Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AICharacter.cs
T
2020-05-13 12:55:42 -03:00

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