Exemple #1
0
 public void Render3D(Location pos, float rot, Location size)
 {
     BEPUutilities.Matrix rot1 = BEPUutilities.Matrix.CreateFromAxisAngle(BEPUutilities.Vector3.UnitZ, rot)
                                 * BEPUutilities.Matrix.CreateFromAxisAngle(BEPUutilities.Vector3.UnitX, (float)(Math.PI * 0.25));
     if (RenderedBlock != null)
     {
         TheClient.isVox = false;
         TheClient.SetVox();
         TheClient.Rendering.SetMinimumLight(0.9f, TheClient.MainWorldView);
         RenderedBlock.WorldTransform = BEPUutilities.Matrix.CreateScale(size.ToBVector() * 0.70f)
                                        * rot1
                                        * BEPUutilities.Matrix.CreateTranslation(pos.ToBVector());
         RenderedBlock.Render();
         TheClient.Rendering.SetMinimumLight(0f, TheClient.MainWorldView);
     }
     else if (RenderedModel != null)
     {
         TheClient.isVox = true;
         TheClient.SetEnts();
         TheClient.Rendering.SetMinimumLight(0.9f, TheClient.MainWorldView);
         BEPUutilities.RigidTransform rt = BEPUutilities.RigidTransform.Identity;
         RenderedModel.Shape.GetBoundingBox(ref rt, out BEPUutilities.BoundingBox bb);
         BEPUutilities.Vector3 scale = BEPUutilities.Vector3.Max(bb.Max, -bb.Min);
         float len = (float)scale.Length();
         RenderedModel.WorldTransform = BEPUutilities.Matrix.CreateScale(size.ToBVector() * len)
                                        * rot1
                                        * BEPUutilities.Matrix.CreateTranslation(pos.ToBVector());
         RenderedModel.RenderSimpler();
         TheClient.Rendering.SetMinimumLight(0f, TheClient.MainWorldView);
     }
 }
Exemple #2
0
        public override void Update(/* inout */ SteeringBlender steering, Actor owner, IAgentStateManager agent)
        {
            if (!agent.HasProperty(AgentPropertyName.ActiveOpponent))
            {
                ZombieWaitState zws = new ZombieWaitState(6.0f);
                agent.CurrentState = zws;
                return;
            }

            Actor opponent = GameResources.ActorManager.GetActorById(agent.GetProperty <int>(AgentPropertyName.ActiveOpponent));
            BipedControllerComponent opponentBcc = opponent.GetComponent <BipedControllerComponent>(ActorComponent.ComponentType.Control);

            steering.Target = BepuConverter.Convert(opponentBcc.Controller.Body.Position);

            BipedControllerComponent bcc = owner.GetComponent <BipedControllerComponent>(ActorComponent.ComponentType.Control);

            BepuVec3       toOpponent   = opponentBcc.Controller.Body.Position - bcc.Controller.Body.Position;
            float          distance     = toOpponent.Length();
            ZombieSkillSet zss          = owner.GetBehaviorThatImplementsType <ZombieSkillSet>();
            BipedWeapon    chosenAttack = distance <= zss.MeleeSkill.EffectiveRangeMax ? zss.MeleeSkill : zss.RangedSkill;

            Matrix attackTransform = Matrix.CreateTranslation(chosenAttack.MuzzleOffset) * Matrix.CreateWorld(
                BepuConverter.Convert(bcc.Controller.Body.Position), BepuConverter.Convert(bcc.Controller.ViewDirection), Vector3.Up);

            BepuVec3 bulletPath = opponentBcc.Controller.Body.Position - BepuConverter.Convert(attackTransform.Translation);

            // If we don't have a shot, we need to specify what kind of movement we need to remedy that.
            ZombieTacticalMovementState.MovementType movement = ZombieTacticalMovementState.MovementType.None;

            if (distance < chosenAttack.EffectiveRangeMin)
            {
                movement = ZombieTacticalMovementState.MovementType.Retreat;
            }
            else if (distance > chosenAttack.EffectiveRangeMax)
            {
                movement = ZombieTacticalMovementState.MovementType.Close;
            }
            else
            {
                BepuRay       loeRay = new BepuRay(BepuConverter.Convert(attackTransform.Translation), bulletPath);
                LOSFilter     filter = new LOSFilter(bcc.Controller.Body.CollisionInformation, opponentBcc.Controller.Body.CollisionInformation);
                RayCastResult loeResult;
                GameResources.ActorManager.SimSpace.RayCast(loeRay, chosenAttack.EffectiveRangeMax * 1.5f, filter.Test, out loeResult);

                EntityCollidable otherEntityCollidable = loeResult.HitObject as EntityCollidable;
                if (otherEntityCollidable != null &&
                    otherEntityCollidable.Entity != null &&
                    otherEntityCollidable.Entity.Tag != null &&
                    (int)(otherEntityCollidable.Entity.Tag) == opponent.Id)
                {
                    toOpponent.Y = 0.0f;
                    toOpponent.Normalize();
                    float       aimTheta         = (float)(Math.Acos(MathHelper.Clamp(BepuVec3.Dot(toOpponent, bcc.Controller.ViewDirection), 0.0f, 1.0f)));
                    const float AIM_CONE_RADIANS = MathHelper.Pi / 12.0f;
                    if (aimTheta <= AIM_CONE_RADIANS)
                    {
                        // TODO: P2: Add some wander to this value:
                        bcc.WorldAim = BepuConverter.Convert(bulletPath);
                        //chosenAttack.CurrentOperation = WeaponFunctions.TriggerPulled;
                        BipedWeapon otherAttack = chosenAttack == zss.MeleeSkill ? zss.RangedSkill : zss.MeleeSkill;
                        otherAttack.UpdateInputState(false, bcc);
                        chosenAttack.UpdateInputState(true, bcc);
                        return;
                    }
                }
                else
                {
                    movement = ZombieTacticalMovementState.MovementType.Lateral;
                }
            }

            if (movement != ZombieTacticalMovementState.MovementType.None)
            {
                ZombieTacticalMovementState ztms = new ZombieTacticalMovementState(movement);
                agent.CurrentState = ztms;
            }
        }