Example #1
0
        public void ChangeTask(Task task)
        {
            Blackboard.Erase("NoPath");
            if (CurrentTask != null)
                CurrentTask.OnUnAssign(this);
            CurrentTask = task;
            if (CurrentTask != null)
            {
                ChangeAct(CurrentTask.CreateScript(Creature));

                if (Tasks.Contains(task))
                    Tasks.Remove(task);
                else
                    task.OnAssign(this);
            }
            else
            {
                ChangeAct(null);
            }
        }
Example #2
0
        override public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera)
        {
            base.Update(gameTime, chunks, camera);

            if (!Active)
            {
                return;
            }

            Creature.NoiseMaker.BasePitch = Stats.VoicePitch;

            // Non-dwarves are always at full energy.
            Stats.Energy.CurrentValue = 100.0f;

            AutoGatherTimer.Update(gameTime);

            if (AutoGatherTimer.HasTriggered)
            {
                if (!String.IsNullOrEmpty(Faction.Race.BecomeWhenEvil) && MathFunctions.RandEvent(0.01f))
                {
                    Faction.Minions.Remove(this);
                    Faction = World.Factions.Factions[Faction.Race.BecomeWhenEvil];
                    Faction.AddMinion(this);
                }
                else if (!String.IsNullOrEmpty(Faction.Race.BecomeWhenNotEvil) && MathFunctions.RandEvent(0.01f))
                {
                    Faction.Minions.Remove(this);
                    Faction = World.Factions.Factions[Faction.Race.BecomeWhenNotEvil];
                    Faction.AddMinion(this);
                }

                foreach (var body in World.EnumerateIntersectingObjects(Physics.BoundingBox.Expand(3.0f)).OfType <ResourceEntity>().Where(r => r.Active && r.AnimationQueue.Count == 0))
                {
                    var resource = Library.GetResourceType(body.Resource.Type);
                    if (resource.Tags.Contains(Resource.ResourceTags.Edible))
                    {
                        if ((Faction.Race.EatsMeat && resource.Tags.Contains(Resource.ResourceTags.AnimalProduct)) ||
                            (Faction.Race.EatsPlants && !resource.Tags.Contains(Resource.ResourceTags.AnimalProduct)))
                        {
                            Creature.GatherImmediately(body);
                            AssignTask(new ActWrapperTask(new EatFoodAct(this, false)));
                        }
                    }
                }

                OrderEnemyAttack();
            }

            DeleteBadTasks();
            PreEmptTasks();
            HandleReproduction();

            // Try to find food if we are hungry. Wait - doesn't this rob the player?
            if (Stats.Hunger.IsDissatisfied() && World.CountResourcesWithTag(Resource.ResourceTags.Edible) > 0)
            {
                Task toReturn = new SatisfyHungerTask();
                if (Stats.Hunger.IsCritical())
                {
                    toReturn.Priority = TaskPriority.Urgent;
                }
                if (!Tasks.Contains(toReturn) && CurrentTask != toReturn)
                {
                    AssignTask(toReturn);
                }
            }

            if (CurrentTask == null) // We need something to do.
            {
                var goal = GetEasiestTask(Tasks);

                if (goal != null)
                {
                    ChangeTask(goal);
                }
                else
                {
                    var newTask = ActOnIdle();
                    if (newTask != null)
                    {
                        ChangeTask(newTask);
                    }
                }
            }
            else
            {
                if (CurrentAct == null) // Should be impossible to have a current task and no current act.
                {
                    // Try and recover the correct act.
                    // <blecki> I always run with a breakpoint set here... just in case.
                    ChangeAct(CurrentTask.CreateScript(Creature));

                    // This is a bad situation!
                    if (CurrentAct == null)
                    {
                        ChangeTask(null);
                    }
                }

                if (CurrentAct != null)
                {
                    var  status  = CurrentAct.Tick();
                    bool retried = false;
                    if (CurrentAct != null && CurrentTask != null)
                    {
                        if (status == Act.Status.Fail)
                        {
                            LastFailedAct = CurrentAct.Name;

                            if (!FailedTasks.Any(task => task.TaskFailure.Equals(CurrentTask)))
                            {
                                FailedTasks.Add(new FailedTask()
                                {
                                    TaskFailure = CurrentTask, FailedTime = World.Time.CurrentDate
                                });
                            }

                            if (CurrentTask.ShouldRetry(Creature))
                            {
                                if (!Tasks.Contains(CurrentTask))
                                {
                                    ReassignCurrentTask();
                                    retried = true;
                                }
                            }
                        }
                    }

                    if (CurrentTask != null && CurrentTask.IsComplete(World))
                    {
                        ChangeTask(null);
                    }
                    else if (status != Act.Status.Running && !retried)
                    {
                        ChangeTask(null);
                    }
                }
            }

            // With a small probability, the creature will drown if its under water.
            if (MathFunctions.RandEvent(GameSettings.Default.DrownChance))
            {
                var  above       = VoxelHelpers.GetVoxelAbove(Physics.CurrentVoxel);
                var  below       = VoxelHelpers.GetVoxelBelow(Physics.CurrentVoxel);
                bool shouldDrown = (above.IsValid && (!above.IsEmpty || above.LiquidLevel > 0));
                if ((Physics.IsInLiquid || (!Movement.CanSwim && (below.IsValid && (below.LiquidLevel > 5)))) &&
                    (!Movement.CanSwim || shouldDrown))
                {
                    Creature.Damage(Movement.CanSwim ? 1.0f : 30.0f, Health.DamageType.Normal);
                }
            }

            if (PositionConstraint.Contains(Physics.LocalPosition) == ContainmentType.Disjoint)
            {
                Physics.LocalPosition = MathFunctions.Clamp(Physics.Position, PositionConstraint);
                Physics.PropogateTransforms();
            }
        }