Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/AICharacter.cs
Joonas Rikkonen 044fd3344b 2f107db...5202af9
2019-03-18 21:42:26 +02:00

95 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 = 10000.0f;
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(string file, Vector2 position, string seed, CharacterInfo characterInfo = null, bool isNetworkPlayer = false, RagdollParams ragdoll = null)
: base(file, position, seed, characterInfo, isNetworkPlayer, 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)
{
float characterDist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition);
#if SERVER
if (GameMain.Server != null)
{
//get the distance from the closest player to this character
foreach (Character c in CharacterList)
{
if (c != this && c.IsRemotePlayer)
{
float dist = Vector2.DistanceSquared(c.WorldPosition, WorldPosition);
if (dist < characterDist)
{
characterDist = dist;
if (characterDist < DisableSimplePhysicsDistSqr) break;
}
}
}
}
#endif
if (characterDist > EnableSimplePhysicsDistSqr)
{
AnimController.SimplePhysicsEnabled = true;
}
else if (characterDist < DisableSimplePhysicsDistSqr)
{
AnimController.SimplePhysicsEnabled = false;
}
}
if (IsDead || Vitality <= 0.0f || IsUnconscious || Stun > 0.0f) return;
if (!aiController.Enabled) return;
if (GameMain.NetworkMember != null && !GameMain.NetworkMember.IsServer) return;
if (Controlled == this) return;
if (!IsRemotePlayer)
{
aiController.Update(deltaTime);
}
}
}
}