Renamed project folders from Subsurface to Barotrauma
This commit is contained in:
@@ -0,0 +1,576 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Xml.Linq;
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using FarseerPhysics;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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class EnemyAIController : AIController
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{
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private const float UpdateTargetsInterval = 0.5f;
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private const float RaycastInterval = 1.0f;
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private bool attackWhenProvoked;
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//the preference to attack a specific type of target (-1.0 - 1.0)
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//0.0 = doesn't attack targets of the type
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//positive values = attacks targets of this type
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//negative values = escapes targets of this type
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private float attackRooms, attackHumans, attackWeaker, attackStronger;
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private SteeringManager outsideSteering, insideSteering;
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private float updateTargetsTimer;
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private float raycastTimer;
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//a timer for attacks such as biting that last for a specific amount of time
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//the duration is determined by the attackDuration of the attacking limb
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private float attackTimer;
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//a "cooldown time" after an attack during which the Character doesn't try to attack again
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private float attackCoolDown;
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private float coolDownTimer;
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//a point in a wall which the Character is currently targeting
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private Vector2 wallAttackPos;
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//the entity (a wall) which the Character is targeting
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private IDamageable targetEntity;
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//the limb selected for the current attack
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private Limb attackingLimb;
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private AITarget selectedAiTarget;
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private AITargetMemory selectedTargetMemory;
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private float targetValue;
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private Dictionary<AITarget, AITargetMemory> targetMemories;
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//the eyesight of the NPC (0.0 = blind, 1.0 = sees every target within sightRange)
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private float sight;
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//how far the NPC can hear targets from (0.0 = deaf, 1.0 = hears every target within soundRange)
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private float hearing;
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public AITarget SelectedAiTarget
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{
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get { return selectedAiTarget; }
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}
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public EnemyAIController(Character c, string file) : base(c)
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{
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targetMemories = new Dictionary<AITarget, AITargetMemory>();
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XDocument doc = ToolBox.TryLoadXml(file);
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if (doc == null || doc.Root == null) return;
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XElement aiElement = doc.Root.Element("ai");
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if (aiElement == null) return;
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attackRooms = ToolBox.GetAttributeFloat(aiElement, "attackrooms", 0.0f) / 100.0f;
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attackHumans = ToolBox.GetAttributeFloat(aiElement, "attackhumans", 0.0f) / 100.0f;
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attackWeaker = ToolBox.GetAttributeFloat(aiElement, "attackweaker", 0.0f) / 100.0f;
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attackStronger = ToolBox.GetAttributeFloat(aiElement, "attackstronger", 0.0f) / 100.0f;
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attackCoolDown = ToolBox.GetAttributeFloat(aiElement, "attackcooldown", 5.0f);
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sight = ToolBox.GetAttributeFloat(aiElement, "sight", 0.0f);
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hearing = ToolBox.GetAttributeFloat(aiElement, "hearing", 0.0f);
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attackWhenProvoked = ToolBox.GetAttributeBool(aiElement, "attackwhenprovoked", false);
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outsideSteering = new SteeringManager(this);
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insideSteering = new IndoorsSteeringManager(this, false);
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steeringManager = outsideSteering;
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state = AiState.None;
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}
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public override void SelectTarget(AITarget target)
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{
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selectedAiTarget = target;
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selectedTargetMemory = FindTargetMemory(target);
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targetValue = 100.0f;
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}
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public override void Update(float deltaTime)
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{
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bool ignorePlatforms = (-Character.AnimController.TargetMovement.Y > Math.Abs(Character.AnimController.TargetMovement.X));
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if (steeringManager is IndoorsSteeringManager)
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{
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var currPath = ((IndoorsSteeringManager)steeringManager).CurrentPath;
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if (currPath != null && currPath.CurrentNode != null)
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{
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if (currPath.CurrentNode.SimPosition.Y < Character.AnimController.GetColliderBottom().Y)
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{
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ignorePlatforms = true;
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}
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}
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}
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Character.AnimController.IgnorePlatforms = ignorePlatforms;
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if (Character.AnimController is HumanoidAnimController)
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{
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
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{
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Character.AnimController.TargetDir = Character.AnimController.movement.X > 0.0f ? Direction.Right : Direction.Left;
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}
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}
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if (updateTargetsTimer > 0.0)
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{
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updateTargetsTimer -= deltaTime;
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}
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else
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{
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UpdateTargets(Character);
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updateTargetsTimer = UpdateTargetsInterval;
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if (selectedAiTarget == null)
