Fix Major Hawk AI transition not working properly when only one remains. Release Build 9381.
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@ -49,8 +49,8 @@ using A=Attribute;
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void Monster::STRATEGY::MAJOR_HAWK(Monster&m,float fElapsedTime,std::string strategy){
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void Monster::STRATEGY::MAJOR_HAWK(Monster&m,float fElapsedTime,std::string strategy){
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//Runs the Hawk strategy and has an aggressive mode when the amount of this monster falls below an amount.
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//Runs the Hawk strategy and has an aggressive mode when the amount of this monster falls below an amount.
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const int majorHawkCount=std::reduce(MONSTER_LIST.begin(),MONSTER_LIST.end(),0,[&](const int&acc,const std::unique_ptr<Monster>&monster){return std::move(acc)+((monster->GetName()==ConfigString("Aggressive Name Check"))?1:0);});
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const int majorHawkCount=std::reduce(MONSTER_LIST.begin(),MONSTER_LIST.end(),0,[&](const int&acc,const std::unique_ptr<Monster>&monster){return std::move(acc)+((monster->IsAlive()&&monster->GetName()==ConfigString("Aggressive Name Check"))?1:0);});
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if(majorHawkCount<=ConfigInt("Aggressive Hawk Count"))HAWK(m,fElapsedTime,"Major Hawk");
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if(majorHawkCount<=ConfigInt("Aggressive Hawk Count"))HAWK(m,fElapsedTime,"Major Hawk");
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else HAWK(m,fElapsedTime,"Hawk"); //Use normal hawk behaviors when there are too many Major Hawks.
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else HAWK(m,fElapsedTime,"Hawk"); //Use normal hawk behaviors when there are too many Major Hawks.
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}
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}
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@ -21,7 +21,6 @@ When a monster spawns, if it spawns inside a collision tile, attempt to set it o
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New Monster Sound Effects
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New Monster Sound Effects
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DEMO
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DEMO
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====
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====
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Go back and apply new rendering code.
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Go back and apply new rendering code.
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 0
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#define VERSION_PATCH 0
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#define VERSION_BUILD 9378
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#define VERSION_BUILD 9381
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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@ -854,7 +854,6 @@ Monsters
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# Dropdown/Rising speed in pixels per second while attacking.
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# Dropdown/Rising speed in pixels per second while attacking.
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Attack Z Speed = 160px/s
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Attack Z Speed = 160px/s
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Flight Charge Cooldown = 8s
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Attack Wait Time = 1s
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Attack Wait Time = 1s
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#################################
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#################################
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##### END HAWK PROPERTY OVERRIDES
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##### END HAWK PROPERTY OVERRIDES
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