public static void FleeHurtDir(BaseContext c)
 {
     if (c.AIAgent.IsNavRunning() && NavigateToOperator.NavigateInDirOfBestSample(c, NavPointSampler.SampleCount.Eight, 4f, NavPointSampler.SampleFeatures.RetreatFromDirection, c.AIAgent.GetStats.MinFleeRange, c.AIAgent.GetStats.MaxFleeRange))
     {
         c.SetFact(BaseNpc.Facts.IsFleeing, 1);
     }
 }
Exemple #2
0
 public static void FleeEnemy(BaseContext c)
 {
     if (!c.AIAgent.IsNavRunning() || !NavigateToOperator.NavigateInDirOfBestSample(c, NavPointSampler.SampleCount.Eight, 4f, NavPointSampler.SampleFeatures.RetreatFromTarget, c.AIAgent.GetStats.MinFleeRange, c.AIAgent.GetStats.MaxFleeRange))
     {
         return;
     }
     c.SetFact(BaseNpc.Facts.IsFleeing, (byte)1);
 }
 public static void NavigateToSpawn(BaseContext c)
 {
     if (c.AIAgent.IsNavRunning())
     {
         NavigateToOperator.MakeUnstuck(c);
         c.AIAgent.Destination = c.AIAgent.SpawnPosition;
         c.AIAgent.SetTargetPathStatus(0.05f);
     }
 }
 public static void NavigateToFood(BaseContext c)
 {
     if (c.AIAgent.FoodTarget != null && !c.AIAgent.FoodTarget.IsDestroyed && c.AIAgent.FoodTarget.transform != null && c.GetFact(BaseNpc.Facts.FoodRange) < 2 && c.AIAgent.IsNavRunning())
     {
         NavigateToOperator.MakeUnstuck(c);
         c.AIAgent.Destination = c.AIAgent.FoodTarget.ServerPosition;
         c.AIAgent.SetTargetPathStatus(0.05f);
     }
 }
 public static void NavigateToEnemy(BaseContext c)
 {
     if (c.GetFact(BaseNpc.Facts.HasEnemy) > 0 && c.AIAgent.IsNavRunning())
     {
         NavigateToOperator.MakeUnstuck(c);
         c.AIAgent.Destination = c.EnemyPosition;
         c.AIAgent.SetTargetPathStatus(0.05f);
     }
 }
Exemple #6
0
        private static bool NavigateInDirOfBestSample(
            BaseContext c,
            NavPointSampler.SampleCount sampleCount,
            float radius,
            NavPointSampler.SampleFeatures features,
            float minRange,
            float maxRange)
        {
            List <NavPointSample> navPointSampleList1 = c.AIAgent.RequestNavPointSamplesInCircle(sampleCount, radius, features);

            if (navPointSampleList1 == null)
            {
                return(false);
            }
            foreach (NavPointSample navPointSample1 in navPointSampleList1)
            {
                Vector3        vector3         = Vector3.op_Subtraction(navPointSample1.Position, c.Position);
                Vector3        normalized      = ((Vector3) ref vector3).get_normalized();
                NavPointSample navPointSample2 = NavPointSampler.SamplePoint(Vector3.op_Addition(c.Position, Vector3.op_Addition(Vector3.op_Multiply(normalized, minRange), Vector3.op_Multiply(normalized, (maxRange - minRange) * Random.get_value()))), new NavPointSampler.SampleScoreParams()
                {
                    WaterMaxDepth = c.AIAgent.GetStats.MaxWaterDepth,
                    Agent         = c.AIAgent,
                    Features      = features
                });
                if (!Mathf.Approximately(navPointSample2.Score, 0.0f))
                {
                    NavigateToOperator.MakeUnstuck(c);
                    Vector3 position = navPointSample2.Position;
                    c.AIAgent.Destination = position;
                    c.AIAgent.SetTargetPathStatus(0.05f);
                    return(true);
                }
            }
            float num = 2f;
            List <NavPointSample> navPointSampleList2 = c.AIAgent.RequestNavPointSamplesInCircleWaterDepthOnly(sampleCount, radius, num);