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{
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state = AiState.None;
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}
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else
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{
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state = (targetValue > 0.0f) ? AiState.Attack : AiState.Escape;
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}
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//if (coolDownTimer >= 0.0f) return;
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}
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steeringManager = Character.Submarine == null ? outsideSteering : insideSteering;
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switch (state)
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{
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case AiState.None:
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UpdateNone(deltaTime);
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break;
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case AiState.Attack:
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UpdateAttack(deltaTime);
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break;
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}
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steeringManager.Update();
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}
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private void UpdateNone(float deltaTime)
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{
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//wander around randomly
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if (Character.Submarine==null && SimPosition.Y < ConvertUnits.ToSimUnits(SubmarineBody.DamageDepth*0.5f))
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{
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steeringManager.SteeringManual(deltaTime, Vector2.UnitY);
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}
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else
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{
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steeringManager.SteeringAvoid(deltaTime, 0.1f);
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steeringManager.SteeringWander(0.5f);
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}
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attackingLimb = null;
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attackTimer = 0.0f;
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coolDownTimer -= deltaTime;
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}
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private void UpdateAttack(float deltaTime)
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{
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if (selectedAiTarget == null || selectedAiTarget.Entity == null || selectedAiTarget.Entity.Removed)
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{
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state = AiState.None;
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return;
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}
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selectedTargetMemory.Priority -= deltaTime;
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Vector2 attackSimPosition = Character.Submarine == null ? ConvertUnits.ToSimUnits(selectedAiTarget.WorldPosition) : selectedAiTarget.SimPosition;
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if (wallAttackPos != Vector2.Zero && targetEntity != null)
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{
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attackSimPosition = wallAttackPos;
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if (selectedAiTarget.Entity != null && Character.Submarine == null && selectedAiTarget.Entity.Submarine != null) attackSimPosition += ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
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}
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
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{
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Character.AnimController.TargetDir = Character.SimPosition.X < attackSimPosition.X ? Direction.Right : Direction.Left;
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}
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if (coolDownTimer > 0.0f)
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{
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UpdateCoolDown(attackSimPosition, deltaTime);
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return;
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}
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if (raycastTimer > 0.0)
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{
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raycastTimer -= deltaTime;
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}
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else
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{
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GetTargetEntity();
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raycastTimer = RaycastInterval;
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}
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//steeringManager.SteeringAvoid(deltaTime, 1.0f);
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Limb attackLimb = attackingLimb;
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//check if any of the limbs is close enough to attack the target
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if (attackingLimb == null)
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{
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foreach (Limb limb in Character.AnimController.Limbs)
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{
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if (limb.attack==null) continue;
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attackLimb = limb;
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if (ConvertUnits.ToDisplayUnits(Vector2.Distance(limb.SimPosition, attackSimPosition)) > limb.attack.Range) continue;
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attackingLimb = limb;
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break;
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}
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if (Character.IsRemotePlayer)
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{
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if (!Character.IsKeyDown(InputType.Attack)) return;
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}
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}
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if (attackLimb != null)
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{
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steeringManager.SteeringSeek(attackSimPosition - (attackLimb.SimPosition - SimPosition));
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if (steeringManager is IndoorsSteeringManager)
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{
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var indoorsSteering = (IndoorsSteeringManager)steeringManager;
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if (indoorsSteering.CurrentPath!=null && (indoorsSteering.CurrentPath.Finished || indoorsSteering.CurrentPath.Unreachable))
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{
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steeringManager.SteeringManual(deltaTime, attackSimPosition - attackLimb.SimPosition);
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}
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}
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if (attackingLimb != null) UpdateLimbAttack(deltaTime, attackingLimb, attackSimPosition);
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}
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}
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private void UpdateCoolDown(Vector2 attackPosition, float deltaTime)
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{
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coolDownTimer -= deltaTime;
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attackingLimb = null;
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if (selectedAiTarget.Entity is Hull ||
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Vector2.Distance(attackPosition, Character.AnimController.Limbs[0].SimPosition) < ConvertUnits.ToSimUnits(500.0f))
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{
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steeringManager.SteeringSeek(attackPosition, -0.8f);
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steeringManager.SteeringAvoid(deltaTime, 1.0f);
