Esempio n. 1
0
        public static void Update(float deltaTime, List <GameObject> nearbyNPC, GameMap map, NonPlayerCharacter caller)
        {
            caller.aiBehaviorComponent.Clock.Update(deltaTime);

            caller.PhysicsComponent.objective = nearbyNPC.Where(u => PhysicsProcessor.GetDistanceFromUnit(u.PhysicsComponent, caller.PhysicsComponent) < caller.StatsComponent.Range).FirstOrDefault();
            if (caller.PhysicsComponent.objective != null)
            {
                AIAgressive(caller, map);
            }
            else
            {
                AIIdle(caller, map);
            }
        }
Esempio n. 2
0
        private static void AIAgressive(NonPlayerCharacter caller, GameMap map)
        {
            PhysicsProcessor.StopAllMovement(caller.PhysicsComponent);


            if (caller.aiBehaviorComponent.Clock.isIntervalTicked(Constants.NPC.DEFAULT_UNIT_MOVE_INTERVAL_AGGRESIVE))
            {
                if (caller.PhysicsComponent.objective.PhysicsComponent.position.Y < caller.PhysicsComponent.position.Y)
                {
                    PhysicsProcessor.MoveUp(caller.PhysicsComponent);
                    caller.PhysicsComponent.FacingDirection = FacingDirections.UP;
                }

                if (caller.PhysicsComponent.objective.PhysicsComponent.position.Y > caller.PhysicsComponent.position.Y)
                {
                    PhysicsProcessor.MoveDown(caller.PhysicsComponent);
                    caller.PhysicsComponent.FacingDirection = FacingDirections.DOWN;
                }

                if (caller.PhysicsComponent.objective.PhysicsComponent.position.X > caller.PhysicsComponent.position.X)
                {
                    PhysicsProcessor.MoveRight(caller.PhysicsComponent);
                    caller.PhysicsComponent.FacingDirection = FacingDirections.RIGHT;
                }

                if (caller.PhysicsComponent.objective.PhysicsComponent.position.X < caller.PhysicsComponent.position.X)
                {
                    PhysicsProcessor.MoveLeft(caller.PhysicsComponent);
                    caller.PhysicsComponent.FacingDirection = FacingDirections.LEFT;
                }

                if (CheckColission(map, caller.PhysicsComponent.destination))
                {
                    caller.PhysicsComponent.destination = caller.PhysicsComponent.position;
                }
            }

            caller.SkillSet.Where(s => s is MeleeSkill).FirstOrDefault().Execute(caller, caller.PhysicsComponent.objective);
        }