branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel
87 Commits over 122 Days - 0.03cph!
Incentivize peeking when hearing sound ahead, clean up unused states, fix compile error from merge
Make scientist play more conservatively at the beginning of an encounter or after action packed moments
Fix vddraw never showing scientist aim
Fix scientists being able to shoot a last bullet upeon dying
Allow scientists to retreat after close range scuffle lasted long enough
Have scientists try to predict which angle the player will pop from and wait, to prevent scientists flanking too agressively to acquire a direct LoS
Fix scientists taking too many risks when repositionning
Add reaction time to scientists to avoid unreactable peeks
Fix heli targeting scientists
Prevent scientist from going back to patrolling like nothing happened when they know a threat is nearby
Remove manual call to hurt in scientist as it's now a method of entityComponent
When hit, automatically update the offender's position
Forward the Hurt call from entity to entityComponent
Prevent scientists moving too close to player when seeking cover
Make scientists strafe erratically when fighting at very very close range instead of wasting time seeking cover
Fix scientists footstep sounds not playing correctly
When peeking scientists will hide deeper behind corners and only peek tightly, instead of staying just behind the corner (almost sicking out) and always peeking wide
Snap scientists to their cover even if those are slightly off navmesh (else they don't stick to the walls because of navmesh erosion, and can be spotted easily)
Prevent scientists from sneaking if they need to get into cover asap
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
Have scientist briefly strafe and use suppressing fire before turning and sprinting to a distant cover
Have them crouch and sneak instead if the cover they want to go to is very close
Make scientists look towards where they "think" the player is, not where the player actually is
Make scientist not be able to shoot when they are sprinting
When generating covers, automatically delete previously spawned sub monuments
Add some randomness to the scientist peek timings
Setup new scientist animation system
Fix scientist corpse prefab ID not being updated after folder move
Make scientists reposition when they realize they are flanked
Fix covers not facing the right way when converted from a prefab local space to world space
When waiting in cover, scientist face the side they think you'll come from instead of facing the wall
This also helps sneaking up on them when flanking from the opposite side
Have scientist try to guess your current location based on where they saw you last
Renaming crouch to duck for consistency
First pass on scientists peeking out of tall and low cover
Use constants from BasePlayer and PlayerEyes for NPC cover generation and selection
Have scientists only crouch when their cover is low
Make scientists approach by sprinting or sneaking from cover to cover
Prevent scientists from shooting when they are sprinting
After they sprint, if their target is not directly in front of them, they will need some time to aim at their target again
Make killscientists command also kill new scientists
Fix scientist appearing on server but not client (had to redo DoPrepare and rebuild manifests after changing folder)
Update spawns in desert mil base dwellings
Bake covers for mil desert base
Bake covers inside prefabs in the prefab's local space, so that they can be retransformed in world space when the prefab is placed
(baked covers are not gameobjects, just structs in a list, so they are not automatically parented)
Make the cover tool faster by only generating the helper navmesh on tiny planes that perfectly fit the bounds of each monument sub-prefabs
Tool to load all sub-prefabs of a monument, automatically add scientist covers nodes to them, then save the covers in each prefabs
This way we can still bake covers in editor even though monuments are procedural
Also optimize the tool to take less than 1s for basic monuments like desert military base
Prevent scientists from magically knowing where you are and homing on you
They now have to use their senses, guess and search methodically
Allowing them to be surprised, baited and flanked
Fix scientists seeing through opaque tarp
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you
If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time