using Microsoft.Xna.Framework; using System; 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 = 6000.0f; 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(CharacterPrefab prefab, string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, bool isNetworkPlayer = false, RagdollParams ragdoll = null) : base(prefab, speciesName, position, seed, characterInfo, id: Entity.NullEntityID, isRemotePlayer: isNetworkPlayer, ragdollParams: ragdoll) { InitProjSpecific(); } partial void InitProjSpecific(); public void SetAI(AIController aiController) { if (AIController != null) { OnAttacked -= AIController.OnAttacked; } this.aiController = aiController; if (aiController != null) { OnAttacked += aiController.OnAttacked; } } public override void Update(float deltaTime, Camera cam) { base.Update(deltaTime, cam); if (!Enabled) { return; } if (!IsRemotePlayer && AIController is EnemyAIController enemyAi) { enemyAi.PetBehavior?.Update(deltaTime); } if (IsDead || Vitality <= 0.0f || Stun > 0.0f || IsIncapacitated) { //don't enable simple physics on dead/incapacitated characters //the ragdoll controls the movement of incapacitated characters instead of the collider, //but in simple physics mode the ragdoll would get disabled, causing the character to not move at all AnimController.SimplePhysicsEnabled = false; return; } if (!IsRemotePlayer && !(AIController is HumanAIController)) { float characterDistSqr = GetDistanceSqrToClosestPlayer(); if (characterDistSqr > EnableSimplePhysicsDistSqr) { AnimController.SimplePhysicsEnabled = true; } else if (characterDistSqr < DisableSimplePhysicsDistSqr) { AnimController.SimplePhysicsEnabled = false; } } if (GameMain.NetworkMember != null && !GameMain.NetworkMember.IsServer) { return; } if (Controlled == this) { return; } if (!IsRemotelyControlled && aiController != null && aiController.Enabled) { aiController.Update(deltaTime); } } } }