v1.4.4.1 (Blood in the Water Update)

This commit is contained in:
Regalis11
2024-04-24 18:09:05 +03:00
parent 89b91d1c3e
commit ff1b8951a7
397 changed files with 15250 additions and 6479 deletions
@@ -45,13 +45,18 @@ namespace Barotrauma
else
{
float characterY = character.CurrentHull?.WorldPosition.Y ?? character.WorldPosition.Y;
float yDist = Math.Abs(characterY - targetHull.WorldPosition.Y);
yDist = yDist > 100 ? yDist * 3 : 0;
float dist = Math.Abs(character.WorldPosition.X - targetHull.WorldPosition.X) + yDist;
float distanceFactor = MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 5000, dist));
if (targetHull == character.CurrentHull || HumanAIController.VisibleHulls.Contains(targetHull))
float distanceFactor = 1.0f;
if (targetHull != character.CurrentHull &&
!HumanAIController.VisibleHulls.Contains(targetHull))
{
distanceFactor = 1;
distanceFactor =
GetDistanceFactor(
new Vector2(character.WorldPosition.Y, characterY),
targetHull.WorldPosition,
verticalDistanceMultiplier: 3,
maxDistance: 5000,
factorAtMaxDistance: 0.1f);
}
float severity = AIObjectiveExtinguishFires.GetFireSeverity(targetHull);
if (severity > 0.75f && !isOrder &&