            if (navPointSampleList2 == null)
            {
                return(false);
            }
            foreach (NavPointSample navPointSample1 in navPointSampleList2)
            {
                Vector3        vector3         = Vector3.op_Subtraction(navPointSample1.Position, c.Position);
                Vector3        normalized      = ((Vector3) ref vector3).get_normalized();
                NavPointSample navPointSample2 = NavPointSampler.SamplePointWaterDepthOnly(Vector3.op_Addition(c.Position, Vector3.op_Addition(Vector3.op_Multiply(normalized, minRange), Vector3.op_Multiply(normalized, (maxRange - minRange) * Random.get_value()))), num);
                if (!Mathf.Approximately(navPointSample2.Score, 0.0f))
                {
                    NavigateToOperator.MakeUnstuck(c);
                    Vector3 position = navPointSample2.Position;
                    c.AIAgent.Destination = position;
                    c.AIAgent.SetTargetPathStatus(0.05f);
                    return(true);
                }
            }
            return(false);
        }
Exemple #7
0
 public static void NavigateToFood(BaseContext c)
 {
     if (!Object.op_Inequality((Object)c.AIAgent.FoodTarget, (Object)null) || c.AIAgent.FoodTarget.IsDestroyed || (!Object.op_Inequality((Object)((Component)c.AIAgent.FoodTarget).get_transform(), (Object)null) || c.GetFact(BaseNpc.Facts.FoodRange) >= (byte)2) || !c.AIAgent.IsNavRunning())
     {
         return;
     }
     NavigateToOperator.MakeUnstuck(c);
     c.AIAgent.Destination = c.AIAgent.FoodTarget.ServerPosition;
     c.AIAgent.SetTargetPathStatus(0.05f);
 }
 public static void NavigateToTopologyPreference(BaseContext c)
 {
     if (IsRoamReady.Evaluate(c) && c.AIAgent.IsNavRunning())
     {
         if (NavigateToOperator.NavigateInDirOfBestSample(c, NavPointSampler.SampleCount.Eight, 4f, NavPointSampler.SampleFeatures.DiscourageSharpTurns | NavPointSampler.SampleFeatures.TopologyPreference | NavPointSampler.SampleFeatures.RangeFromSpawn, c.AIAgent.GetStats.MinRoamRange, c.AIAgent.GetStats.MaxRoamRange))
         {
             float maxRoamDelay = c.AIAgent.GetStats.MaxRoamDelay - c.AIAgent.GetStats.MinRoamDelay;
             float single       = UnityEngine.Random.@value * maxRoamDelay / maxRoamDelay;
             float single1      = c.AIAgent.GetStats.RoamDelayDistribution.Evaluate(single) * maxRoamDelay;
             c.NextRoamTime = Time.realtimeSinceStartup + c.AIAgent.GetStats.MinRoamDelay + single1;
             return;
         }
         NavigateToOperator.NavigateToRandomLoc(c);
     }
 }
Exemple #9
0
        public override void DoExecute(BaseContext c)
        {
            if (c.GetFact(BaseNpc.Facts.CanNotMove) == (byte)1)
            {
                c.AIAgent.StopMoving();
                c.SetFact(BaseNpc.Facts.PathToTargetStatus, (byte)2);
            }
            else
            {
                if (!c.AIAgent.IsNavRunning() || c.AIAgent.GetNavAgent.get_pathPending())
                {
                    return;
                }
                switch (this.Operator)
                {
                case NavigateToOperator.OperatorType.EnemyLoc:
                    NavigateToOperator.NavigateToEnemy(c);
                    break;

                case NavigateToOperator.OperatorType.RandomLoc:
                    NavigateToOperator.NavigateToRandomLoc(c);
                    break;

                case NavigateToOperator.OperatorType.Spawn:
                    NavigateToOperator.NavigateToSpawn(c);
                    break;

                case NavigateToOperator.OperatorType.FoodLoc:
                    NavigateToOperator.NavigateToFood(c);
                    break;

                case NavigateToOperator.OperatorType.FleeEnemy:
                    NavigateToOperator.FleeEnemy(c);
                    break;

