コード例 #1
0
ファイル: TriggerSystem.cs プロジェクト: jturp/RivalAI
        public bool IsPlayerNearby(TriggerProfile control, bool playerOutsideDistance = false)
        {
            IMyPlayer player = null;

            var remotePosition = Vector3D.Transform(control.PlayerNearPositionOffset, RemoteControl.WorldMatrix);

            if (control.MinPlayerReputation != -1501 || control.MaxPlayerReputation != 1501)
            {
                player = TargetHelper.GetClosestPlayerWithReputation(remotePosition, _owner.FactionId, control);
            }
            else
            {
                player = TargetHelper.GetClosestPlayer(remotePosition);
            }

            if (player == null)
            {
                //Logger.MsgDebug(control.ProfileSubtypeId + ": No Eligible Player for PlayerNear Check", DebugTypeEnum.Trigger);
                return(false);
            }

            var playerDist = Vector3D.Distance(player.GetPosition(), remotePosition);

            if (playerOutsideDistance)
            {
                if (playerDist < control.TargetDistance)
                {
                    return(false);
                }
            }
            else
            {
                if (playerDist > control.TargetDistance)
                {
                    return(false);
                }
            }



            if (control.InsideAntenna == true)
            {
                var antenna = _behavior.Grid.GetAntennaWithHighestRange(control.InsideAntennaName);

                if (antenna != null)
                {
                    playerDist = Vector3D.Distance(player.GetPosition(), antenna.GetPosition());
                    if (playerDist > antenna.Radius)
                    {
                        return(false);
                    }
                }
                else
                {
                    return(false);
                }
            }

            return(true);
        }
コード例 #2
0
        public void ProcessTimers(BehaviorMode mode, bool invalidTarget = false)
        {
            if (this.RemoteControl == null)
            {
                return;
            }

            this.NearestPlayer = TargetHelper.GetClosestPlayer(this.RemoteControl.GetPosition());

            if (mode == BehaviorMode.Retreat)
            {
                if (this.NearestPlayer?.Controller?.ControlledEntity?.Entity != null)
                {
                    if (Vector3D.Distance(this.RemoteControl.GetPosition(), this.NearestPlayer.GetPosition()) > this.RetreatDespawnDistance)
                    {
                        Logger.MsgDebug("Retreat Despawn: Player Far Enough", DebugTypeEnum.Despawn);
                        DoDespawn = true;
                    }
                }
                else
                {
                    Logger.MsgDebug("Retreat Despawn: No Player", DebugTypeEnum.Despawn);
                    DoDespawn = true;
                }
            }

            if (this.UsePlayerDistanceTimer == true)
            {
                if (this.NearestPlayer == null)
                {
                    PlayerDistanceTimer++;
                }
                else if (this.NearestPlayer?.Controller?.ControlledEntity?.Entity != null)
                {
                    if (Vector3D.Distance(this.NearestPlayer.GetPosition(), this.RemoteControl.GetPosition()) > this.PlayerDistanceTrigger)
                    {
                        PlayerDistanceTimer++;

                        if (PlayerDistanceTimer >= PlayerDistanceTimerTrigger)
                        {
                            Logger.MsgDebug("No Player Within Distance", DebugTypeEnum.Despawn);
                            DoDespawn = true;
                        }
                    }
                    else
                    {
                        PlayerDistanceTimer = 0;
                    }
                }
            }

            if (this.UseNoTargetTimer == true && this.SuspendNoTargetTimer == false)
            {
                if (invalidTarget == true)
                {
                    this.NoTargetTimer++;

                    if (this.NoTargetTimer >= this.NoTargetTimerTrigger)
                    {
                        this.NoTargetExpire = true;
                    }
                }
                else
                {
                    this.NoTargetTimer = 0;
                }
            }

            if (this.UseRetreatTimer == true && this.DoRetreat == false)
            {
                RetreatTimer++;

                if (RetreatTimer >= RetreatTimerTrigger)
                {
                    DoRetreat = true;
                }
            }

            if (DoDespawn)
            {
                DespawnGrid();
            }
        }