Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AICharacter.cs
T
Joonas Rikkonen e15f5a881b Merge branch 'dedicated-server' (TODO: make sure I didn't break anything)
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
2017-06-30 21:02:52 +03:00

70 lines
2.1 KiB
C#

using Microsoft.Xna.Framework;
using System;
namespace Barotrauma
{
partial class AICharacter : Character
{
private AIController aiController;
public override AIController AIController
{
get { return aiController; }
}
public AICharacter(string file, Vector2 position, CharacterInfo characterInfo = null, bool isNetworkPlayer = false)
: base(file, position, characterInfo, isNetworkPlayer)
{
}
partial void InitProjSpecific();
public void SetAI(AIController aiController)
{
this.aiController = aiController;
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
if (!Enabled || IsRemotePlayer) return;
float dist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition);
if (dist > 8000.0f * 8000.0f)
{
AnimController.SimplePhysicsEnabled = true;
}
else if (dist < 7000.0f * 7000.0f)
{
AnimController.SimplePhysicsEnabled = false;
}
if (IsDead || Health <= 0.0f || IsUnconscious || Stun > 0.0f) return;
if (Controlled == this || !aiController.Enabled) return;
SoundUpdate(deltaTime);
aiController.Update(deltaTime);
}
partial void SoundUpdate(float deltaTime);
public override void AddDamage(CauseOfDeath causeOfDeath, float amount, IDamageable attacker)
{
base.AddDamage(causeOfDeath, amount, attacker);
if (attacker!=null) aiController.OnAttacked(attacker, amount);
}
public override AttackResult AddDamage(IDamageable attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false)
{
AttackResult result = base.AddDamage(attacker, worldPosition, attack, deltaTime, playSound);
aiController.OnAttacked(attacker, (result.Damage + result.Bleeding) / Math.Max(Health, 1.0f));
return result;
}
}
}