Human AI with pathfinding and room hazard avoidance

This commit is contained in:
Regalis
2015-11-23 01:22:38 +02:00
parent 77024a31fb
commit c456fa3c90
32 changed files with 665 additions and 126 deletions

View File

@@ -199,7 +199,7 @@ namespace Barotrauma
//WayPoint randomWayPoint = WayPoint.GetRandom(SpawnType.Human);
//Vector2 position = (randomWayPoint == null) ? Vector2.Zero : randomWayPoint.SimPosition;
Character character = new Character(characterInfos[i], waypoints[i]);
Character character = Character.Create(characterInfos[i], waypoints[i]);
Character.Controlled = character;
if (!character.Info.StartItemsGiven)

View File

@@ -47,7 +47,7 @@ namespace Barotrauma
CharacterInfo charInfo = new CharacterInfo(Character.HumanConfigFile, "", Gender.None, JobPrefab.List.Find(jp => jp.Name=="Engineer"));
Character character = new Character(charInfo, wayPoint.SimPosition);
Character character = Character.Create(charInfo, wayPoint.SimPosition);
Character.Controlled = character;
character.GiveJobItems(null);
@@ -331,7 +331,7 @@ namespace Barotrauma
}
yield return new WaitForSeconds(1.0f);
var moloch = new AICharacter("Content/Characters/Moloch/moloch.xml", steering.Item.SimPosition + Vector2.UnitX * 25.0f);
var moloch = Character.Create("Content/Characters/Moloch/moloch.xml", steering.Item.SimPosition + Vector2.UnitX * 25.0f);
moloch.PlaySound(AIController.AiState.Attack);
yield return new WaitForSeconds(1.0f);