Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/AI/Objectives/AIObjectiveGoTo.cs
2015-11-26 23:04:02 +02:00

63 lines
1.6 KiB
C#

using Barotrauma.Items.Components;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Barotrauma
{
class AIObjectiveGoTo : AIObjective
{
AITarget target;
Vector2 targetPos;
bool repeat;
public override bool CanBeCompleted
{
get
{
if (repeat) return true;
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
return (pathSteering.CurrentPath == null || !pathSteering.CurrentPath.Unreachable);
}
}
public AITarget Target
{
get { return target; }
}
public AIObjectiveGoTo(AITarget target, Character character, bool repeat = false)
: base (character)
{
this.target = target;
this.repeat = false;
}
public AIObjectiveGoTo(Vector2 targetPos, Character character)
: base(character)
{
this.targetPos = targetPos;
}
protected override void Act(float deltaTime)
{
character.AIController.SelectTarget(target);
character.AIController.SteeringManager.SteeringSeek(
target != null ? target.SimPosition : targetPos);
}
public override bool IsCompleted()
{
if (repeat) return false;
return Vector2.Distance(target != null ? target.SimPosition : ConvertUnits.ToDisplayUnits(targetPos), character.SimPosition) < 0.5f;
}
}
}