This commit is contained in:
Regalis
2015-07-31 21:05:55 +03:00
parent 23d847a4ac
commit 85b0cda4ca
181 changed files with 4455 additions and 4073 deletions
@@ -0,0 +1,54 @@
using Lidgren.Network;
using Microsoft.Xna.Framework;
namespace Subsurface
{
class AIController : ISteerable
{
public enum AiState { None, Attack, GoTo, Escape }
public enum SteeringState { Wander, Seek, Escape }
public Character Character;
protected AiState state;
protected SteeringManager steeringManager;
public Vector2 Steering
{
get { return Character.AnimController.TargetMovement; }
set { Character.AnimController.TargetMovement = value; }
}
public Vector2 Position
{
get { return Character.AnimController.limbs[0].SimPosition; }
}
public Vector2 Velocity
{
get { return Character.AnimController.limbs[0].LinearVelocity; }
}
public AiState State
{
get { return state; }
}
public AIController (Character c)
{
Character = c;
steeringManager = new SteeringManager(this);
}
public virtual void Update(float deltaTime) { }
//protected Structure lastStructurePicked;
public virtual void FillNetworkData(NetOutgoingMessage message) { }
public virtual void ReadNetworkData(NetIncomingMessage message) { }
}
}
@@ -0,0 +1,47 @@
using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace Subsurface
{
class AITarget
{
public static List<AITarget> List = new List<AITarget>();
public Entity Entity;
protected float soundRange;
protected float sightRange;
public float SoundRange
{
get
{
return soundRange;
}
set { soundRange = value; }
}
public float SightRange
{
get { return sightRange; }
set { sightRange = value; }
}
public Vector2 Position
{
get { return Entity.SimPosition; }
}
public AITarget(Entity e)
{
Entity = e;
List.Add(this);
}
public void Remove()
{
List.Remove(this);
}
}
}
@@ -0,0 +1,540 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Xml.Linq;
using FarseerPhysics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using FarseerPhysics.Dynamics;
namespace Subsurface
{
class EnemyAIController : AIController
{
private const float UpdateTargetsInterval = 5.0f;
private const float RaycastInterval = 1.0f;
//the preference to attack a specific type of target (-1.0 - 1.0)
//0.0 = doesn't attack targets of the type
//positive values = attacks targets of this type
//negative values = escapes targets of this type
private float attackRooms;
private float attackHumans;
private float attackWeaker;
private float attackStronger;
private float updateTargetsTimer;
private float raycastTimer;
private Vector2 prevPosition;
private float distanceAccumulator;
//a timer for attacks such as biting that last for a specific amount of time
//the duration is determined by the attackDuration of the attacking limb
private float attackTimer;
//a "cooldown time" after an attack during which the character doesn't try to attack again
private float attackCoolDown;
private float coolDownTimer;
//a point in a wall which the character is currently targeting
private Vector2 wallAttackPos;
//the entity (a wall) which the character is targeting
private IDamageable targetEntity;
//the limb selected for the current attack
private Limb attackingLimb;
private AITarget selectedTarget;
private AITargetMemory selectedTargetMemory;
private float targetValue;
private Dictionary<AITarget, AITargetMemory> targetMemories;
//the eyesight of the NPC (0.0 = blind, 1.0 = sees every target within sightRange)
private float sight;
//how far the NPC can hear targets from (0.0 = deaf, 1.0 = hears every target within soundRange)
private float hearing;
public EnemyAIController(Character c, string file) : base(c)
{
targetMemories = new Dictionary<AITarget, AITargetMemory>();
XDocument doc = ToolBox.TryLoadXml(file);
if (doc == null) return;
XElement aiElement = doc.Root.Element("ai");
if (aiElement == null) return;
attackRooms = ToolBox.GetAttributeFloat(aiElement, "attackrooms", 0.0f) / 100.0f;
