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 = 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, string seed, CharacterInfo characterInfo = null, bool isNetworkPlayer = false, RagdollParams ragdoll = null) : base(file, position, seed, characterInfo, isNetworkPlayer, 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) { float characterDist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition); #if SERVER if (GameMain.Server != null) { //get the distance from the closest player to this character foreach (Character c in CharacterList) { if (c != this && c.IsRemotePlayer) { float dist = Vector2.DistanceSquared(c.WorldPosition, WorldPosition); if (dist < characterDist) { characterDist = dist; if (characterDist < DisableSimplePhysicsDistSqr) break; } } } } #endif if (characterDist > EnableSimplePhysicsDistSqr) { AnimController.SimplePhysicsEnabled = true; } else if (characterDist < DisableSimplePhysicsDistSqr) { AnimController.SimplePhysicsEnabled = false; } } if (IsDead || Vitality <= 0.0f || IsUnconscious || Stun > 0.0f) return; if (!aiController.Enabled) return; if (GameMain.NetworkMember != null && !GameMain.NetworkMember.IsServer) return; if (Controlled == this) return; if (!IsRemotePlayer) { aiController.Update(deltaTime); } } } }