//Vector2 debugHitLocation = new Vector2(); public override void TickAI(float delta) { Player player = Player; if (player == null) { return; } Movable locomotion = Locomotion; bool move = false; switch (state) { case ChaseAIState.Idle: { //Wait a while until deciding what to do next. TickDownTime(delta); if (timeAccumulator <= 0) { if (locomotion.CanSeeTarget(player, Controller.searchRadius)) { target = player; state = ChaseAIState.Chasing; timeAccumulator = Controller.chaseTime; } else { //Random chance of either continue idling or start wandering. if (GenRandom.Bool()) { //Wander. state = ChaseAIState.Wandering; //Pick a random spot to wander to. int randomDirection = GenRandom.Integer(GenDirection.EightWay.Length); Vector2 randomDirectionVector = GenDirection.EightWay[randomDirection]; Vector2 randomLocationVector = GenMath.OffsetInDirectionVector(locomotion.GlobalPosition, randomDirectionVector, Controller.wanderDistance); //Vector2 randomLocationVector = locomotion.Position + (randomDirectionVector.Normalized() * Controller.wanderDistance); bool rayHit = false; Vector2 rayHitVector = GenPhysics.SimpleRayCast(locomotion, locomotion.GlobalPosition, randomLocationVector, out rayHit); //debugHitLocation = rayHitVector; if (!rayHit) { target = randomLocationVector; } else { target = rayHitVector; } } else { timeAccumulator = Controller.idleTime; } } } } break; case ChaseAIState.Chasing: { //Chase! ChasePlayer(delta); move = true; if (locomotion.CanSeeTarget(player, Controller.searchRadius)) { //Reset chase time timeAccumulator = Controller.chaseTime; } else { //Go back to idling after time passed. TickDownTime(delta); if (timeAccumulator <= 0) { SwitchToIdleState(); } } } break; case ChaseAIState.Wandering: { if (locomotion.hitObstacle) { SwitchToIdleState(); } else { //Stop wandering if nearby the wandering location. if (locomotion.GlobalPosition.DistanceTo(target.Location) <= 16f) { SwitchToIdleState(); } else { MoveToward(target.Location, Controller.movementSpeed * 0.5f); move = true; } } } break; } if (!move) { StopLocomotion(); } }