using Microsoft.Xna.Framework; namespace Barotrauma { partial class AICharacter : Character { //characters that are further than this from the camera (and all clients) //have all their limb physics bodies disabled const float EnableSimplePhysicsDist = 10000.0f; const float DisableSimplePhysicsDist = EnableSimplePhysicsDist * 0.9f; const float EnableSimplePhysicsDistSqr = EnableSimplePhysicsDist * EnableSimplePhysicsDist; const float DisableSimplePhysicsDistSqr = DisableSimplePhysicsDist * DisableSimplePhysicsDist; private AIController aiController; public override AIController AIController { get { return aiController; } } public AICharacter(string file, Vector2 position, CharacterInfo characterInfo = null, bool isNetworkPlayer = false) : base(file, position, characterInfo, isNetworkPlayer) { } partial void InitProjSpecific(); public void SetAI(AIController aiController) { this.aiController = aiController; } public override void Update(float deltaTime, Camera cam) { base.Update(deltaTime, cam); if (!Enabled) return; if (!IsRemotePlayer) { float characterDist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition); if (GameMain.Server != null) { //get the distance from the closest player to this character foreach (Character c in CharacterList) { if (c != this && (c.IsRemotePlayer || c == GameMain.Server.Character)) { float dist = Vector2.DistanceSquared(c.WorldPosition, WorldPosition); if (dist < characterDist) { characterDist = dist; if (characterDist < DisableSimplePhysicsDistSqr) break; } } } } if (characterDist > EnableSimplePhysicsDistSqr) { AnimController.SimplePhysicsEnabled = true; } else if (characterDist < DisableSimplePhysicsDistSqr) { AnimController.SimplePhysicsEnabled = false; } } if (IsDead || Health <= 0.0f || IsUnconscious || Stun > 0.0f) return; if (Controlled == this || !aiController.Enabled) return; SoundUpdate(deltaTime); if (!IsRemotePlayer) { aiController.Update(deltaTime); } } partial void SoundUpdate(float deltaTime); public override void AddDamage(CauseOfDeath causeOfDeath, float amount, Character attacker) { base.AddDamage(causeOfDeath, amount, attacker); if (attacker != null) aiController.OnAttacked(attacker, amount); } public override AttackResult ApplyAttack(Character attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false, Limb limb = null) { AttackResult result = base.ApplyAttack(attacker, worldPosition, attack, deltaTime, playSound, limb); aiController.OnAttacked(attacker, result.Damage + result.Bleeding); return result; } } }