Renamed project folders from Subsurface to Barotrauma
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@@ -0,0 +1,90 @@
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using Microsoft.Xna.Framework;
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using System;
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namespace Barotrauma
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{
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class AICharacter : Character
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{
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private AIController aiController;
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public override AIController AIController
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{
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get { return aiController; }
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}
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public AICharacter(string file, Vector2 position, CharacterInfo characterInfo = null, bool isNetworkPlayer = false)
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: base(file, position, characterInfo, isNetworkPlayer)
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{
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soundTimer = Rand.Range(0.0f, soundInterval);
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}
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public void SetAI(AIController aiController)
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{
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this.aiController = aiController;
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}
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public override void Update(Camera cam, float deltaTime)
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{
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base.Update(cam, deltaTime);
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if (!Enabled) return;
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float dist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition);
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if (dist > 8000.0f * 8000.0f)
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{
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AnimController.SimplePhysicsEnabled = true;
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}
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else if (dist < 7000.0f * 7000.0f)
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{
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AnimController.SimplePhysicsEnabled = false;
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}
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if (IsDead || Health <= 0.0f || IsUnconscious || Stun > 0.0f) return;
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if (Controlled == this || !aiController.Enabled) return;
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if (soundTimer > 0)
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{
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soundTimer -= deltaTime;
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}
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else
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{
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switch (aiController.State)
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{
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case AIController.AiState.Attack:
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PlaySound(CharacterSound.SoundType.Attack);
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break;
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default:
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PlaySound(CharacterSound.SoundType.Idle);
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break;
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}
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soundTimer = soundInterval;
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}
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aiController.Update(deltaTime);
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}
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public override void DrawFront(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch,Camera cam)
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{
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base.DrawFront(spriteBatch,cam);
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if (GameMain.DebugDraw && !IsDead) aiController.DebugDraw(spriteBatch);
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}
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public override void AddDamage(CauseOfDeath causeOfDeath, float amount, IDamageable attacker)
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{
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base.AddDamage(causeOfDeath, amount, attacker);
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if (attacker!=null) aiController.OnAttacked(attacker, amount);
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}
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public override AttackResult AddDamage(IDamageable attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false)
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{
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AttackResult result = base.AddDamage(attacker, worldPosition, attack, deltaTime, playSound);
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aiController.OnAttacked(attacker, (result.Damage + result.Bleeding) / Math.Max(Health, 1.0f));
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return result;
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}
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}
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}
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