Automatically rotate the Monkeylord towards targets, limited outside a range #6574
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Description of the proposed changes
Cherry picked the now-reverted Monkeylord auto-rotation changes from #6437. In summary, the ML has angle-restricted weapons that it cannot use when idle, and they make up a significant 450 DPS, so it would be nice if they fired automatically when they can, but on the other hand the ML is slow turning and reliant on micro so turning it automatically is not exactly desired.
Add a dummy weapon that limits the bolters' auto rotation behavior to outside 50 range:
OnFire
only ever gets called once.SlavedToBody
fields stop the autorotation behavior of the bolters.SlavedToBody
angle limits have priority.I think this is the absolute minimum for an AI dummy weapon, it should be replicated to the other dummy weapons (various forms of AA-only units, and transports).
Testing done on the proposed changes
Testing from the previous PR (since this is cherry picked):
OnFire
andOnGot/LostTarget
functions of the base weapon class.Checklist