                case NavigateToOperator.OperatorType.FleeHurtDir:
                    NavigateToOperator.FleeHurtDir(c);
                    break;

                case NavigateToOperator.OperatorType.TopologyPreference:
                    NavigateToOperator.NavigateToTopologyPreference(c);
                    break;
                }
            }
        }
Exemple #10
0
 public static void NavigateToRandomLoc(BaseContext c)
 {
     if (!IsRoamReady.Evaluate(c) || !c.AIAgent.IsNavRunning())
     {
         return;
     }
     if (NavigateToOperator.NavigateInDirOfBestSample(c, NavPointSampler.SampleCount.Eight, 4f, NavPointSampler.SampleFeatures.DiscourageSharpTurns | NavPointSampler.SampleFeatures.RangeFromSpawn, c.AIAgent.GetStats.MinRoamRange, c.AIAgent.GetStats.MaxRoamRange))
     {
         float num1 = c.AIAgent.GetStats.MaxRoamDelay - c.AIAgent.GetStats.MinRoamDelay;
         float num2 = Random.get_value() * num1 / num1;
         float num3 = c.AIAgent.GetStats.RoamDelayDistribution.Evaluate(num2) * num1;
         c.NextRoamTime = Time.get_realtimeSinceStartup() + c.AIAgent.GetStats.MinRoamDelay + num3;
     }
     else
     {
         NavigateToOperator.NavigateToSpawn(c);
     }
 }
        private static bool NavigateInDirOfBestSample(BaseContext c, NavPointSampler.SampleCount sampleCount, float radius, NavPointSampler.SampleFeatures features, float minRange, float maxRange)
        {
            Vector3 position;
            bool    flag;
            List <NavPointSample> navPointSamples = c.AIAgent.RequestNavPointSamplesInCircle(sampleCount, radius, features);

            if (navPointSamples == null)
            {
                return(false);
            }
            foreach (NavPointSample navPointSample in navPointSamples)
            {
                position = navPointSample.Position - c.Position;
                Vector3 vector3   = position.normalized;
                Vector3 position1 = c.Position + (vector3 * minRange) + (vector3 * ((maxRange - minRange) * UnityEngine.Random.@value));
                NavPointSampler.SampleScoreParams sampleScoreParam = new NavPointSampler.SampleScoreParams()
                {
                    WaterMaxDepth = c.AIAgent.GetStats.MaxWaterDepth,
                    Agent         = c.AIAgent,
                    Features      = features
                };
                NavPointSample navPointSample1 = NavPointSampler.SamplePoint(position1, sampleScoreParam);
                if (Mathf.Approximately(navPointSample1.Score, 0f))
                {
                    continue;
                }
                NavigateToOperator.MakeUnstuck(c);
                position1             = navPointSample1.Position;
                c.AIAgent.Destination = position1;
                c.AIAgent.SetTargetPathStatus(0.05f);
                flag = true;
                return(flag);
            }
            float single = 2f;

            navPointSamples = c.AIAgent.RequestNavPointSamplesInCircleWaterDepthOnly(sampleCount, radius, single);
            if (navPointSamples == null)
            {
                return(false);
            }
            List <NavPointSample> .Enumerator enumerator = navPointSamples.GetEnumerator();
            try
            {
                while (enumerator.MoveNext())
                {
                    position = enumerator.Current.Position - c.Position;
                    Vector3        vector31        = position.normalized;
                    Vector3        position2       = c.Position + (vector31 * minRange) + (vector31 * ((maxRange - minRange) * UnityEngine.Random.@value));
                    NavPointSample navPointSample2 = NavPointSampler.SamplePointWaterDepthOnly(position2, single);
                    if (Mathf.Approximately(navPointSample2.Score, 0f))
                    {
                        continue;
                    }
                    NavigateToOperator.MakeUnstuck(c);
                    position2             = navPointSample2.Position;
                    c.AIAgent.Destination = position2;
                    c.AIAgent.SetTargetPathStatus(0.05f);
                    flag = true;
                    return(flag);
                }
                return(false);
            }
            finally
            {
                ((IDisposable)enumerator).Dispose();
            }
            return(flag);
        }