95 lines
3.2 KiB
C#
95 lines
3.2 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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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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//characters that are further than this from the camera (and all clients)
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//have all their limb physics bodies disabled
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const float EnableSimplePhysicsDist = 10000.0f;
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const float DisableSimplePhysicsDist = EnableSimplePhysicsDist * 0.9f;
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const float EnableSimplePhysicsDistSqr = EnableSimplePhysicsDist * EnableSimplePhysicsDist;
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const float DisableSimplePhysicsDistSqr = DisableSimplePhysicsDist * DisableSimplePhysicsDist;
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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(string file, Vector2 position, string seed, CharacterInfo characterInfo = null, bool isNetworkPlayer = false, RagdollParams ragdoll = null)
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: base(file, position, seed, characterInfo, isNetworkPlayer, ragdoll)
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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)
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{
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float characterDist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition);
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#if SERVER
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if (GameMain.Server != null)
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{
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//get the distance from the closest player to this character
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foreach (Character c in CharacterList)
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{
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if (c != this && c.IsRemotePlayer)
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{
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float dist = Vector2.DistanceSquared(c.WorldPosition, WorldPosition);
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if (dist < characterDist)
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{
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characterDist = dist;
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if (characterDist < DisableSimplePhysicsDistSqr) break;
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}
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}
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}
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}
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#endif
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if (characterDist > EnableSimplePhysicsDistSqr)
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{
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AnimController.SimplePhysicsEnabled = true;
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}
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else if (characterDist < DisableSimplePhysicsDistSqr)
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{
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AnimController.SimplePhysicsEnabled = false;
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}
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}
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if (IsDead || Vitality <= 0.0f || IsUnconscious || Stun > 0.0f) return;
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if (!aiController.Enabled) return;
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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 (!IsRemotePlayer)
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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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