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}
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else
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{
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steeringManager.SteeringSeek(attackPosition, -0.5f);
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steeringManager.SteeringAvoid(deltaTime, 1.0f);
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}
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}
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private void GetTargetEntity()
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{
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targetEntity = null;
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if (Character.AnimController.CurrentHull != null)
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{
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wallAttackPos = Vector2.Zero;
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return;
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}
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//check if there's a wall between the target and the Character
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Vector2 rayStart = Character.SimPosition;
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Vector2 rayEnd = selectedAiTarget.SimPosition;
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if (selectedAiTarget.Entity.Submarine!=null && Character.Submarine==null)
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{
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rayStart -= ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
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}
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Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
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if (Submarine.LastPickedFraction == 1.0f || closestBody == null)
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{
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wallAttackPos = Vector2.Zero;
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return;
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}
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Structure wall = closestBody.UserData as Structure;
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if (wall == null)
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{
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wallAttackPos = Submarine.LastPickedPosition;
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if (selectedAiTarget.Entity.Submarine!=null && Character.Submarine == null) wallAttackPos -= ConvertUnits.ToSimUnits(selectedAiTarget.Entity.Submarine.Position);
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}
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else
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{
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int sectionIndex = wall.FindSectionIndex(ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition));
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float sectionDamage = wall.SectionDamage(sectionIndex);
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for (int i = sectionIndex - 2; i <= sectionIndex + 2; i++)
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{
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if (wall.SectionBodyDisabled(i))
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{
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sectionIndex = i;
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break;
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}
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if (wall.SectionDamage(i) > sectionDamage) sectionIndex = i;
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}
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wallAttackPos = wall.SectionPosition(sectionIndex);
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//if (wall.Submarine != null) wallAttackPos += wall.Submarine.Position;
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wallAttackPos = ConvertUnits.ToSimUnits(wallAttackPos);
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}
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targetEntity = closestBody.UserData as IDamageable;
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}
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public override void OnAttacked(IDamageable attacker, float amount)
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{
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updateTargetsTimer = Math.Min(updateTargetsTimer, 0.1f);
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coolDownTimer *= 0.1f;
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if (amount > 0.1f && attackWhenProvoked)
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{
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attackHumans = 100.0f;
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attackRooms = 100.0f;
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}
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if (attacker==null || attacker.AiTarget==null) return;
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AITargetMemory targetMemory = FindTargetMemory(attacker.AiTarget);
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targetMemory.Priority += amount;
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}
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private void UpdateLimbAttack(float deltaTime, Limb limb, Vector2 attackPosition)
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{
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var damageTarget = (wallAttackPos != Vector2.Zero && targetEntity != null) ? targetEntity : selectedAiTarget.Entity as IDamageable;
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limb.UpdateAttack(deltaTime, attackPosition, damageTarget);
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if (limb.AttackTimer >= limb.attack.Duration)
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{
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wallAttackPos = Vector2.Zero;
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limb.AttackTimer = 0.0f;
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coolDownTimer = attackCoolDown;
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}
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}
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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public void UpdateTargets(Character character)
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{
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var prevAiTarget = selectedAiTarget;
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selectedAiTarget = null;
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selectedTargetMemory = null;
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targetValue = 0.0f;
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UpdateTargetMemories();
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foreach (AITarget target in AITarget.List)
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{
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if (Level.Loaded != null && target.WorldPosition.Y > Level.Loaded.Size.Y)
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{
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continue;
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}
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float valueModifier = 0.0f;
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float dist = 0.0f;
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IDamageable targetDamageable = target.Entity as IDamageable;
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if (targetDamageable!=null && targetDamageable.Health <= 0.0f) continue;
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Character targetCharacter = target.Entity as Character;
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//ignore the aitarget if it is the Character itself
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if (targetCharacter == character) continue;
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if (targetCharacter!=null)
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{
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if (attackHumans == 0.0f || targetCharacter.SpeciesName != "human") continue;
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valueModifier = attackHumans;
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}
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else if (target.Entity!=null && attackRooms != 0.0f)
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{
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//skip the target if it's the room the Character is inside of
