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Human ai(test) #103
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Human ai(test) #103
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…) and makes disarm the default intent
Co-authored-by: Zonespace <[email protected]>
Co-authored-by: Zonespace <[email protected]>
Co-authored-by: Zonespace <[email protected]>
* Reloading fixes * Update human_ai_interaction.dm * Targeting tweaks * Weighting weapons & flags instead of typechecks * Loading any preset makes AI appraise inventory * reset tried_reload on picking up ammo * New AI cover system * Runtime fix * Covering VoiceInYourHead#2 and stop anything while controlled by player * Update code/modules/mob/living/carbon/human/ai/brain/ai_brain_items.dm Co-authored-by: Zonespace <[email protected]> * Apply suggestions from code review Co-authored-by: Zonespace <[email protected]> * Sane recursion limit * sniper action check > sniper order check * Action reset on losing cover * Reset currently_reloading on death * shoot_to_kill fix, regarding cinematic crit * Return fire tweak, less distance awareness * Pillbottle ai_use() fix * Runtime fix * Squad aid & end_gun_fire() on target deletion * end cover if can't find a path to it * qdel comsig overrides * batch of runtimes * Reload respects business & help -> disarm out of combat * Moving currently_busy into attack proc directly * currently_busy stuck fix * now busy during reload --------- Co-authored-by: Zonespace <[email protected]>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
Еще не готов. Оно может сломаться. |
As I already told Danilcus, at this stage it is in very good condition, sometimes there are some bugs, but this is literally a trifle when you see what it adds to the game and what relief it can provide to the game master in running games. Thank you for your very difficult and great work! |
* Reloading fixes * Update human_ai_interaction.dm * Targeting tweaks * Weighting weapons & flags instead of typechecks * Loading any preset makes AI appraise inventory * reset tried_reload on picking up ammo * New AI cover system * Runtime fix * Covering VoiceInYourHead#2 and stop anything while controlled by player * Update code/modules/mob/living/carbon/human/ai/brain/ai_brain_items.dm Co-authored-by: Zonespace <[email protected]> * Apply suggestions from code review Co-authored-by: Zonespace <[email protected]> * Sane recursion limit * sniper action check > sniper order check * Action reset on losing cover * Reset currently_reloading on death * shoot_to_kill fix, regarding cinematic crit * Return fire tweak, less distance awareness * Pillbottle ai_use() fix * Runtime fix * Squad aid & end_gun_fire() on target deletion * end cover if can't find a path to it * qdel comsig overrides * batch of runtimes * Reload respects business & help -> disarm out of combat * Moving currently_busy into attack proc directly * currently_busy stuck fix * now busy during reload * refactoring to BDI, new targeting, 'Make AI' verb * Quick order commented out * Cherry on top * quick order * Apply suggestions from code review Co-authored-by: Zonespace <[email protected]> * Suggestions №2 * Update follow_leader.dm * Update code/modules/mob/living/carbon/human/ai/brain/ai_brain.dm Co-authored-by: Zonespace <[email protected]> * Update code/modules/mob/living/carbon/human/ai/action_datums/follow_leader.dm Co-authored-by: Zonespace <[email protected]> * How did it survive the search replace * Last ones attended * Might be smart to add a couple of these --------- Co-authored-by: Zonespace <[email protected]>
…I can now PB, also adds CLF shotgunner
…oidpve into HUMAN-AI(TEST)
source - cmss13-devs#442