Files
LuaCsForBarotraumaEP/Subsurface/Characters/AI/SteeringManager.cs
2015-05-25 01:04:03 +03:00

147 lines
4.5 KiB
C#

using System;
using Microsoft.Xna.Framework;
namespace Subsurface
{
class SteeringManager
{
private const float CircleDistance = 2.5f;
private const float CircleRadius = 0.3f;
private const float RayCastInterval = 0.5f;
private ISteerable host;
private Vector2 steering;
//the steering amount when avoiding obstacles
//(needs a separate variable because it's only updated when a raycast is done to detect any nearby obstacles)
private Vector2 avoidSteering;
private float rayCastTimer;
private float wanderAngle;
public float WanderAngle
{
get { return wanderAngle; }
set { wanderAngle = value; }
}
public SteeringManager(ISteerable host)
{
this.host = host;
wanderAngle = ToolBox.RandomFloat(0.0f, MathHelper.TwoPi);
}
public void SteeringSeek(Vector2 target, float speed = 1.0f)
{
steering += DoSteeringSeek(target, speed);
}
public void SteeringWander(float speed = 1.0f)
{
steering += DoSteeringWander(speed);
}
public void SteeringAvoid(float deltaTime, float speed)
{
steering += DoSteeringAvoid(deltaTime, speed);
}
public void Update(float speed = 1.0f)
{
float steeringSpeed = steering.Length();
if (steeringSpeed>speed)
{
steering = Vector2.Normalize(steering) * Math.Abs(speed);
}
host.Steering = steering;
}
private Vector2 DoSteeringSeek(Vector2 target, float speed = 1.0f)
{
Vector2 targetVel = target - host.Position;
targetVel = Vector2.Normalize(targetVel) * speed;
Vector2 newSteering = targetVel - host.Steering;
if (newSteering==Vector2.Zero) return Vector2.Zero;
float steeringSpeed = (newSteering + host.Steering).Length();
if (steeringSpeed > Math.Abs(speed))
{
newSteering = Vector2.Normalize(newSteering)*Math.Abs(speed);
}
return newSteering;
}
private Vector2 DoSteeringWander(float speed = 1.0f)
{
Vector2 circleCenter = (host.Velocity == Vector2.Zero) ? new Vector2(speed, 0.0f) : host.Velocity;
circleCenter = Vector2.Normalize(circleCenter) * CircleDistance;
Vector2 displacement = new Vector2(
(float)Math.Cos(wanderAngle),
(float)Math.Sin(wanderAngle));
displacement = displacement * CircleRadius;
float angleChange = 1.5f;
wanderAngle += ToolBox.RandomFloat(0.0f, 1.0f) * angleChange - angleChange * 0.5f;
Vector2 newSteering = circleCenter + displacement;
float steeringSpeed = (newSteering + host.Steering).Length();
if (steeringSpeed > speed)
{
newSteering = Vector2.Normalize(newSteering) * speed;
}
return newSteering;
}
private Vector2 DoSteeringAvoid(float deltaTime, float speed = 1.0f)
{
if (steering == Vector2.Zero || host.Steering == Vector2.Zero) return Vector2.Zero;
float MaxDistance = 2.0f;
Vector2 ahead = host.Position + Vector2.Normalize(host.Steering)*MaxDistance;
if (rayCastTimer <= 0.0f)
{
rayCastTimer = RayCastInterval;
Structure closestStructure = Map.CheckVisibility(host.Position, ahead);
if (closestStructure == null)
{
avoidSteering = Vector2.Zero;
return Vector2.Zero;
}
else
{
Vector2 obstaclePosition = Map.LastPickedPosition;
if (closestStructure.IsHorizontal)
{
obstaclePosition.Y = closestStructure.SimPosition.Y;
}
else
{
obstaclePosition.X = closestStructure.SimPosition.X;
}
avoidSteering = Vector2.Normalize(Map.LastPickedPosition - obstaclePosition);
}
}
else
{
rayCastTimer -= deltaTime;
}
return avoidSteering * speed;
}
}
}