Also refactored the IDamageable interface to make more sense; now the attacker has to be a character instead of an IDamageable and damageable classes don't need to have an AiTarget. Closes #69
99 lines
3.5 KiB
C#
99 lines
3.5 KiB
C#
using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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partial class AICharacter : Character
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{
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//characters that are further than this from the camera (and all clients)
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//have all their limb physics bodies disabled
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const float EnableSimplePhysicsDist = 10000.0f;
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const float DisableSimplePhysicsDist = EnableSimplePhysicsDist * 0.9f;
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const float EnableSimplePhysicsDistSqr = EnableSimplePhysicsDist * EnableSimplePhysicsDist;
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const float DisableSimplePhysicsDistSqr = DisableSimplePhysicsDist * DisableSimplePhysicsDist;
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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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}
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partial void InitProjSpecific();
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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(float deltaTime, Camera cam)
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{
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base.Update(deltaTime, cam);
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if (!Enabled) return;
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if (!IsRemotePlayer)
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{
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float characterDist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition);
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if (GameMain.Server != null)
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{
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//get the distance from the closest player to this character
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foreach (Character c in CharacterList)
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{
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if (c != this && (c.IsRemotePlayer || c == GameMain.Server.Character))
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{
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float dist = Vector2.DistanceSquared(c.WorldPosition, WorldPosition);
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if (dist < characterDist)
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{
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characterDist = dist;
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if (characterDist < DisableSimplePhysicsDistSqr) break;
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}
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}
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}
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}
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if (characterDist > EnableSimplePhysicsDistSqr)
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{
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AnimController.SimplePhysicsEnabled = true;
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}
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else if (characterDist < DisableSimplePhysicsDistSqr)
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{
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AnimController.SimplePhysicsEnabled = false;
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}
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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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SoundUpdate(deltaTime);
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if (!IsRemotePlayer)
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{
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aiController.Update(deltaTime);
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}
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}
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partial void SoundUpdate(float deltaTime);
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public override void AddDamage(CauseOfDeath causeOfDeath, float amount, Character 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 ApplyAttack(Character attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false, Limb limb = null)
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{
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AttackResult result = base.ApplyAttack(attacker, worldPosition, attack, deltaTime, playSound, limb);
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aiController.OnAttacked(attacker, result.Damage + result.Bleeding);
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return result;
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}
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}
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}
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