attackHumans = ToolBox.GetAttributeFloat(aiElement, "attackhumans", 0.0f) / 100.0f;
attackWeaker = ToolBox.GetAttributeFloat(aiElement, "attackweaker", 0.0f) / 100.0f;
attackStronger = ToolBox.GetAttributeFloat(aiElement, "attackstronger", 0.0f) / 100.0f;
attackCoolDown = ToolBox.GetAttributeFloat(aiElement, "attackcooldown", 5.0f);
sight = ToolBox.GetAttributeFloat(aiElement, "sight", 0.0f);
hearing = ToolBox.GetAttributeFloat(aiElement, "hearing", 0.0f);
state = AiState.None;
}
public override void Update(float deltaTime)
{
UpdateDistanceAccumulator();
Character.AnimController.IgnorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
if (updateTargetsTimer > 0.0)
{
updateTargetsTimer -= deltaTime;
}
else
{
System.Diagnostics.Debug.WriteLine("updatetargets");
UpdateTargets(Character);
updateTargetsTimer = UpdateTargetsInterval;
if (selectedTarget == null)
{
state = AiState.None;
}
else
{
state = (targetValue > 0.0f) ? AiState.Attack : AiState.Escape;
}
//if (coolDownTimer >= 0.0f) return;
}
switch (state)
{
case AiState.None:
UpdateNone(deltaTime);
break;
case AiState.Attack:
UpdateAttack(deltaTime);
break;
}
steeringManager.Update();
}
private void UpdateNone(float deltaTime)
{
//wander around randomly
//UpdateSteeringWander(deltaTime, 0.8f);
steeringManager.SteeringWander(0.8f);
steeringManager.SteeringAvoid(deltaTime, 1.0f);
attackingLimb = null;
attackTimer = 0.0f;
coolDownTimer -= deltaTime;
}
private void UpdateDistanceAccumulator()
{
Limb limb = Character.AnimController.limbs[0];
distanceAccumulator += (limb.SimPosition - prevPosition).Length();
prevPosition = limb.body.Position;
}
private void UpdateAttack(float deltaTime)
{
if (selectedTarget == null)
{
state = AiState.None;
return;
}
selectedTargetMemory.Priority -= deltaTime;
Vector2 attackPosition = selectedTarget.Position;
if (wallAttackPos != Vector2.Zero) attackPosition = wallAttackPos;
if (coolDownTimer>0.0f)
{
UpdateCoolDown(attackPosition, deltaTime);
return;
}
if (raycastTimer > 0.0)
{
raycastTimer -= deltaTime;
}
else
{
GetTargetEntity();
raycastTimer = RaycastInterval;
}
steeringManager.SteeringSeek(attackPosition);
//check if any of the limbs is close enough to attack the target
if (attackingLimb == null)
{
foreach (Limb limb in Character.AnimController.limbs)
{
if (limb.attack==null || limb.attack.Type == AttackType.None) continue;
if (Vector2.Distance(limb.SimPosition, attackPosition) > limb.attack.Range) continue;
attackingLimb = limb;
break;
}
return;
}
UpdateLimbAttack(deltaTime, attackingLimb, attackPosition);
}
private void UpdateCoolDown(Vector2 attackPosition, float deltaTime)
{
coolDownTimer -= deltaTime;
attackingLimb = null;
//System.Diagnostics.Debug.WriteLine("cooldown");
if (selectedTarget.Entity is Hull ||
Vector2.Distance(attackPosition, Character.AnimController.limbs[0].SimPosition) < ConvertUnits.ToSimUnits(500.0f))
{
steeringManager.SteeringSeek(attackPosition, -0.8f);
steeringManager.SteeringAvoid(deltaTime, 1.0f);
}
else
{
steeringManager.SteeringSeek(attackPosition, -0.5f);
steeringManager.SteeringAvoid(deltaTime, 1.0f);
}
}
private void GetTargetEntity()
{
targetEntity = null;
//check if there's a wall between the target and the character
Vector2 rayStart = Character.AnimController.limbs[0].SimPosition;
Vector2 rayEnd = selectedTarget.Position;
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
if (Submarine.LastPickedFraction == 1.0f || closestBody == null)
{
wallAttackPos = Vector2.Zero;
return;
}
Structure wall = closestBody.UserData as Structure;
if (wall == null)
{
wallAttackPos = Submarine.LastPickedPosition;
}
else
{
int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
float sectionDamage = wall.SectionDamage(sectionIndex);
for (int i = sectionIndex - 2; i <= sectionIndex + 2; i++)
{
if (wall.SectionHasHole(i))
{
sectionIndex = i;
break;
}
if (wall.SectionDamage(i) > sectionDamage) sectionIndex = i;
}
wallAttackPos = wall.SectionPosition(sectionIndex);
