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AI Hive Wars #93
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Merged
AI Hive Wars #93
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morrowwolf
requested changes
Jan 23, 2024
morrowwolf
previously approved these changes
Jan 23, 2024
morrowwolf
requested changes
Feb 1, 2024
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Initial review
morrowwolf
approved these changes
Feb 8, 2024
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About the pull request
It's the thing that i've worked on for past few weeks, in simple terms this is just
/carbon/human
->/carbon
refactor with some small changes doneExplain why it's good for the game
I mean, it's a fun addition for GM's to explore - no one asked for it, but i still wanna make some sick xeno interactions
Testing Photographs and Procedure
Screenshots & Videos
Again, too big clips and too lazy me :p
hive_wars.mp4
the_alpha_beast.mp4
the_only_thing_i_know_for_real_is_running.mp4
Changelog
🆑
add: Xeno idle AI now respects weed hive type
add: Xeno combat AI now respects mobs alpha (invisibility)
fix: Fixed target loss bug that xeno AI suffered from
fix:
null.moving
runtime fixedfix:
resting =
->set_resting()
bugfixfix: Behavior override now clears dead or invalid xeno from queue
qol: Now if you place capture order on turf under mob it will still cling to human instead of disappearing
code: Hive mark base radius 7 -> 5 tiles
code: Slight build behavior changes to make it more smart (and chaotic)
code: LZ weeding allowed by default in 'Distress Signal: Lowpop' gamemode
refactor:
/carbon/human
->/carbon
checks in all AI movement loops/:cl: