- clients freeze and disable AI characters if no updates have been received in a while (due to the monster being far away from player-controlled characters at the servers side for example) - server disables AI characters that are too far for updates to be sent to clients (-> targets of monster missions can't swim away from the spawnpos and cause the clients' sonars to point to an incorrect position)
287 lines
10 KiB
C#
287 lines
10 KiB
C#
using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Barotrauma.Networking;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using FarseerPhysics;
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namespace Barotrauma
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{
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class AICharacter : Character
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{
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const float AttackBackPriority = 1.0f;
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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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soundTimer = Rand.Range(0.0f, soundInterval);
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}
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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(Camera cam, float deltaTime)
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{
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if (!Enabled) return;
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base.Update(cam, deltaTime);
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float dist = Vector2.Distance(cam.WorldViewCenter, WorldPosition);
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if (dist > 8000.0f)
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{
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AnimController.SimplePhysicsEnabled = true;
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}
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else if (dist < 7000.0f)
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{
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AnimController.SimplePhysicsEnabled = false;
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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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if (GameMain.Client != null)
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{
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//freeze AI characters if more than 1 seconds have passed since last update from the server
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if (lastRecvPositionUpdateTime < NetTime.Now - 1.0f)
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{
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AnimController.Frozen = true;
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memPos.Clear();
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//hide after 2 seconds
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if (lastRecvPositionUpdateTime < NetTime.Now - 2.0f)
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{
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Enabled = false;
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return;
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}
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}
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}
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if (soundTimer > 0)
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{
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soundTimer -= deltaTime;
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}
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else
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{
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switch (aiController.State)
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{
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case AIController.AiState.Attack:
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PlaySound(CharacterSound.SoundType.Attack);
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break;
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default:
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PlaySound(CharacterSound.SoundType.Idle);
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break;
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}
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soundTimer = soundInterval;
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}
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aiController.Update(deltaTime);
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}
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public override void DrawFront(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch,Camera cam)
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{
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base.DrawFront(spriteBatch,cam);
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if (GameMain.DebugDraw && !isDead) aiController.DebugDraw(spriteBatch);
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}
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public override void AddDamage(CauseOfDeath causeOfDeath, float amount, IDamageable 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 AddDamage(IDamageable attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false)
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{
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AttackResult result = base.AddDamage(attacker, worldPosition, attack, deltaTime, playSound);
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aiController.OnAttacked(attacker, (result.Damage + result.Bleeding) / Math.Max(health,1.0f));
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return result;
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}
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public override bool FillNetworkData(NetworkEventType type, NetBuffer message, object data)
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{
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switch (type)
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{
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case NetworkEventType.KillCharacter:
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return true;
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case NetworkEventType.ImportantEntityUpdate:
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message.Write((byte)((health / maxHealth) * 255.0f));
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message.Write(AnimController.StunTimer > 0.0f);
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if (AnimController.StunTimer > 0.0f)
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{
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message.WriteRangedSingle(MathHelper.Clamp(AnimController.StunTimer, 0.0f, 60.0f), 0.0f, 60.0f, 8);
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}
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if (DoesBleed)
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{
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Bleeding = MathHelper.Clamp(Bleeding, 0.0f, 5.0f);
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message.WriteRangedSingle(Bleeding, 0.0f, 5.0f, 8);
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}
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aiController.FillNetworkData(message);
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return true;
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case NetworkEventType.EntityUpdate:
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message.Write(Controlled == this);
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if (Controlled == this)
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{
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return base.FillNetworkData(type, message, data);
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}
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message.Write(AnimController.Dir > 0.0f);
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//message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.X, -1.0f, 1.0f), -1.0f, 1.0f, 4);
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//message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.Y, -1.0f, 1.0f), -1.0f, 1.0f, 4);
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if (AnimController.CanEnterSubmarine) message.Write(Submarine != null);
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message.Write(AnimController.MainLimb.SimPosition.X);
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message.Write(AnimController.MainLimb.SimPosition.Y);
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return true;
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case NetworkEventType.InventoryUpdate:
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return base.FillNetworkData(type, message, data);
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default:
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#if DEBUG
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DebugConsole.ThrowError("AICharacter network event had a wrong type ("+type+")");
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#endif
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return false;
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}
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}
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public override bool ReadNetworkData(NetworkEventType type, NetIncomingMessage message, float sendingTime, out object data)
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{
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data = null;
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//server doesn't accept AICharacter updates from the clients
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if (GameMain.Server != null) return false;
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Enabled = true;
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switch (type)
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{
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case NetworkEventType.KillCharacter:
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Kill(CauseOfDeath.Damage, true);
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break;
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case NetworkEventType.InventoryUpdate:
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return base.ReadNetworkData(type, message, sendingTime, out data);
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case NetworkEventType.ImportantEntityUpdate:
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float newStunTimer = 0.0f, newHealth = 0.0f, newBleeding = 0.0f;
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try
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{
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newHealth = (message.ReadByte() / 255.0f) * maxHealth;
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if (message.ReadBoolean())
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{
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newStunTimer = message.ReadRangedSingle(0.0f, 60.0f, 8);
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}
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if (DoesBleed)
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{
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newBleeding = message.ReadRangedSingle(0.0f, 5.0f, 8);
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}
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}
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catch (Exception e)
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{
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#if DEBUG
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DebugConsole.ThrowError("Failed to read AICharacter update message", e);
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#endif
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return false;
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}
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AnimController.StunTimer = newStunTimer;
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health = newHealth;
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Bleeding = newBleeding;
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aiController.ReadNetworkData(message);
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break;
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case NetworkEventType.EntityUpdate:
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if (sendingTime <= LastNetworkUpdate) return false;
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if (GameMain.Client != null)
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{
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lastRecvPositionUpdateTime = (float)NetTime.Now;
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AnimController.Frozen = false;
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Enabled = true;
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}
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bool playerControlled = message.ReadBoolean();
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if (playerControlled)
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{
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aiController.Enabled = false;
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return base.ReadNetworkData(type, message, sendingTime, out data);
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}
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aiController.Enabled = true;
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Vector2 targetMovement = Vector2.Zero, pos = Vector2.Zero;
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bool targetDir = false,inSub = false;
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try
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{
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targetDir = message.ReadBoolean();
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//targetMovement.X = message.ReadRangedSingle(-1.0f, 1.0f, 4);
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//targetMovement.Y = message.ReadRangedSingle(-1.0f, 1.0f, 4);
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if (AnimController.CanEnterSubmarine) inSub = message.ReadBoolean();
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pos.X = message.ReadFloat();
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pos.Y = message.ReadFloat();
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}
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catch (Exception e)
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{
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#if DEBUG
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DebugConsole.ThrowError("Failed to read AICharacter update message", e);
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#endif
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return false;
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}
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AnimController.TargetDir = (targetDir) ? Direction.Right : Direction.Left;
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AnimController.TargetMovement = targetMovement;
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if (inSub)
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{
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Hull newHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(pos), AnimController.CurrentHull, false);
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if (newHull != null)
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{
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AnimController.CurrentHull = newHull;
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Submarine = newHull.Submarine;
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}
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}
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int index = 0;
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while (index < memPos.Count && sendingTime > memPos[index].Timestamp)
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{
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index++;
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}
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memPos.Insert(index, new PosInfo(pos, (targetDir) ? Direction.Right : Direction.Left, sendingTime));
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LastNetworkUpdate = sendingTime;
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break;
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}
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return true;
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}
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}
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}
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