wallAttackPos = ConvertUnits.ToSimUnits(wallAttackPos);
}
targetEntity = closestBody.UserData as IDamageable;
}
private void UpdateLimbAttack(float deltaTime, Limb limb, Vector2 attackPosition)
{
IDamageable damageTarget = null;
switch (limb.attack.Type)
{
case AttackType.PinchCW:
case AttackType.PinchCCW:
float dir = (limb.attack.Type == AttackType.PinchCW) ? 1.0f : -1.0f;
float dist = Vector2.Distance(limb.SimPosition, attackPosition);
if (wallAttackPos != Vector2.Zero && targetEntity != null)
{
damageTarget = targetEntity as IDamageable;
}
else
{
damageTarget = selectedTarget.Entity as IDamageable;
}
attackTimer += deltaTime*0.05f;
if (damageTarget == null)
{
attackTimer = limb.attack.Duration;
break;
}
if (dist < limb.attack.Range * 0.5f)
{
attackTimer += deltaTime;
limb.body.ApplyTorque(limb.Mass * 50.0f * Character.AnimController.Dir * dir);
limb.attack.DoDamage(damageTarget, limb.SimPosition, deltaTime, (limb.soundTimer <= 0.0f));
limb.soundTimer = Limb.SoundInterval;
}
else
{
//limb.body.ApplyTorque(limb.Mass * -20.0f * character.animController.Dir * dir);
}
limb.body.ApplyLinearImpulse(limb.Mass * 10.0f *
Vector2.Normalize(attackPosition - limb.SimPosition));
steeringManager.SteeringSeek(attackPosition + (limb.SimPosition-Position), 5.0f);
break;
default:
attackTimer = limb.attack.Duration;
break;
}
if (attackTimer >= limb.attack.Duration)
{
attackTimer = 0.0f;
if (Vector2.Distance(limb.SimPosition, attackPosition)<5.0) coolDownTimer = attackCoolDown;
}
}
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the character can see/hear the target and chooses the most preferable target within
//sight/hearing range
public void UpdateTargets(Character character)
{
if (distanceAccumulator<5.0f && Rand.Range(1,3, false)==1)
{
selectedTarget = null;
character.AnimController.TargetMovement = -character.AnimController.TargetMovement;
state = AiState.None;
return;
}
distanceAccumulator = 0.0f;
selectedTarget = null;
selectedTargetMemory = null;
targetValue = 0.0f;
UpdateTargetMemories();
foreach (AITarget target in AITarget.List)
{
float valueModifier = 0.0f;
float dist = 0.0f;
IDamageable targetDamageable = target.Entity as IDamageable;
if (targetDamageable!=null && targetDamageable.Health <= 0.0f) continue;
Character targetCharacter = target.Entity as Character;
//ignore the aitarget if it is the character itself
if (targetCharacter == character) continue;
if (targetCharacter!=null)
{
if (attackHumans == 0.0f || targetCharacter.SpeciesName != "human") continue;
valueModifier = attackHumans;
}
else if (target.Entity!=null && attackRooms!=0.0f)
{
//skip the target if it's the room the character is inside of
if (character.AnimController.CurrentHull != null && character.AnimController.CurrentHull == target.Entity as Hull) continue;
valueModifier = attackRooms;
}
dist = Vector2.Distance(
character.AnimController.limbs[0].SimPosition,
target.Position);
dist = ConvertUnits.ToDisplayUnits(dist);
AITargetMemory targetMemory = FindTargetMemory(target);
valueModifier = valueModifier * targetMemory.Priority / dist;
//dist -= targetMemory.Priority;
if (Math.Abs(valueModifier) > Math.Abs(targetValue) && (dist < target.SightRange * sight || dist < target.SoundRange * hearing))
{
Vector2 rayStart = character.AnimController.limbs[0].SimPosition;
Vector2 rayEnd = target.Position;
Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
Structure closestStructure = (closestBody == null) ? null : closestBody.UserData as Structure;
//if (targetCharacter != null)
//{
// //if target is a character that isn't visible, ignore
// if (closestStructure != null) continue;
// //prefer targets with low health
// valueModifier = valueModifier / targetCharacter.Health;
//}
//else
//{
if (targetDamageable != null)
{
valueModifier = valueModifier / targetDamageable.Health;
}
else if (closestStructure!=null)
{
valueModifier = valueModifier / (closestStructure as IDamageable).Health;
