branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel
212 Commits over 273 Days - 0.03cph!
Remove another bark, change push bark
- When a scientist just shot the player, have him ask support from other scientists to rush
- Allow some voicelines to ignore cooldowns when they are important
Remove some voice lines that seemed out of place
Pre-emptive reload when mag not full and target not seen for a while
Reduce noise made by melee and bow
Clean up reaction time visualization code
Fix shooting scientists not making them aware after reaction time rework
Fix bow projectiles not making noise (regression)
- Fix hearing not working after reaction time rework
- Make noise events readonly structs, they didn't really need to be classes and need all the pooling
- Only simulate sighting once per noise
Fix hearing and being hit boosting scientist accuracy too fast
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
Fix peripheral vision being too strong in combat
Increase reaction time, reduce damage, simplify accuracy formula
Have scientists always be surprised when first hearing or being hurt by a player
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
Fix scientists being able to shoot through solid colliders when hearing the player
Quick and dirty voicelines first pass
Prepare scientist TTS hooks (for prototyping only)
Prevent scientist from sprinting when dogfighting from upclose, wasting time where they can't shoot
Fix scientists sometimes facing away from their target lkp when in cover
Prevent scientists from throwing grenades instantly when they lose los
Better debug vis for scientist accuracy
- Fix scientists being able to shoot when sprinting
- Allow scientist to shoot when surprised and offscreen, but not being accurate (to help players pinpoint where they are before getting beamed)
- Fix scientist being able to land a shot when they are supposed to be inaccurate, if they are doing suppressive fire
Allow scientist to shoot briefly even after they lose LoS
Fix being able to see scientist feet through the oilrig floor
Fix missing collision on oilrig
Fix scientist hearing working counter-intuitively when being sniped
Fix headshot damage multiplier not working on new scientists
- When a scientist is hit, it'll warn unaware allies
- Replace sightRangeMultiplier with IsInCombat check
Potential fix for scientists not reacting well to being sniped
Potential fix for scientists not opening doors sometimes
Fix scientists shooting super fast
Fix shooting rate potentially being affected by framerate (getting slower if low frame rate)
- Add suppressive fire support (shooting near where the target was without necessarily seeing the target)
- Fix potential bug in scientist shooting: not being allowed to shoot would freeze accuracy timer, and delay reload end
Force crouching on flanks (again, felt better actually)
- Tweak surprise condition
- Improve surprise vis logging
- Fix scientists not reacting to sounds when idle
- New reaction time implementation with voice-lines and surprised animation when seen from peripheral range or very far
Revert reaction time stuff, too complex to debug and not that intuitive as a player, will try other idea to achieve same result
Re-add sneaking when reaching the end of flank, and fix VDDraw trying to log despite not recording
Fix scientist turning to face target before fully noticing it
- Move reaction time logic to sense component instead of shooting component
- Make scientist reaction time longer in peripheral vision, or from very far away (fastest reac time 0.25s, longest 2s)
Only increase frontal vision range when in combat, not peripheral vision range (we don't want to discourage players flanking)