Esempio n. 1
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        //=========================================================================================
        /// <summary>
        /// Constructor. Creates the behaviour. A valid control character MUST be passed in.
        /// </summary>
        /// <param name="i"> 
        /// Importance of the behaviour to this character. Behaviour scores are scaled by this. 
        /// </param>
        /// <param name="c"> Character the behaviour is controlling. </param>
        /// <param name="b"> Behaviour set the AIBehaviour belongs to. </param>
        //=========================================================================================
        public AI_Decluster( float i , Character c , AIBehaviourSet b )
            : base(i , c , b)
        {
            // Get and save the character type:

            m_character_type = Type.GetType("NinjaGame.Character");
        }
Esempio n. 2
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        //=========================================================================================
        /// <summary>
        /// Constructor. Creates the behaviour. A valid control character MUST be passed in.
        /// </summary>
        /// <param name="i"> 
        /// Importance of the behaviour to this character. Behaviour scores are scaled by this. 
        /// </param>
        /// <param name="c"> Character the behaviour is controlling. </param>
        /// <param name="b"> Behaviour set the AIBehaviour belongs to. </param>
        //=========================================================================================
        public AI_Pursue_Jump_Gap( float i , Character c , AIBehaviourSet b )
            : base(i , c , b)
        {
            // Get the ninja type:

            m_ninja_type = Type.GetType("NinjaGame.Ninja");
        }
Esempio n. 3
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        //=========================================================================================
        /// <summary>
        /// Constructor. Creates the behaviour. A valid control character MUST be passed in.
        /// </summary>
        /// <param name="i"> 
        /// Importance of the behaviour to this character. Behaviour scores are scaled by this. 
        /// </param>
        /// <param name="c"> Character the behaviour is controlling. </param>
        /// <param name="b"> Behaviour set the AIBehaviour belongs to. </param>
        //=========================================================================================
        public AI_Rest( float i , Character c , AIBehaviourSet b )
            : base(i , c , b)
        {
            // Redo the time multiplier for increasing rest need:

            m_time_multiply = ( 1.0f - m_rest_randomness ) + (float) Core.Random.NextDouble() * m_rest_randomness;
        }
Esempio n. 4
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        //=========================================================================================
        /// <summary>
        /// Constructor. Creates the behaviour. A valid control character MUST be passed in.
        /// </summary>
        /// <param name="i"> 
        /// Importance of the behaviour to this character. Behaviour scores are scaled by this. 
        /// </param>
        /// <param name="c"> Character the behaviour is controlling. </param>
        /// <param name="b"> Behaviour set the AIBehaviour belongs to. </param>
        //=========================================================================================
        public AI_Throw_Shuriken( float i , Character c , AIBehaviourSet b )
            : base(i , c , b)
        {
            // Get and save this character types:

            m_ninja_type = Type.GetType("NinjaGame.Ninja");

            // Complain if neither can be found:

            #if DEBUG

                if ( m_ninja_type == null ) throw new Exception("No ninja type exists");

            #endif
        }
Esempio n. 5
0
        //=========================================================================================
        /// <summary>
        /// Constructor. Creates the behaviour. A valid control character MUST be passed in.
        /// </summary>
        /// <param name="i"> 
        /// Importance of the behaviour to this character. Behaviour scores are scaled by this. 
        /// </param>
        /// <param name="c"> Character the behaviour is controlling. </param>
        /// <param name="b"> Behaviour set the AIBehaviour belongs to. </param>
        //=========================================================================================
        public AI_Patrol( float i , Character c , AIBehaviourSet b )
            : base(i , c , b)
        {
            // Pick a random direction to patrol in:

            m_patrol_right = ( new Random().Next() & 1 ) == 1;

            // Give either left or right a big score to start off with:

            if ( m_patrol_right )
            {
                m_score_right = 1000;
            }
            else
            {
                m_score_left = 1000;
            }
        }
Esempio n. 6
0
        //=========================================================================================
        /// <summary>
        /// Constructor. Creates the behaviour. A valid control character MUST be passed in.
        /// </summary>
        /// <param name="importance"> 
        /// Importance of the behaviour to this character. Behaviour scores are scaled by this. 
        /// </param>
        /// <param name="control_character"> Character the behaviour is controlling. </param>
        /// <param name="behaviour_set"> Behaviour set the AIBehaviour belongs to. </param>
        //=========================================================================================
        public AIBehaviour( float importance , Character control_character , AIBehaviourSet behaviour_set )
        {
            // On windows debug if the control character is null then throw an exception:

            #if WINDOWS_DEBUG

                if ( control_character == null )
                {
                    throw new Exception("AIBehaviour must have a valid control character !!!");
                }

            #endif

            // On windows debug if the behaviour set is null then throw an exception:

            #if WINDOWS_DEBUG

                if ( behaviour_set == null )
                {
                    throw new Exception("AIBehaviour must be part of a valid AIBeaviourSet!!!");
                }

            #endif

            // Save importance:

            m_importance = importance;

            // Save the control character:

            m_control_character = control_character;

            // Save behaviour set:

            m_behaviour_set = behaviour_set;