}
else
{
valueModifier = valueModifier / 1000.0f;
}
//}
//float newTargetValue = valueModifier/dist;
if (selectedTarget == null || Math.Abs(valueModifier) > Math.Abs(targetValue))
{
selectedTarget = target;
selectedTargetMemory = targetMemory;
targetValue = valueModifier;
Debug.WriteLine(selectedTarget.Entity+": "+targetValue);
}
}
}
//selectedTarget = bestTarget;
//selectedTargetMemory = targetMemory;
//this.targetValue = bestTargetValue;
}
//find the targetMemory that corresponds to some AItarget or create if there isn't one yet
private AITargetMemory FindTargetMemory(AITarget target)
{
AITargetMemory memory = null;
if (targetMemories.TryGetValue(target, out memory))
{
return memory;
}
memory = new AITargetMemory(100.0f);
targetMemories.Add(target, memory);
return memory;
}
//go through all the targetmemories and delete ones that don't
//have a corresponding AItarget or whose priority is 0.0f
private void UpdateTargetMemories()
{
List<AITarget> toBeRemoved = new List<AITarget>();
foreach(KeyValuePair<AITarget, AITargetMemory> memory in targetMemories)
{
memory.Value.Priority += 0.5f;
if (memory.Value.Priority == 0.0f || !AITarget.List.Contains(memory.Key)) toBeRemoved.Add(memory.Key);
}
foreach (AITarget target in toBeRemoved)
{
targetMemories.Remove(target);
}
}
public override void FillNetworkData(NetOutgoingMessage message)
{
message.Write((byte)state);
message.Write(wallAttackPos.X);
message.Write(wallAttackPos.Y);
message.Write(steeringManager.WanderAngle);
message.Write(updateTargetsTimer);
message.Write(raycastTimer);
message.Write(coolDownTimer);
message.Write(targetEntity==null ? -1 : (targetEntity as Entity).ID);
}
public override void ReadNetworkData(NetIncomingMessage message)
{
AiState newState = AiState.None;
Vector2 newWallAttackPos;
float wanderAngle;
float updateTargetsTimer, raycastTimer, coolDownTimer;
int targetID;
try
{
newState = (AiState)(message.ReadByte());
newWallAttackPos = new Vector2(message.ReadFloat(), message.ReadFloat());
wanderAngle = MathUtils.WrapAngleTwoPi(message.ReadFloat());
updateTargetsTimer = MathHelper.Clamp(message.ReadFloat(), 0.0f, UpdateTargetsInterval);
raycastTimer = MathHelper.Clamp(message.ReadFloat(), 0.0f, RaycastInterval);
coolDownTimer = MathHelper.Clamp(message.ReadFloat(), 0.0f, attackCoolDown);
targetID = message.ReadInt32();
}
catch { return; }
wallAttackPos = newWallAttackPos;
steeringManager.WanderAngle = wanderAngle;
this.updateTargetsTimer = updateTargetsTimer;
this.raycastTimer = raycastTimer;
this.coolDownTimer = coolDownTimer;
if (targetID > -1)
targetEntity = Entity.FindEntityByID(targetID) as IDamageable;
}
}
//the "memory" of the character
//keeps track of how preferable it is to attack a specific target
//(if the character can't inflict much damage the target, the priority decreases
//and if the target attacks the character, the priority increases)
class AITargetMemory
{
//private AITarget target;
private float priority;
//public AITarget Target
//{
// get { return target; }
//}
public float Priority
{
get { return priority; }
set { priority = MathHelper.Clamp(value, 1.0f, 100.0f); }
}
public AITargetMemory(float priority)
{
this.priority = priority;
}
}
}
@@ -0,0 +1,27 @@
using Microsoft.Xna.Framework;
namespace Subsurface
{
interface ISteerable
{
Vector2 Steering
{
get;
set;
}
Vector2 Velocity
{
get;
}
Vector2 Position
{
get;
}
}
}
@@ -0,0 +1,240 @@
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
namespace Subsurface
{
class PathNode
{
private WayPoint wayPoint;
private int wayPointID;
public int state;
public PathNode Parent;
private Vector2 position;
public float F,G,H;
public List<PathNode> connections;
public float[] distances;
public WayPoint Waypoint
{
get { return wayPoint; }
}
public Vector2 Position
{
get {return position;}
}
public PathNode(WayPoint wayPoint)
{
this.wayPoint = wayPoint;
this.position = wayPoint.SimPosition;
