Exemple #1
0
        public virtual float Score(IAIContext context, BasePlayer option)
        {
            PlayerTargetContext playerTargetContext = context as PlayerTargetContext;

            if (playerTargetContext != null && PlayerDetectionChance.Evaluate(playerTargetContext.Self, playerTargetContext.Dot[playerTargetContext.CurrentOptionsIndex], option))
            {
                return(this.score);
            }
            return(0.0f);
        }
        public static bool Evaluate(IAIAgent self, float dot, BasePlayer option)
        {
            NPCPlayerApex nPCPlayerApex = self as NPCPlayerApex;

            if (nPCPlayerApex == null)
            {
                return(true);
            }
            if (Time.time > nPCPlayerApex.NextDetectionCheck)
            {
                nPCPlayerApex.NextDetectionCheck = Time.time + 2f;
                bool flag  = UnityEngine.Random.@value < PlayerDetectionChance.FovDetection(dot, option);
                bool flag1 = UnityEngine.Random.@value < PlayerDetectionChance.NoiseLevel(option);
                bool flag2 = UnityEngine.Random.@value < PlayerDetectionChance.LightDetection(option);
                nPCPlayerApex.LastDetectionCheckResult = flag | flag1 | flag2;
            }
            return(nPCPlayerApex.LastDetectionCheckResult);
        }
Exemple #3
0
        public static bool Evaluate(IAIAgent self, float dot, BasePlayer option)
        {
            NPCPlayerApex npcPlayerApex = self as NPCPlayerApex;

            if (!Object.op_Inequality((Object)npcPlayerApex, (Object)null))
            {
                return(true);
            }
            if ((double)Time.get_time() > (double)npcPlayerApex.NextDetectionCheck)
            {
                npcPlayerApex.NextDetectionCheck = Time.get_time() + 2f;
                bool flag1 = (double)Random.get_value() < (double)PlayerDetectionChance.FovDetection(dot, option);
                bool flag2 = (double)Random.get_value() < (double)PlayerDetectionChance.NoiseLevel(option);
                bool flag3 = (double)Random.get_value() < (double)PlayerDetectionChance.LightDetection(option);
                npcPlayerApex.LastDetectionCheckResult = flag1 | flag2 | flag3;
            }
            return(npcPlayerApex.LastDetectionCheckResult);
        }