Beispiel #1
0
 private void LaunchToxin(Vector3 target)
 {
     if (microbe.Hitpoints > 0 && microbe.AgentVacuoleCount > 0 &&
         (microbe.Translation - target).LengthSquared() <= SpeciesFocus * 10.0f)
     {
         if (CanShootToxin())
         {
             microbe.LookAtPoint = target;
             microbe.QueueEmitToxin(oxytoxy);
         }
     }
 }
Beispiel #2
0
    /// <summary>
    /// For chasing down and killing prey in various ways
    /// </summary>
    private void DealWithPrey(List <Microbe> allMicrobes, Random random)
    {
        // Tick the engulf tick
        ticksSinceLastToggle += 1;

        bool lostPrey = false;

        try
        {
            targetPosition = prey.Translation;
        }
        catch (ObjectDisposedException)
        {
            lostPrey = true;
        }

        if (lostPrey)
        {
            preyPegged = false;
            prey       = null;
            return;
        }

        // Chase your prey if you dont like acting like a plant
        // Allows for emergence of Predatory Plants (Like a single celled version of a venus fly trap)
        // Creatures with lethargicness of 400 will not actually chase prey, just lie in wait
        microbe.LookAtPoint = targetPosition;
        hasTargetPosition   = true;

        // Always set target Position, for use later in AI
        if (moveThisHunt)
        {
            microbe.MovementDirection = moveFocused ?
                                        new Vector3(0.0f, 0.0f, -Constants.AI_FOCUSED_MOVEMENT) :
                                        new Vector3(0.0f, 0.0f, -Constants.AI_BASE_MOVEMENT);
        }
        else
        {
            microbe.MovementDirection = new Vector3(0, 0, 0);
        }

        // Turn off engulf if prey is Dead
        // This is probably not working. This is almost certainly not working in the Godot version
        if (prey.Dead)
        {
            hasTargetPosition = false;
            prey = GetNearestPreyItem(allMicrobes);
            if (prey != null)
            {
                preyPegged = true;
            }

            microbe.EngulfMode = false;

            // You got a kill, good job
            if (!microbe.IsPlayerMicrobe && !microbe.Species.PlayerSpecies)
            {
                microbe.SuccessfulKill();
            }

            if (RollCheck(SpeciesOpportunism, 400.0f, random))
            {
                lifeState = LifeState.SCAVENGING_STATE;
                boredom   = 0;
            }
        }
        else
        {
            // Turn on engulf mode if close
            if ((microbe.Translation - targetPosition).LengthSquared() <= 300 + microbe.EngulfSize * 3.0f &&
                microbe.Compounds.GetCompoundAmount(atp) >= 1.0f &&
                !microbe.EngulfMode &&
                microbe.EngulfSize > Constants.ENGULF_SIZE_RATIO_REQ * prey.EngulfSize &&
                !microbe.Membrane.Type.CellWall)
            {
                microbe.EngulfMode   = true;
                ticksSinceLastToggle = 0;
            }
            else if ((microbe.Translation - targetPosition).LengthSquared() >= 500 + microbe.EngulfSize * 3.0f &&
                     microbe.EngulfMode && ticksSinceLastToggle >= Constants.AI_ENGULF_INTERVAL)
            {
                microbe.EngulfMode   = false;
                ticksSinceLastToggle = 0;
            }
        }

        // Shoot toxins if able There should be AI that prefers shooting over engulfing, etc, not sure how to model that
        // without a million and one variables perhaps its a mix? Maybe a creature with a focus less then a certain
        // amount simply never attacks that way?  Maybe a creature with a specific focus, only ever shoots and never
        // engulfs? Maybe their lethargicness impacts that? I just dont want each enemy to feel the same you know.  For
        // now creatures with a focus under 100 will never shoot.
        if (SpeciesFocus >= 100.0f)
        {
            if (microbe.Hitpoints > 0 && microbe.AgentVacuoleCount > 0 &&
                (microbe.Translation - targetPosition).LengthSquared() <= SpeciesFocus * 10.0f)
            {
                if (microbe.Compounds.GetCompoundAmount(oxytoxy) >= Constants.MINIMUM_AGENT_EMISSION_AMOUNT)
                {
                    microbe.QueueEmitToxin(oxytoxy);
                }
            }
        }
    }