133 lines
4.4 KiB
C#
133 lines
4.4 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 = 6000.0f;
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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 speciesName, Vector2 position, string seed, CharacterInfo characterInfo = null, bool isNetworkPlayer = false, RagdollParams ragdoll = null)
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: base(speciesName, 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 (IsDead || Vitality <= 0.0f || Stun > 0.0f || IsIncapacitated) { return; }
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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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if (!IsRemotePlayer && !(AIController is HumanAIController))
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{
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float characterDist = float.MaxValue;
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#if CLIENT
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characterDist = Vector2.DistanceSquared(cam.GetPosition(), WorldPosition);
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#elif SERVER
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if (GameMain.Server != null)
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{
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characterDist = GetClosestDistance();
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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 (!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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#if SERVER
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// Gets the closest distance, either an active player character or spectator
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private float GetClosestDistance()
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{
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float minDist = float.MaxValue;
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for (int i = 0; i < GameMain.Server.ConnectedClients.Count; i++)
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{
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var spectatePos = GameMain.Server.ConnectedClients[i].SpectatePos;
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if (spectatePos != null)
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{
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float dist = Vector2.DistanceSquared(spectatePos.Value, WorldPosition);
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if (dist < minDist)
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{
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minDist = dist;
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}
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if (dist < DisableSimplePhysicsDistSqr)
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{
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return dist;
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}
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}
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}
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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 < minDist)
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{
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minDist = dist;
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}
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if (dist < DisableSimplePhysicsDistSqr)
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{
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return dist;
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}
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}
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}
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return minDist;
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}
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#endif
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}
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}
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