Example #1
0
        public override void Move()
        {
            if (m_navGrind.FunctionalBlocks == 0)
            {
                m_logger.debugLog("No functional grinders remaining", "Move()", Logger.severity.INFO);
                m_navSet.OnTaskComplete_NavRot();
                EnableGrinders(false);
                return;
            }

            if (Globals.UpdateCount >= m_next_grinderCheck)
                EnableGrinders(m_enableGrinders);

            if (GrinderFull())
            {
                m_logger.debugLog("Grinders are full", "Move()", Logger.severity.INFO);
                m_navSet.OnTaskComplete_NavRot();
                EnableGrinders(false);
                return;
            }

            m_finder.Update();
            if (!set_enemy(m_finder.Grid != null ? m_finder.Grid.Entity as IMyCubeGrid : null) || m_enemy == null)
            {
                m_mover.StopMove();
                if (DateTime.UtcNow >= m_timeoutAt)
                {
                    m_logger.debugLog("Search timed out", "Move()");
                    m_navSet.OnTaskComplete_NavRot();
                    EnableGrinders(false);
                }
                return;
            }

            m_timeoutAt = DateTime.UtcNow + SearchTimeout;
            Vector3 targetCentre = m_enemy.GetCentre();

            Vector3 enemyVelocity = m_enemy.GetLinearVelocity();
            if (enemyVelocity.LengthSquared() > 10f)
            {
                float targetLongest = m_enemy.LocalAABB.GetLongestDim();

                Vector3 furthest = targetCentre + enemyVelocity * 1000000f;
                Line approachTo = new Line(targetCentre, furthest, false);

                float multi = m_stage == Stage.Intercept ? 0.5f : 1f;
                if (!approachTo.PointInCylinder(targetLongest * multi, m_navGrind.WorldPosition))
                {
                    m_targetPosition = targetCentre;
                    Vector3 direction = furthest - targetCentre;
                    direction.Normalize();
                    Move_Intercept(targetCentre + direction * (targetLongest + m_longestDimension));
                    return;
                }
            }

            Move_Grind();
        }