(1137f730e) Instead of forcing the looping objectives to use the average, let them decide the method of evaluating the targets. Use the highest priority for now.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:11:32 +03:00
parent 759e4aee0d
commit de8a23f687
16 changed files with 115 additions and 24 deletions
@@ -1094,6 +1094,8 @@ namespace Barotrauma
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range