Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/AICharacter.cs
2025-09-17 13:44:21 +03:00

81 lines
2.9 KiB
C#

using Microsoft.Xna.Framework;
namespace Barotrauma
{
partial class AICharacter : Character
{
private AIController aiController;
public override AIController AIController
{
get { return aiController; }
}
public AICharacter(CharacterPrefab prefab, Vector2 position, string seed, CharacterInfo characterInfo = null, ushort id = Entity.NullEntityID, bool isNetworkPlayer = false, RagdollParams ragdoll = null, bool spawnInitialItems = true)
: base(prefab, position, seed, characterInfo, id: id, isRemotePlayer: isNetworkPlayer, ragdollParams: ragdoll, spawnInitialItems)
{
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 && AIController is EnemyAIController enemyAi)
{
enemyAi.PetBehavior?.Update(deltaTime);
}
if (IsDead || IsUnconscious || Stun > 0.0f || IsIncapacitated)
{
//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
AnimController.SimplePhysicsEnabled = false;
return;
}
if (!IsRemotePlayer && AIController is not HumanAIController)
{
float characterDistSqr = GetDistanceSqrToClosestPlayer();
if (characterDistSqr > MathUtils.Pow2(Params.DisableDistance * 0.5f))
{
AnimController.SimplePhysicsEnabled = true;
}
else if (characterDistSqr < MathUtils.Pow2(Params.DisableDistance * 0.5f * 0.9f))
{
AnimController.SimplePhysicsEnabled = false;
}
}
else
{
AnimController.SimplePhysicsEnabled = false;
}
if (GameMain.NetworkMember != null && !GameMain.NetworkMember.IsServer) { return; }
if (Controlled == this) { return; }
if (!IsRemotelyControlled && aiController != null && aiController.Enabled)
{
aiController.Update(deltaTime);
}
}
}
}