83 lines
3.0 KiB
C#
83 lines
3.0 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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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(CharacterPrefab prefab, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isNetworkPlayer = false, RagdollParams ragdoll = null, bool spawnInitialItems = true)
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: base(prefab, position, seed, characterInfo, id: id, isRemotePlayer: isNetworkPlayer, ragdollParams: ragdoll, spawnInitialItems)
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{
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InitProjSpecific();
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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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if (AIController != null)
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{
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OnAttacked -= AIController.OnAttacked;
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}
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this.aiController = aiController;
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if (aiController != null)
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{
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OnAttacked += aiController.OnAttacked;
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}
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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 && AIController is EnemyAIController enemyAi)
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{
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enemyAi.PetBehavior?.Update(deltaTime);
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}
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if (IsDead || IsUnconscious || IsIncapacitated ||
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//only check "real" stuns here, ignoring ragdolling, so the AI can run and decide whether to ragdoll or unragdoll
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CharacterHealth.Stun > 0.0f)
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{
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//don't enable simple physics on dead/incapacitated characters
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//the ragdoll controls the movement of incapacitated characters instead of the collider,
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//but in simple physics mode the ragdoll would get disabled, causing the character to not move at all
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AnimController.SimplePhysicsEnabled = false;
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return;
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}
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if (!IsRemotePlayer && AIController is not HumanAIController)
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{
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float characterDistSqr = GetDistanceSqrToClosestPlayer();
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if (characterDistSqr > MathUtils.Pow2(Params.DisableDistance * 0.5f))
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{
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AnimController.SimplePhysicsEnabled = true;
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}
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else if (characterDistSqr < MathUtils.Pow2(Params.DisableDistance * 0.5f * 0.9f))
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{
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AnimController.SimplePhysicsEnabled = false;
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}
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}
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else
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{
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AnimController.SimplePhysicsEnabled = false;
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}
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if (GameMain.NetworkMember != null && !GameMain.NetworkMember.IsServer) { return; }
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if (Controlled == this) { return; }
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if (!IsRemotelyControlled && aiController != null && aiController.Enabled)
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{
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aiController.Update(deltaTime);
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}
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}
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}
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}
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