Exemple #1
0
        private void UpdateState()
        {
            //forced death check
            if (CurrentAiState != ActorAiState.Dead)
            {
                if (Health <= 0)
                {
                    EnterState(ActorAiState.Dead);
                }
            }

            //hack to retrieve swizzled target after a load
            GetSwizzledTarget();

            switch (CurrentAiState)
            {
            case ActorAiState.Idle:
                if (Aggressive)
                {
                    //search for targets, select target
                    SelectTarget();
                    if (Target != null)
                    {
                        EnterState(ActorAiState.Chasing);
                    }
                }
                break;

            case ActorAiState.Wandering:
                //TODO aggression
                if (MovementComponent.DistToTarget <= WanderThreshold || TimeInState >= WanderTimeout)
                {
                    Vector2 newpos = VectorUtils.GetRandomVector2(InitialPosition.GetFlatVector(), WanderRadius);
                    MovementComponent.SetDestination(newpos.GetSpaceVector());
                    TimeInState = 0;
                }
                if (Aggressive)
                {
                    //search for targets, select target
                    SelectTarget();
                    if (Target != null)
                    {
                        EnterState(ActorAiState.Chasing);
                    }
                }
                break;

            case ActorAiState.Chasing:
                if (!RpgWorldUtils.TargetIsAlive(Target))
                {
                    EnterState(BaseAiState);
                    break;
                }

                if ((MetaState.Instance.SessionFlags.Contains("NoTarget") || GameState.Instance.PlayerFlags.Contains(PlayerFlags.NoTarget)) && Target.GetComponent <PlayerController>())
                {
                    EnterState(BaseAiState);
                    break;
                }

                if (AttackComponent != null && AttackComponent.ReadyToAttack && AttackComponent.TargetInRange)
                {
                    EnterState(ActorAiState.Attacking);
                    return;
                }
                else
                {
                    //set target
                    var d = Target.position;
                    MovementComponent.SetDestination(d);
                }
                if (!Relentless)
                {
                    //break off if we are too far away or too badly hurt
                    if (Health <= (MaxHealth * 0.2f))
                    {
                        EnterState(ActorAiState.Fleeing);
                    }
                    else if ((Target.position - transform.position).magnitude > SearchRadius)
                    {
                        EnterState(BaseAiState);
                        Target = null;
                    }
                }
                break;

            case ActorAiState.ScriptedMoveTo:
                if (MovementComponent.AtTarget)     //we made it!
                {
                    EnterState(ActorAiState.Idle);  //don't wander off if you were sent there!
                }
                break;

            case ActorAiState.Attacking:
                //wait...
                if (!AttackComponent.DidAttack && AttackComponent.WarmupIsDone)
                {
                    AttackComponent.DoAttack();     //waaaaay too complicated to cram here
                }
                if (AttackComponent.AttackIsDone)
                {
                    //just return
                    if (!RpgWorldUtils.TargetIsAlive(Target))
                    {
                        EnterState(BaseAiState);
                    }
                    else
                    {
                        EnterState(ActorAiState.Chasing);
                    }
                }
                break;

            case ActorAiState.Hurting:
                if (TimeInState >= PainWaitTime)
                {
                    if (BeenHit && Target != null)
                    {
                        EnterState(ActorAiState.Chasing);
                    }
                    else
                    {
                        EnterState(LastAiState);
                    }
                }
                break;

            case ActorAiState.Fleeing:
                //stop running if far enough away, or target is gone
                if (!RpgWorldUtils.TargetIsAlive(Target) || (Target.position - transform.position).magnitude > SearchRadius)
                {
                    EnterState(BaseAiState);
                    Target = null;
                    break;
                }
                {
                    //set target
                    var d = transform.position + ((Target.position - transform.position).normalized * -1);
                    MovementComponent.SetDestination(d);
                }
                break;
            }
        }