Ejemplo n.º 1
0
        internal override void Update(MySmallShipBot bot)
        {
            base.Update(bot);

            m_targetVisibleTime += MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS;

            //No need to have this here, because it runs on main thread
            //lock (MyEntities.EntityCloseLock)
            {
                UpdateTargetVisibility(bot);

                if (m_targetVisible && m_target != null)
                {
                    // If target is visible long enough, attack is initiated, this also happens when target is too close or target shoots
                    MySmallShip smallShip = m_target as MySmallShip;
                    if (m_targetVisibleTime > DISCOVER_TIME ||
                        (m_target.GetPosition() - bot.GetPosition()).LengthSquared() < IDENTIFY_DISTANCE_SQR ||
                        (smallShip != null && smallShip.Weapons != null && smallShip.Weapons.IsShooting()))
                    {
                        bot.AddSeenEnemy(m_target);
                        m_state = CuriousState.FINISHED;
                        return;
                    }
                }
            }

            switch (m_state)
            {
            // First stage - goto location
            case CuriousState.GOTO:
                m_gotoLocationHelper.Update(bot);

                if (m_gotoLocationHelper.PathNotFound || Vector3.DistanceSquared(bot.GetPosition(), m_location) < LOCATION_NEAR_DISTANCE_SQR)
                {
                    TrySwitchExploreSearch(bot);
                }
                break;

            // Second stage - try explore area
            case CuriousState.EXPLORE:
                m_explorationTime    += MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS;
                m_exploreTargetTimer -= MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS;

                if (m_explorationTime > EXPLORATION_TIME)
                {
                    m_state = CuriousState.FINISHED;
                }
                else if (m_exploreTargetTimer <= 0)
                {
                    TrySwitchExploreSearch(bot);
                }
                else
                {
                    float factor = MathHelper.Clamp((m_exploreTarget - bot.GetPosition()).Length() / 20, 0.15f, 0.45f);
                    bot.Move(m_exploreTarget, m_exploreTarget, GetUpPlane(bot), false, 1, 5, factor, slowRotation: true);
                }

                break;

            // Paralel searching for new explore location
            case CuriousState.EXPLORE_SEARCHING:
                TrySwitchToExplore(bot);

                if (m_explorationTime > EXPLORATION_TIME)
                {
                    m_state = CuriousState.FINISHED;
                }
                break;

            // Third stage - nothing interesting was found (IsInvalid is true)
            case CuriousState.FINISHED:
            default:
                break;
            }
        }
Ejemplo n.º 2
0
        internal override void Update(MySmallShipBot bot)
        {
            base.Update(bot);

            m_targetVisibleTime += MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS;

            //No need to have this here, because it runs on main thread
            //lock (MyEntities.EntityCloseLock)
            {
                UpdateTargetVisibility(bot);

                if (m_targetVisible && m_target != null)
                {
                    // If target is visible long enough, attack is initiated, this also happens when target is too close or target shoots
                    MySmallShip smallShip = m_target as MySmallShip;
                    if (m_targetVisibleTime > DISCOVER_TIME || 
                        (m_target.GetPosition() - bot.GetPosition()).LengthSquared() < IDENTIFY_DISTANCE_SQR ||
                        (smallShip != null && smallShip.Weapons != null && smallShip.Weapons.IsShooting()))
                    {
                        bot.AddSeenEnemy(m_target);
                        m_state = CuriousState.FINISHED;
                        return;
                    }
                }
            }

            switch (m_state)
            {
                // First stage - goto location
                case CuriousState.GOTO:
                    m_gotoLocationHelper.Update(bot);
                    
                    if (m_gotoLocationHelper.PathNotFound || Vector3.DistanceSquared(bot.GetPosition(), m_location) < LOCATION_NEAR_DISTANCE_SQR)
                    {
                        TrySwitchExploreSearch(bot);
                    }
                    break;
                
                // Second stage - try explore area
                case CuriousState.EXPLORE:
                    m_explorationTime += MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS;
                    m_exploreTargetTimer -= MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS;

                    if (m_explorationTime > EXPLORATION_TIME)
                    {
                        m_state = CuriousState.FINISHED;
                    }
                    else if (m_exploreTargetTimer <= 0)
                    {
                        TrySwitchExploreSearch(bot);
                    }
                    else
                    {
                        float factor = MathHelper.Clamp((m_exploreTarget - bot.GetPosition()).Length() / 20, 0.15f, 0.45f);
                        bot.Move(m_exploreTarget, m_exploreTarget, GetUpPlane(bot), false, 1, 5, factor, slowRotation: true); 
                    }
                    
                    break;

                // Paralel searching for new explore location
                case CuriousState.EXPLORE_SEARCHING:
                    TrySwitchToExplore(bot);
                    
                    if (m_explorationTime > EXPLORATION_TIME)
                    {
                        m_state = CuriousState.FINISHED;
                    }
                    break;

                // Third stage - nothing interesting was found (IsInvalid is true)
                case CuriousState.FINISHED:
                default:
                    break;
            }
        }