            // Save the name of the behaviour:

            m_name = GetType().Name;
        }
Esempio n. 7
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 //=========================================================================================
 /// <summary>
 /// Constructor. Creates the behaviour. A valid control character MUST be passed in.
 /// </summary>
 /// <param name="i"> 
 /// Importance of the behaviour to this character. Behaviour scores are scaled by this. 
 /// </param>
 /// <param name="c"> Character the behaviour is controlling. </param>
 /// <param name="b"> Behaviour set the AIBehaviour belongs to. </param>
 //=========================================================================================
 public AI_Turn_Around( float i , Character c , AIBehaviourSet b )
     : base(i , c , b)
 {
 }
 //=========================================================================================
 /// <summary>
 /// Constructor. Creates the behaviour. A valid control character MUST be passed in.
 /// </summary>
 /// <param name="i"> 
 /// Importance of the behaviour to this character. Behaviour scores are scaled by this. 
 /// </param>
 /// <param name="c"> Character the behaviour is controlling. </param>
 /// <param name="b"> Behaviour set the AIBehaviour belongs to. </param>
 //=========================================================================================
 public AI_Pursue_Move_Around_Platform( float i , Character c , AIBehaviourSet b )
     : base(i , c , b)
 {
 }
Esempio n. 9
0
 //=========================================================================================
 /// <summary>
 /// Constructor. Creates the behaviour. A valid control character MUST be passed in.
 /// </summary>
 /// <param name="i"> 
 /// Importance of the behaviour to this character. Behaviour scores are scaled by this. 
 /// </param>
 /// <param name="c"> Character the behaviour is controlling. </param>
 /// <param name="b"> Behaviour set the AIBehaviour belongs to. </param>
 //=========================================================================================
 public AI_Pursue_Wall_Clear( float i , Character c , AIBehaviourSet b )
     : base(i , c , b)
 {
 }
Esempio n. 10
0
        //=========================================================================================
        /// <summary>
        /// Constructor. Creates the behaviour. A valid control character MUST be passed in.
        /// </summary>
        /// <param name="i"> 
        /// Importance of the behaviour to this character. Behaviour scores are scaled by this. 
        /// </param>
        /// <param name="c"> Character the behaviour is controlling. </param>
        /// <param name="b"> Behaviour set the AIBehaviour belongs to. </param>
        //=========================================================================================
        public AI_Sight( float i , Character c , AIBehaviourSet b )
            : base(i , c , b)
        {
            // Save this for later use

            m_ninja_type = Type.GetType("NinjaGame.Ninja");
        }
Esempio n. 11
0
        //=========================================================================================
        /// <summary>
        /// Constructor. Creates the Object.
        /// </summary>
        //=========================================================================================
        public EnemyNinja()
        {
            // Save this type:

            m_player_ninja_type = Type.GetType("NinjaGame.PlayerNinja");

            // Throw a wobbler if it is not there in debug:

            #if DEBUG

                if ( m_player_ninja_type == null ) throw new Exception("Class missing. EnemyNinja requires PlayerNinja class !!!");

            #endif

            // Create the behaviour set:

            m_behaviours = new AIBehaviourSet(this);

            // Select the behaviours and their importance:

            m_behaviours.AddBehaviour( "AI_Rest"                          , 1.5f        );
            m_behaviours.AddBehaviour( "AI_Patrol"                        , 30          );
            m_behaviours.AddBehaviour( "AI_Sight"                         , 60          );
            m_behaviours.AddBehaviour( "AI_Pursue"                        , 40          );
            m_behaviours.AddBehaviour( "AI_Pursue_Jump_Gap"               , 800.0f      );
            m_behaviours.AddBehaviour( "AI_Pursue_Wall_Run"               , 0.00008f    );
            m_behaviours.AddBehaviour( "AI_Pursue_Platform_Jump"          , 10.0f       );
            m_behaviours.AddBehaviour( "AI_Pursue_Move_Around_Platform"   , 0.03f       );
            m_behaviours.AddBehaviour( "AI_Decluster"                     , 0.02f       );
            m_behaviours.AddBehaviour( "AI_Turn_Around"                   , 20.1f       );
            m_behaviours.AddBehaviour( "AI_Pursue_Wall_Jump"              , 30.0f       );
            m_behaviours.AddBehaviour( "AI_Pursue_Wall_Clear"             , 200.0f      );
            m_behaviours.AddBehaviour( "AI_Attack"                        , 0.65f       );
            m_behaviours.AddBehaviour( "AI_Throw_Shuriken"                , 0.5f        );

            // Set the smoothness of behaviour change:

            m_behaviours.BehaviourSmooth      = 0.75f;
            m_behaviours.BehaviourHoldTime    = 0.20f;

            // Settings for this type of character

            JumpForce       = 12;
            TopSpeed        = 9;
            ShurikenSpeed   = 600.0f;
            ShurikenDamage  = 25.0f;
            ShurikenGravity = 0;
            AttackDamage    = 50.0f;

            // Set default depth:

            Depth = 6000;

            // Set shuriken texture: see if cached first though

            if ( s_cached_shuriken_texture != null )
            {
                // Have cache: use

                ShurikenTexture = s_cached_shuriken_texture;
            }
            else
            {
                // Ain't got cache: load

                ShurikenTexture = Core.Graphics.LoadTexture("Graphics\\Objects\\EnemyShuriken");
            }
        }