Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/AICharacter.cs

91 lines
2.8 KiB
C#

using Microsoft.Xna.Framework;
using System;
namespace Barotrauma
{
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)
{
soundTimer = Rand.Range(0.0f, soundInterval);
}
public void SetAI(AIController aiController)
{
this.aiController = aiController;
}
public override void Update(Camera cam, float deltaTime)
{
base.Update(cam, deltaTime);
if (!Enabled) 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;
if (soundTimer > 0)
{
soundTimer -= deltaTime;
}
else
{
switch (aiController.State)
{
case AIController.AiState.Attack:
PlaySound(CharacterSound.SoundType.Attack);
break;
default:
PlaySound(CharacterSound.SoundType.Idle);
break;
}
soundTimer = soundInterval;
}
aiController.Update(deltaTime);
}
public override void DrawFront(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch,Camera cam)
{
base.DrawFront(spriteBatch,cam);
if (GameMain.DebugDraw && !IsDead) aiController.DebugDraw(spriteBatch);
}
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;
}
}
}