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31 Commits over 0 Days - ∞cph!
Starting work on a party/group movement system
-Any unit can create a party (called a Hunting Party atm)
-That unit can then invite other units to join the party
-Party members will follow the party leader (more logic to come)
-The party leader can then disband the party, reverting party members to original behaviour
Added ability for units to be dismissed from the party (by the leader) or leaving on their own
Added a display to show the current UnitCollection on the Unit Debug Panel
Basic jogging logic for party members
Fixed messed up jog condition filename
Basic party movement offsets
Better follow/offset movement for party members
Party members now sneak if their leader is sneaking
Fixed being able to invite animals to a party (filing this away for future turtle party dlc)
Some basic logic for party combat, still pretty janky
Cleaned up and refactored a lot of the new party/collection management logic
Better movement/spacing logic for parties
Added a hostile check so you can't invite hostile units to a party
Fixed some exceptions when disbanding a party
Fixed hunting collections destroying themselves when down to one unit (exposed a setting on UnitCollectionSettings)
Fixed a condition I broke in the earlier refactors
Defer Senses flag on UnitCollections will cause collections to route any CanPerceive requests to the leader of a collection
Forgot to check in collection asset changes
Create Party is now invoked by clicking on another unit, automatically making a two unit party
Added a small yellow indicator on top of party members
Units can now leave parties independently - checks for a few different Flags and StatMeasurements
Added the inverse of this check to invite to party actions so units can't be invited to parties that they'll want to leave immediately
Some more assets that didn't save correctly
Reworked leave Party conditions
-removed flag checks (will probably replace these with standalone goals)
-uses considerations for Health/Food/Sleep instead of hard thresholds
Started work on joining party logic, disabled for now
Join Party logic seems to be working without dithering, requires more testing
Added a new Leave Party via flags plan
Locked independent join/create party logic behind the hunting unlock
-Units can still quit parties independently
Party members can now get a target from the party leaders combat targets array, rather than just matching their leaders target
Tweaked some score values to make party behaviour more important that some social behaviours
Tied automatic party forming to hunt desire and copied some of the considerations from the hunting module
Added invite to party ability to form party goal - a hunter will now form a party if a they have a valid unit nearby to invite
Units will no longer automatically join parties (leaving goal in there for now in case this changes in future)
Fixed the no condition Invite to Party ability being exposed to UI
Unit Collections will now store whether they were player created
Party leader will now disband the party if they no longer have a hunt desire and the collection wasn't player created