiveOrArrest || Mode != initialMode;
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private bool AllowCoolDown => !IsOffensiveOrArrest || Mode != initialMode || character.TeamID == Enemy.TeamID;
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public Character Enemy { get; private set; }
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public bool HoldPosition { get; set; }
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@@ -143,7 +143,7 @@ namespace Barotrauma
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{
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Mode = CombatMode.Retreat;
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}
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spreadTimer = Rand.Range(-10, 10);
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spreadTimer = Rand.Range(-10f, 10f);
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HumanAIController.SortTimer = 0;
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}
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@@ -1177,7 +1177,7 @@ namespace Barotrauma
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}
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private void SpeakNoWeapons() => Speak("dialogcombatnoweapons", delay: 0, minDuration: 30);
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private void AskHelp() => Speak("dialogcombatretreating", delay: Rand.Range(0, 1), minDuration: 20);
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private void AskHelp() => Speak("dialogcombatretreating", delay: Rand.Range(0f, 1f), minDuration: 20);
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private void Speak(string textIdentifier, float delay, float minDuration)
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{
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+7
-16
@@ -43,7 +43,6 @@ namespace Barotrauma
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private readonly float minDistance = 50;
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private readonly float seekGapsInterval = 1;
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private float seekGapsTimer;
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private bool cannotFollow;
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/// <summary>
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/// Display units
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@@ -52,6 +51,11 @@ namespace Barotrauma
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{
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get
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{
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if (IsFollowOrderObjective && Target is Character targetCharacter && (targetCharacter.CurrentHull == null) != (character.CurrentHull == null))
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{
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// Keep close when the target is going inside/outside
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return minDistance;
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}
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float dist = _closeEnough * CloseEnoughMultiplier;
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float extraMultiplier = Math.Clamp(CloseEnoughMultiplier * 0.6f, 1, 3);
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if (character.AnimController.InWater)
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@@ -288,28 +292,16 @@ namespace Barotrauma
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit: false, objectiveManager),
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onAbandon: () => Abandon = true,
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onCompleted: () =>
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{
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cannotFollow = false;
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RemoveSubObjective(ref findDivingGear);
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});
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onCompleted: () => RemoveSubObjective(ref findDivingGear));
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}
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else
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
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onAbandon: () => Abandon = true,
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onCompleted: () =>
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{
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cannotFollow = false;
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RemoveSubObjective(ref findDivingGear);
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});
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onCompleted: () => RemoveSubObjective(ref findDivingGear));
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}
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return;
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}
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else
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{
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cannotFollow = false;
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}
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}
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if (repeat)
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{
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@@ -735,7 +727,6 @@ namespace Barotrauma
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findDivingGear = null;
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seekGapsTimer = 0;
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TargetGap = null;
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cannotFollow = false;
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}
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}
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}
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+1
-1
@@ -408,7 +408,7 @@ namespace Barotrauma
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if (orderGiver == null) { return null; }
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newObjective = new AIObjectiveGoTo(orderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
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{
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CloseEnough = Rand.Range(80, 100),
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CloseEnough = Rand.Range(80f, 100f),
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CloseEnoughMultiplier = Math.Min(1 + HumanAIController.CountCrew(c => c.ObjectiveManager.HasOrder<AIObjectiveGoTo>(o => o.Target == orderGiver), onlyBots: true) * Rand.Range(0.8f, 1f), 4),
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ExtraDistanceOutsideSub = 100,
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ExtraDistanceWhileSwimming = 100,
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