AI Wander & Barker (#286)
* Retrofit the AI system with new IoC features. Fixed bug with turret rotation. * Added new AI WanderProcessor, and it works. * RNG walking directions are a bit more random now. * Wander now actually uses the MoverSystem to move. Wander now talks when he reaches his destination. * Adds a new Static Barker AI for vending machines, so that they periodically advertise their brand. * Barker now says some generic slogans. Misc bug cleanup. * Removed useless UsedImplicitly attribute from AI dependencies, suppressed unused variable warnings instead.
This commit is contained in:
committed by
Pieter-Jan Briers
parent
4b30c7e710
commit
8b593d28c6
@@ -20,9 +20,11 @@ namespace Content.Server.AI
|
||||
[AiLogicProcessor("AimShootLife")]
|
||||
class AimShootLifeProcessor : AiLogicProcessor
|
||||
{
|
||||
private readonly IPhysicsManager _physMan;
|
||||
private readonly IServerEntityManager _entMan;
|
||||
private readonly IGameTiming _timeMan;
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IPhysicsManager _physMan;
|
||||
[Dependency] private readonly IServerEntityManager _entMan;
|
||||
[Dependency] private readonly IGameTiming _timeMan;
|
||||
#pragma warning restore 649
|
||||
|
||||
private readonly List<IEntity> _workList = new List<IEntity>();
|
||||
|
||||
@@ -32,16 +34,6 @@ namespace Content.Server.AI
|
||||
|
||||
private IEntity _curTarget;
|
||||
|
||||
/// <summary>
|
||||
/// Creates an instance of this LogicProcessor.
|
||||
/// </summary>
|
||||
public AimShootLifeProcessor()
|
||||
{
|
||||
_physMan = IoCManager.Resolve<IPhysicsManager>();
|
||||
_entMan = IoCManager.Resolve<IServerEntityManager>();
|
||||
_timeMan = IoCManager.Resolve<IGameTiming>();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user