Joonas Rikkonen
3c11bc2fca
(420c429b4) Fix issues in reporting.
2019-05-16 05:40:50 +03:00
Joonas Rikkonen
ddd84a4f9e
(c45394988) Refactor and fix button interaction and access checks in the indoors steering manager.
2019-05-16 05:40:00 +03:00
Joonas Rikkonen
3575c8df52
(03ab09991) Load chinese fonts dynamically, removed unnecessary duplicate block from DynamicRenderAtlas
2019-05-16 05:39:25 +03:00
Joonas Rikkonen
c583181e3b
(1ac786058) AIObjectiveRescueAll now inherits AIObjectiveLoop. Implement reporting on rescue targets. Fix reporting not checking that the targets were in the current hull.
2019-05-16 05:39:07 +03:00
Joonas Rikkonen
4695e6f92b
(89fea1963) Refactoring and fixing: - Remove relatively expensive HasAccessToPath calls. - Fix finding diving gear subobjective of goto main objective not checking if we need the gear. - Move the abandon checks from CanBeCompleted property under Act method and use the inherited property. Fixes incorrect results when the goto objective is not the active objective. - Improve the support for concurrent sub objectives.
2019-05-16 05:38:02 +03:00
Joonas Rikkonen
96eb27140e
(ab2157c70) Remove KeepDivingGear property, because it can cause issues when the objective tree is deep. Checking the property is possible via recursion, but it seems that the checks can miss a frame. Instead, let's just make it simple and remove the diving suit only when idling.
2019-05-16 05:37:46 +03:00
Joonas Rikkonen
01743eb7e1
(6fe53068b) Add a wait timer at the beginning and a temporal spread on creating the autonomous objectives. Should improve performance, because the find target loops are thus spread a bit.
2019-05-16 05:36:58 +03:00
Joonas Rikkonen
5ba3c802ea
(d4abdd937) Fix security officers fleeing from the enemy and others ignoring them until attacked :D
2019-05-16 05:35:47 +03:00
Joonas Rikkonen
f667ed8e12
(3f4e69c0d) Only unequip items when idling. Fixes bots not being able to repair, because the tools were unequipped (if they were weapons).
2019-05-16 05:34:03 +03:00
Joonas Rikkonen
5f610caadd
(f0837188e) Bots now target only reported targets when the objective is not an order.
2019-05-16 05:31:48 +03:00
Joonas Rikkonen
78b1d8ef8d
(d0dd81be0) Rename a method.
2019-05-16 05:26:58 +03:00
Joonas Rikkonen
1e200722ae
(81244db07) Implement AIObjectiveFightIntruders.
2019-05-16 05:21:03 +03:00
Joonas Rikkonen
7b6c2f1fa8
(663910402) Unequip weapons when not in combat mode and all items when idling.
2019-05-16 05:20:11 +03:00
Joonas Rikkonen
2ae54a01a5
(ac7ab10b0) Pass AIObjectiveManager reference in the constructors instead of methods so that we can always access it.
2019-05-16 05:14:20 +03:00
Joonas Rikkonen
8be0b0676e
(83868bb0e) Refactor AIObjectiveExtinguishFires to use the AIObjectiveLoop class. Significant refactoring of the other looping objectives. Reduce the duplicate code.
2019-05-16 05:13:40 +03:00
Joonas Rikkonen
7fb7c13198
(fbfb76aeb) Implement automatic extinguishing. TODO: should use the AIObjectiveLoop class.
2019-05-16 05:13:21 +03:00
Joonas Rikkonen
dbccd76613
(c6ca0ef58) Recreate objectives when the bot is dismissed.
2019-05-16 05:11:49 +03:00
Joonas Rikkonen
9cc9137fff
(b8fa3b004) Merge branch 'dev' into human-ai
2019-05-16 05:10:07 +03:00
Joonas Rikkonen
7c901d8d77
(8fd36f702) Add a separate value for run threshold. Increase the order priority from 50 to 70.
2019-05-16 05:09:15 +03:00
Joonas Rikkonen
d0795791e7
(3bb9485ad) Add automatic orders as objectives instead of orders so that we can take advantage of the existing priority system. Turn the priority values defined in the xml into modifiers.
2019-05-16 05:04:53 +03:00
Joonas Rikkonen
039d07f693
(a2943d8b7) Merge branch 'dev' into human-ai
2019-05-16 05:04:10 +03:00
Joonas Rikkonen
60f52375e6
(7788ec72a) Test issuing orders automatically.
2019-05-16 05:03:49 +03:00
Joonas Rikkonen
7d65c53bb6
(090be439c) Fix the bots not reacting to enemy attacks.
2019-04-25 17:46:08 +03:00
Joonas Rikkonen
6262b3ea54
(ce8e185aa) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-04-16 17:12:09 +03:00
Joonas Rikkonen
bd07acf26d
(052ab6307) Use MonoKickstart on Linux so installing Mono is not required, fixed division by zero if the width of the server console window is 0
2019-04-16 17:11:49 +03:00
Joonas Rikkonen
66de47f041
(a83cec9d6) Made room names translatable, added "RoomName." to all room names in EnglishVanilla.xml
2019-04-15 12:06:58 +03:00
Joonas Rikkonen
eb6e919c66
(f832e24f5) Prevent bots jumping from too high.