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if (character.AnimController.CurrentHull != null && character.AnimController.CurrentHull == target.Entity as Hull) continue;
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valueModifier = attackRooms;
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}
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dist = Vector2.Distance(character.WorldPosition, target.WorldPosition);
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//if the target has been within range earlier, the character will notice it more easily
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//(i.e. remember where the target was)
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if (targetMemories.ContainsKey(target)) dist *= 0.1f;
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//ignore target if it's too far to see or hear
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if (dist > target.SightRange * sight && dist > target.SoundRange * hearing) continue;
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AITargetMemory targetMemory = FindTargetMemory(target);
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valueModifier = valueModifier * targetMemory.Priority / dist;
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if (Math.Abs(valueModifier) > Math.Abs(targetValue))
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{
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Vector2 rayStart = character.AnimController.Limbs[0].SimPosition;
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Vector2 rayEnd = target.SimPosition;
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if (target.Entity.Submarine != null && character.Submarine==null)
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{
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rayStart -= ConvertUnits.ToSimUnits(target.Entity.Submarine.Position);
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}
|
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Body closestBody = Submarine.CheckVisibility(rayStart, rayEnd);
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Structure closestStructure = (closestBody == null) ? null : closestBody.UserData as Structure;
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|
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if (targetDamageable != null)
|
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{
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valueModifier = valueModifier / targetDamageable.Health;
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}
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else if (closestStructure!=null)
|
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{
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valueModifier = valueModifier / ((IDamageable)closestStructure).Health;
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}
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else
|
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{
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valueModifier = valueModifier / 1000.0f;
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}
|
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|
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if (selectedAiTarget == null || Math.Abs(valueModifier) > Math.Abs(targetValue))
|
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{
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selectedAiTarget = target;
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selectedTargetMemory = targetMemory;
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targetValue = valueModifier;
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}
|
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}
|
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}
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|
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if (selectedAiTarget != prevAiTarget)
|
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{
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wallAttackPos = Vector2.Zero;
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}
|
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|
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}
|
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|
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//find the targetMemory that corresponds to some AItarget or create if there isn't one yet
|
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private AITargetMemory FindTargetMemory(AITarget target)
|
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{
|
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AITargetMemory memory = null;
|
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if (targetMemories.TryGetValue(target, out memory))
|
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{
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return memory;
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}
|
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memory = new AITargetMemory(100.0f);
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targetMemories.Add(target, memory);
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|
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return memory;
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}
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|
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//go through all the targetmemories and delete ones that don't
|
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//have a corresponding AItarget or whose priority is 0.0f
|
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private void UpdateTargetMemories()
|
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{
|
||||
|
||||
List<AITarget> toBeRemoved = new List<AITarget>();
|
||||
foreach(KeyValuePair<AITarget, AITargetMemory> memory in targetMemories)
|
||||
{
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memory.Value.Priority += 0.5f;
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if (Math.Abs(memory.Value.Priority) < 1.0f || !AITarget.List.Contains(memory.Key)) toBeRemoved.Add(memory.Key);
|
||||
}
|
||||
|
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foreach (AITarget target in toBeRemoved)
|
||||
{
|
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targetMemories.Remove(target);
|
||||
}
|
||||
}
|
||||
|
||||
public override void DebugDraw(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (Character.IsDead) return;
|
||||
|
||||
Vector2 pos = Character.WorldPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
if (selectedAiTarget!=null)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch, pos, new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
|
||||
|
||||
if (wallAttackPos!=Vector2.Zero)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, ConvertUnits.ToDisplayUnits(new Vector2(wallAttackPos.X, -wallAttackPos.Y)) - new Vector2(10.0f, 10.0f), new Vector2(20.0f, 20.0f), Color.Red, false);
|
||||
}
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY*20.0f, Color.Red);
|
||||
}
|
||||
|
||||
if (selectedAiTarget != null)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(selectedAiTarget.WorldPosition.X, -selectedAiTarget.WorldPosition.Y), Color.Red);
|
||||
}
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 80.0f, Color.Red);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "updatetargets: "+updateTargetsTimer, pos - Vector2.UnitY * 100.0f, Color.Red);
|
||||
GUI.Font.DrawString(spriteBatch, "cooldown: " + coolDownTimer, pos - Vector2.UnitY * 120.0f, Color.Red);
|
||||
|
||||
|
||||
IndoorsSteeringManager pathSteering = steeringManager as IndoorsSteeringManager;
|
||||
if (pathSteering == null || pathSteering.CurrentPath == null || pathSteering.CurrentPath.CurrentNode == null) return;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(Character.DrawPosition.X, -Character.DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.CurrentNode.DrawPosition.X, -pathSteering.CurrentPath.CurrentNode.DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
|
||||
for (int i = 1; i < pathSteering.CurrentPath.Nodes.Count; i++)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i - 1].DrawPosition.Y),
|
||||
Color.LightGreen);
|
||||
|
||||
GUI.SmallFont.DrawString(spriteBatch,
|
||||
pathSteering.CurrentPath.Nodes[i].ID.ToString(),
|
||||
new Vector2(pathSteering.CurrentPath.Nodes[i].DrawPosition.X, -pathSteering.CurrentPath.Nodes[i].DrawPosition.Y - 10),
|
||||
Color.LightGreen);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//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 float priority;
|
||||
|
||||
public float Priority
|
||||
{
|
||||
get { return priority; }
|
||||
set { priority = MathHelper.Clamp(value, 1.0f, 100.0f); }
|
||||
}
|
||||
|
||||
public AITargetMemory(float priority)
|
||||
{
|
||||
this.priority = priority;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user