98 lines
2.3 KiB
C#
98 lines
2.3 KiB
C#
using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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abstract partial class AIController : ISteerable
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{
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public enum AIState { Idle, Attack, GoTo, Escape, Eat }
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public bool Enabled;
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public readonly Character Character;
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private AIState state;
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protected AITarget _previousAiTarget;
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protected AITarget _selectedAiTarget;
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public AITarget SelectedAiTarget
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{
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get { return _selectedAiTarget; }
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protected set
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{
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_previousAiTarget = _selectedAiTarget;
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_selectedAiTarget = value;
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}
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}
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protected SteeringManager steeringManager;
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public SteeringManager SteeringManager
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{
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get { return steeringManager; }
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}
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public Vector2 Steering
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{
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get { return Character.AnimController.TargetMovement; }
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set { Character.AnimController.TargetMovement = value; }
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}
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public Vector2 SimPosition
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{
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get { return Character.SimPosition; }
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}
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public Vector2 WorldPosition
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{
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get { return Character.WorldPosition; }
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}
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public Vector2 Velocity
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{
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get { return Character.AnimController.Collider.LinearVelocity; }
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}
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public virtual bool CanEnterSubmarine
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{
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get { return true; }
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}
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public virtual bool CanFlip
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{
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get { return true; }
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}
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public virtual AIObjectiveManager ObjectiveManager
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{
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get { return null; }
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}
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public AIState State
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{
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get { return state; }
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set
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{
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if (state == value) return;
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OnStateChanged(state, value);
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state = value;
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}
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}
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public AIController (Character c)
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{
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Character = c;
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Enabled = true;
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}
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public virtual void OnAttacked(Character attacker, AttackResult attackResult) { }
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public virtual void SelectTarget(AITarget target) { }
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public virtual void Update(float deltaTime) { }
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protected virtual void OnStateChanged(AIState from, AIState to) { }
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}
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}
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