2019-04-08 19:17:20 +03:00
Joonas Rikkonen
14d0daf16d
(ccef21f63) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-04-06 17:49:31 +03:00
Joonas Rikkonen
45c1ed499a
(e326112f5) Increased discharge coil sound range and added camera shake to make it more noticeable when it's used
2019-04-06 17:49:18 +03:00
Joonas Rikkonen
0725e1c4b2
(1d7e76d1f) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
2019-04-06 17:46:55 +03:00
Joonas Rikkonen
f958f5fb44
(248ac43ed) Added inventory icons for Physicorium items armor, helmet, ammunition box and spear + normal and explosive spear (not yet implemented)
2019-04-06 17:46:42 +03:00
Joonas Rikkonen
a3ff707a31
(cf99ace8a) Fix bots entering the combat state if taking damage from falling etc.
2019-04-05 16:21:12 +03:00
Joonas Rikkonen
25768d8845
(4b54fb4bf) Refactor AIObjectiveCombat and the reactions to the damage. Fixes bots not reacting to any damage done with repair tools. Now they should flee (but not retaliate).
2019-04-05 16:20:11 +03:00
Joonas Rikkonen
709d9e44ab
(541e3ffbe) Check that the mask is equipped in the head before trying to unequip.
2019-04-04 11:12:18 +03:00
Joonas Rikkonen
080ac78ded
(5c35a640e) Update tutorial-rework with dev
2019-03-27 20:52:47 +02:00
Joonas Rikkonen
3f82c9a2cb
(f417b026f) Fetched: Changes for playing video tutorial from local branch
2019-03-27 20:45:14 +02:00
Joonas Rikkonen
63eb4d64e5
f8b0295...0671290
2019-03-18 23:30:58 +02:00
Joonas Rikkonen
23687fbf2f
aeafa16...4d3cf73
2019-03-18 22:57:05 +02:00
Joonas Rikkonen
3301bed442
409d4d9...aeafa16 (merge human-ai)
2019-03-18 22:52:17 +02:00
Joonas Rikkonen
a9d8c14b05
3ea33fb...bbc4a31
...
commit bbc4a31aa83572258226f303ab767f8546de64fb
Author: Joonas Rikkonen <poe.regalis@gmail.com >
Date: Tue Mar 5 13:08:38 2019 +0200
Fixed missing item names in the extra cargo menu. Closes #1218
commit dd18bd163e05e8ba4718c0e98083e50ef0a0157e
Author: Joonas Rikkonen <poe.regalis@gmail.com >
Date: Tue Mar 5 13:04:54 2019 +0200
Fixed a compiler error in RespawnManager
commit 904700eda3e4da5468208bd7553a803e9f41234e
Author: Joonas Rikkonen <poe.regalis@gmail.com >
Date: Tue Mar 5 12:56:29 2019 +0200
Autorestart/spectating fixes (closes #1219 ):
- The server owner and spectators don't trigger autorestart.
- The owner is allowed to spectate even if spectating is disallowed in server settings.
- Fixed "play yourself" always toggling to true when a round ends.
commit 9710612256875d5a788fb34371ca8ea6dd61b749
Author: ezjamsen <ezjames.fi@gmail.com >
Date: Tue Mar 5 10:10:25 2019 +0200
dropped the point at which damage sprites appear slightly.
2019-03-18 22:29:57 +02:00
Joonas Rikkonen
97f31d0c94
5202af9...3ea33fb
2019-03-18 22:24:07 +02:00
Joonas Rikkonen
044fd3344b
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Joonas Rikkonen
6c0679c297
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
Joonas Rikkonen
63493d2b9d
Added a Character.AddDamage override method that does damage to a specific limb instead of the limb closest to the source of the damage. Projectiles and melee weapons now always do damage to the limb they hit, even if the center point of some other limb happens to be closer.
...
Also refactored the IDamageable interface to make more sense; now the attacker has to be a character instead of an IDamageable and damageable classes don't need to have an AiTarget.
Closes #69
2017-12-05 18:03:00 +02:00
Joonas Rikkonen
1f92e31166
HumanAIController calculates the "dangerousness" of an enemy based on the largest amount of damage received from it (assuming it's larger than the attack values of the enemy's limbs). Meaning that an enemy that inflicted lots of damage to the character using items is considered dangerous even if it has no attacks assigned to it's limbs.
2017-10-19 00:01:34 +03:00
Joonas Rikkonen
f46dc5da28
Water flow logic tweaking:
...
- Less fluctuation, water doesn't constantly flow back and forth through gaps.
- Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs.
- Vertical gaps don't push characters up/down unless the character is roughly above/below the gap.
+ Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
2017-10-10 21:07:45 +03:00
Joonas Rikkonen
8693dc3d3d
Fixed AI crew members swimming too fast, reduced max swimming speed (= the speed when holding shift)
2017-07-12 17:53:07 +03:00
juanjp600
4d225c65f2
Updated to MonoGame 3.6 + Directory refactor
...
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00