wayPointID = wayPoint.ID;
connections = new List<PathNode>();
}
public static List<PathNode> GenerateNodes(List<WayPoint> wayPoints)
{
var nodes = new Dictionary<int, PathNode>();
foreach (WayPoint wayPoint in wayPoints)
{
nodes.Add(wayPoint.ID, new PathNode(wayPoint));
}
foreach (KeyValuePair<int,PathNode> node in nodes)
{
foreach (MapEntity linked in node.Value.wayPoint.linkedTo)
{
PathNode connectedNode = null;
nodes.TryGetValue(linked.ID, out connectedNode);
if (connectedNode == null) continue;
node.Value.connections.Add(connectedNode);
}
}
var nodeList = nodes.Values.ToList();
foreach (PathNode node in nodeList)
{
node.distances = new float[node.connections.Count];
for (int i = 0; i< node.distances.Length; i++)
{
node.distances[i] = Vector2.Distance(node.position, node.connections[i].position);
}
}
return nodeList;
}
}
class PathFinder
{
List<PathNode> nodes;
private bool insideSubmarine;
public PathFinder(List<WayPoint> wayPoints, bool insideSubmarine = false)
{
nodes = PathNode.GenerateNodes(wayPoints.FindAll(w => w.MoveWithLevel != insideSubmarine));
this.insideSubmarine = insideSubmarine;
}
public SteeringPath FindPath(Vector2 start, Vector2 end)
{
float closestDist = 0.0f;
PathNode startNode = null;
foreach (PathNode node in nodes)
{
float dist = Vector2.Distance(start,node.Position);
if (dist<closestDist || startNode==null)
{
closestDist = dist;
startNode = node;
}
}
closestDist = 0.0f;
PathNode endNode = null;
foreach (PathNode node in nodes)
{
float dist = Vector2.Distance(end, node.Position);
if (dist < closestDist || endNode == null)
{
closestDist = dist;
endNode = node;
}
}
if (startNode == null || endNode == null)
{
DebugConsole.ThrowError("Pathfinding error, couldn't find pathnodes");
return new SteeringPath();
}
return FindPath(startNode,endNode);
}
public SteeringPath FindPath(WayPoint start, WayPoint end)
{
PathNode startNode=null, endNode=null;
foreach (PathNode node in nodes)
{
if (node.Waypoint == start)
{
startNode = node;
if (endNode != null) break;
}
if (node.Waypoint == end)
{
endNode = node;
if (startNode != null) break;
}
if (startNode==null || endNode==null)
{
DebugConsole.ThrowError("Pathfinding error, couldn't find matching pathnodes to waypoints");
return new SteeringPath();;
}
}
return FindPath(startNode, endNode);
}
private SteeringPath FindPath(PathNode start, PathNode end)
{
foreach (PathNode node in nodes)
{
node.state = 0;
node.F = 0.0f;
node.G = 0.0f;
node.H = 0.0f;
}
start.state = 1;
while (true)
{
PathNode currNode = null;
float dist = 10000.0f;
foreach (PathNode node in nodes)
{
if (node.state != 1) continue;
if (node.F < dist)
{
dist = node.F;
currNode = node;
}
}
if (currNode == null || currNode == end) break;
currNode.state = 2;
for (int i = 0; i < currNode.connections.Count; i++)
{
PathNode nextNode = currNode.connections[i];
//a node that hasn't been searched yet
if (nextNode.state==0)
{
nextNode.H = Vector2.Distance(nextNode.Position,end.Position);
nextNode.G = currNode.G + currNode.distances[i];
nextNode.F = nextNode.G + nextNode.H;
nextNode.Parent = currNode;
nextNode.state = 1;
}
//node that has been searched
else if (nextNode.state==1)
{
float tempG = currNode.G + currNode.distances[i];
//only use if this new route is better than the
//route the node was a part of
if (tempG < nextNode.G)
{
nextNode.G = tempG;
nextNode.F = nextNode.G + nextNode.H;
nextNode.Parent = currNode;
}
}
}
}
if (end.state==0)
{
//path not found
return new SteeringPath();
}
SteeringPath path = new SteeringPath();
List<WayPoint> finalPath = new List<WayPoint>();
PathNode pathNode = end;
while (pathNode != start && pathNode != null)
{
finalPath.Add(pathNode.Waypoint);
pathNode = pathNode.Parent;
}
finalPath.Reverse();
foreach (WayPoint wayPoint in finalPath)
{
path.AddNode(wayPoint);
}
return path;
}
}
}
@@ -0,0 +1,151 @@
using System;
using Microsoft.Xna.Framework;
using FarseerPhysics.Dynamics;
