Bunch of crew AI bugfixes/improvements:
- replacing empty oxygen tanks - fixed characters only fixing leaks in the outer hull - prioritizing large leaks over small ones - fixed characters doing nothing after fixing all the leaks (and sinking to the bottom if they happen to be outside) - more accurate welder aiming - AIObjectiveGetItem makes the characters go to the cabinet/container an item is inside, not to the actual item (which may not be actually positioned at the container)
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@@ -104,10 +104,13 @@ namespace Barotrauma
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var indoorsSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
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if (indoorsSteering.CurrentPath != null && indoorsSteering.HasOutdoorsNodes)
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if (indoorsSteering.CurrentPath.Unreachable)
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{
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AddSubObjective(new AIObjectiveGetItem(character, "Diving Suit", true));
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indoorsSteering.SteeringWander();
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}
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else if (indoorsSteering.CurrentPath != null && indoorsSteering.HasOutdoorsNodes)
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{
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AddSubObjective(new AIObjectiveFindDivingGear(character, true));
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}
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}
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}
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