Faction Test 100.13.0.0

This commit is contained in:
Markus Isberg
2023-01-11 15:36:23 +02:00
parent 1650735468
commit caa5a2f762
145 changed files with 2100 additions and 1111 deletions
@@ -354,6 +354,10 @@ namespace Barotrauma
{
targetingTag = "owner";
}
else if (targetCharacter.AIController is HumanAIController && !IsOnFriendlyTeam(Character, targetCharacter))
{
targetingTag = "hostile";
}
else if (AIParams.TryGetTarget(targetCharacter, out CharacterParams.TargetParams tP))
{
targetingTag = tP.Tag;
@@ -364,7 +368,7 @@ namespace Barotrauma
{
targetingTag = "husk";
}
else if (!Character.IsFriendly(targetCharacter))
else if (!Character.IsSameSpeciesOrGroup(targetCharacter))
{
if (enemy.CombatStrength > CombatStrength)
{
@@ -689,12 +693,9 @@ namespace Barotrauma
return a.Damage >= selectedTargetingParams.Threshold;
}
Character attacker = targetCharacter.LastAttackers.LastOrDefault(IsValid)?.Character;
//if the attacker has the same targeting tag as the character we're protecting, we can't change the TargetState
//otherwise e.g. a pet that's set to follow humans would start attacking all humans (and other pets, since they're considered part of the same group) when a hostile human attacks it
//TODO: a way for pets to differentiate hostile and friendly humans?
if (attacker?.AiTarget != null && targetCharacter.SpeciesName != GetTargetingTag(attacker.AiTarget) && !attacker.IsFriendly(targetCharacter))
if (attacker?.AiTarget != null && !Character.IsSameSpeciesOrGroup(attacker) && !targetCharacter.IsSameSpeciesOrGroup(attacker))
{
// Attack the character that attacked the target we are protecting
// Can't retaliate on characters of same species or group because that would make us hostile to all friendly characters in the same group.
ChangeTargetState(attacker, AIState.Attack, selectedTargetingParams.Priority * 2);
SelectTarget(attacker.AiTarget);
State = AIState.Attack;