From 20535eb0b4f13e6a7455c8c0a5078cc1fbef97b8 Mon Sep 17 00:00:00 2001 From: Verkister Date: Mon, 14 Jun 2021 08:31:27 +0300 Subject: [PATCH] Fixes some unseen combat ai jank --- code/modules/ai/ai_holder_combat_unseen.dm | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/code/modules/ai/ai_holder_combat_unseen.dm b/code/modules/ai/ai_holder_combat_unseen.dm index 868191a43f5..060e6f8383b 100644 --- a/code/modules/ai/ai_holder_combat_unseen.dm +++ b/code/modules/ai/ai_holder_combat_unseen.dm @@ -13,7 +13,17 @@ // We conserve ammo (or can't shoot) so walk closer if(get_dist(holder, target_last_seen_turf) > 1) return give_destination(target_last_seen_turf, 1, TRUE) // Sets stance as well +<<<<<<< HEAD // We're right there, look around? +======= + // We last saw them next to us, so do a blind attack on that tile. + else if(melee_on_tile(target_last_seen_turf) != ATTACK_SUCCESSFUL && intelligence_level >= AI_NORMAL) + var/obj/O = find_escape_route() + if(istype(O)) + return give_destination(get_turf(O), 0, TRUE) + else + return find_target() +>>>>>>> c9873ff... Fixes some unseen combat ai jank (#8116) else return find_target() // Shoot in their direction angrily