Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AICharacter.cs
T
Joonas Rikkonen 694cdfee7b v0.12.0.2
2021-02-10 17:08:21 +02:00

86 lines
3.2 KiB
C#

using Microsoft.Xna.Framework;
using System;
namespace Barotrauma
{
partial class AICharacter : Character
{
//characters that are further than this from the camera (and all clients)
//have all their limb physics bodies disabled
const float EnableSimplePhysicsDist = 6000.0f;
const float DisableSimplePhysicsDist = EnableSimplePhysicsDist * 0.9f;
const float EnableSimplePhysicsDistSqr = EnableSimplePhysicsDist * EnableSimplePhysicsDist;
const float DisableSimplePhysicsDistSqr = DisableSimplePhysicsDist * DisableSimplePhysicsDist;
private AIController aiController;
public override AIController AIController
{
get { return aiController; }
}
public AICharacter(CharacterPrefab prefab, string speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, bool isNetworkPlayer = false, RagdollParams ragdoll = null)
: base(prefab, speciesName, position, seed, characterInfo, id: Entity.NullEntityID, isRemotePlayer: isNetworkPlayer, ragdollParams: ragdoll)
{
InitProjSpecific();
}
partial void InitProjSpecific();
public void SetAI(AIController aiController)
{
if (AIController != null)
{
OnAttacked -= AIController.OnAttacked;
}
this.aiController = aiController;
if (aiController != null)
{
OnAttacked += aiController.OnAttacked;
}
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
if (!Enabled) { return; }
if (!IsRemotePlayer && AIController is EnemyAIController enemyAi)
{
enemyAi.PetBehavior?.Update(deltaTime);
}
if (IsDead || Vitality <= 0.0f || Stun > 0.0f || IsIncapacitated)
{
//don't enable simple physics on dead/incapacitated characters
//the ragdoll controls the movement of incapacitated characters instead of the collider,
//but in simple physics mode the ragdoll would get disabled, causing the character to not move at all
AnimController.SimplePhysicsEnabled = false;
return;
}
if (!IsRemotePlayer && !(AIController is HumanAIController))
{
float characterDistSqr = GetDistanceSqrToClosestPlayer();
if (characterDistSqr > EnableSimplePhysicsDistSqr)
{
AnimController.SimplePhysicsEnabled = true;
}
else if (characterDistSqr < DisableSimplePhysicsDistSqr)
{
AnimController.SimplePhysicsEnabled = false;
}
}
if (GameMain.NetworkMember != null && !GameMain.NetworkMember.IsServer) { return; }
if (Controlled == this) { return; }
if (!IsRemotelyControlled && aiController != null && aiController.Enabled)
{
aiController.Update(deltaTime);
}
}
}
}