namespace Subsurface
{
class SteeringManager
{
private const float CircleDistance = 2.5f;
private const float CircleRadius = 0.3f;
private const float RayCastInterval = 0.5f;
private ISteerable host;
private Vector2 steering;
//the steering amount when avoiding obstacles
//(needs a separate variable because it's only updated when a raycast is done to detect any nearby obstacles)
private Vector2 avoidSteering;
private float rayCastTimer;
private float wanderAngle;
public float WanderAngle
{
get { return wanderAngle; }
set { wanderAngle = value; }
}
public SteeringManager(ISteerable host)
{
this.host = host;
wanderAngle = Rand.Range(0.0f, MathHelper.TwoPi);
}
public void SteeringSeek(Vector2 target, float speed = 1.0f)
{
steering += DoSteeringSeek(target, speed);
}
public void SteeringWander(float speed = 1.0f)
{
steering += DoSteeringWander(speed);
}
public void SteeringAvoid(float deltaTime, float speed)
{
steering += DoSteeringAvoid(deltaTime, speed);
}
public void Update(float speed = 1.0f)
{
float steeringSpeed = steering.Length();
if (steeringSpeed>speed)
{
steering = Vector2.Normalize(steering) * Math.Abs(speed);
}
host.Steering = steering;
}
private Vector2 DoSteeringSeek(Vector2 target, float speed = 1.0f)
{
Vector2 targetVel = target - host.Position;
targetVel = Vector2.Normalize(targetVel) * speed;
Vector2 newSteering = targetVel - host.Steering;
if (newSteering==Vector2.Zero) return Vector2.Zero;
float steeringSpeed = (newSteering + host.Steering).Length();
if (steeringSpeed > Math.Abs(speed))
{
newSteering = Vector2.Normalize(newSteering)*Math.Abs(speed);
}
return newSteering;
}
private Vector2 DoSteeringWander(float speed = 1.0f)
{
Vector2 circleCenter = (host.Velocity == Vector2.Zero) ? new Vector2(speed, 0.0f) : host.Velocity;
circleCenter = Vector2.Normalize(circleCenter) * CircleDistance;
Vector2 displacement = new Vector2(
(float)Math.Cos(wanderAngle),
(float)Math.Sin(wanderAngle));
displacement = displacement * CircleRadius;
float angleChange = 1.5f;
wanderAngle += Rand.Range(0.0f, 1.0f) * angleChange - angleChange * 0.5f;
Vector2 newSteering = circleCenter + displacement;
float steeringSpeed = (newSteering + host.Steering).Length();
if (steeringSpeed > speed)
{
newSteering = Vector2.Normalize(newSteering) * speed;
}
return newSteering;
}
private Vector2 DoSteeringAvoid(float deltaTime, float speed = 1.0f)
{
if (steering == Vector2.Zero || host.Steering == Vector2.Zero) return Vector2.Zero;
float maxDistance = 2.0f;
Vector2 ahead = host.Position + Vector2.Normalize(host.Steering)*maxDistance;
if (rayCastTimer <= 0.0f)
{
rayCastTimer = RayCastInterval;
Body closestBody = Submarine.CheckVisibility(host.Position, ahead);
if (closestBody == null)
{
avoidSteering = Vector2.Zero;
return Vector2.Zero;
}
else
{
Structure closestStructure = closestBody.UserData as Structure;
if (closestStructure!=null)
{
Vector2 obstaclePosition = Submarine.LastPickedPosition;
if (closestStructure.IsHorizontal)
{
obstaclePosition.Y = closestStructure.SimPosition.Y;
}
else
{
obstaclePosition.X = closestStructure.SimPosition.X;
}
avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - obstaclePosition);
}
}
}
else
{
rayCastTimer -= deltaTime;
}
return avoidSteering * speed;
}
}
}
@@ -0,0 +1,41 @@
using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace Subsurface
{
class SteeringPath
{
private Queue<WayPoint> nodes;
WayPoint currentNode;
public SteeringPath()
{
nodes = new Queue<WayPoint>();
}
public void AddNode(WayPoint node)
{
if (node == null) return;
nodes.Enqueue(node);
}
public WayPoint CurrentNode
{
get { return currentNode; }
}
public WayPoint GetNode(Vector2 pos, float minDistance = 0.1f)
{
if (nodes.Count == 0) return null;
if (currentNode == null || Vector2.Distance(pos, currentNode.SimPosition) < minDistance) currentNode = nodes.Dequeue();
return currentNode;
}
public void ClearPath()
{
nodes.Clear();
}
}
}