e15f5a881b
Conflicts: Barotrauma/Barotrauma.csproj Barotrauma/BarotraumaShared/Source/Characters/AI/AIController.cs Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs Barotrauma/BarotraumaShared/Source/Characters/AICharacter.cs Barotrauma/BarotraumaShared/Source/Characters/Animation/Ragdoll.cs Barotrauma/BarotraumaShared/Source/Characters/Attack.cs Barotrauma/BarotraumaShared/Source/Characters/Character.cs Barotrauma/BarotraumaShared/Source/Characters/CharacterNetworking.cs Barotrauma/BarotraumaShared/Source/Characters/Limb.cs Barotrauma/BarotraumaShared/Source/Events/MonsterEvent.cs Barotrauma/BarotraumaShared/Source/Map/Explosion.cs
68 lines
1.5 KiB
C#
68 lines
1.5 KiB
C#
using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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partial class AIController : ISteerable
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{
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public enum AIState { None, Attack, GoTo, Escape, Eat }
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public bool Enabled;
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public readonly Character Character;
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protected AIState state;
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protected SteeringManager steeringManager;
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public SteeringManager SteeringManager
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{
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get { return steeringManager; }
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}
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public Vector2 Steering
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{
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get { return Character.AnimController.TargetMovement; }
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set { Character.AnimController.TargetMovement = value; }
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}
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public Vector2 SimPosition
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{
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get { return Character.SimPosition; }
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}
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public Vector2 WorldPosition
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{
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get { return Character.WorldPosition; }
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}
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public Vector2 Velocity
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{
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get { return Character.AnimController.Collider.LinearVelocity; }
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}
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public AIState State
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{
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get { return state; }
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set { state = value; }
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}
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public AIController (Character c)
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{
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Character = c;
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Enabled = true;
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}
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public virtual void OnAttacked(IDamageable attacker, float amount) { }
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public virtual void SelectTarget(AITarget target) { }
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public virtual void Update(float deltaTime) { }
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//protected Structure lastStructurePicked;
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}
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}
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