void Awake() { instance = this; characterController = GetComponent<CharacterController>() as CharacterController; this._currentBlock = null; this._currentDirection = PlayerInfo.MovementDirection.NONE; }
public virtual void ExitBehavior(AIController ai) { }
public virtual void EnterBehavior(AIController ai) { }
public abstract void OnExit(AIController ai);
public abstract void ActiveBehavior(AIController ai);
public abstract void OnEnter(AIController ai);
private GameObject ScanForTargetToAttackImproved(List<GameObject> potentialTargets, GameObject owner, AIController aiController) { Faction ownerFaction = owner.GetComponent<Faction>(); if (ownerFaction == null) { Debug.LogError(owner.name + " doesn't have a faction.", owner); return null; } float perceptionDistance = aiController.PerceptionDistance; if (aiController.InCombat) { perceptionDistance *= 2; // was += 6f; } var targets = new List<GameObject>(potentialTargets.Count); var targetDistances = new List<float>(potentialTargets.Count); var targetStaminas = new List<float>(potentialTargets.Count); var targetIsEngageds = new List<bool>(potentialTargets.Count); var maxStamina = float.MinValue; for (int i = 0; i < potentialTargets.Count; i++) { GameObject potentialTarget = potentialTargets[i]; if (ownerFaction.IsHostile(potentialTarget)) { Health targetHealth = potentialTarget.GetComponent<Health>(); if (!(targetHealth == null) && targetHealth.Targetable) { AIController targetAI = potentialTarget.GetComponent<AIController>(); if (!(targetAI == null)) { CharacterStats targetStats = potentialTarget.GetComponent<CharacterStats>(); if (!(targetStats == null)) { float targetDistance = GameUtilities.V3Distance2D(owner.transform.position, potentialTarget.transform.position); bool isValid = false; if (targetStats.NoiseLevelRadius > targetDistance) { isValid = true; GameState.InStealthMode = false; } else if (targetDistance <= perceptionDistance && GameUtilities.LineofSight(owner.transform.position, targetAI.transform.position, 1f, false)) { isValid = true; } if (isValid) { targets.Add(potentialTarget); targetDistances.Add(targetDistance); targetStaminas.Add(targetHealth.CurrentStamina); targetIsEngageds.Add(aiController.HasEngaged(potentialTarget)); maxStamina = Math.Max(targetHealth.CurrentStamina, maxStamina); } } } } } } if (GameState.InStealthMode) { return null; } const float DISTANCE_WEIGHT = 1f; const float STAMINA_WEIGHT = 1f; const float FICKLENESS_WEIGHT = 0.5f; const float ENGAGED_WEIGHT = -10f; // must be more than the other weights combined const float CURRENT_TARGET_WEIGHT = 2f; var bestWeight = float.MaxValue; GameObject result = null; for (int i = 0; i < targets.Count; ++i) { var distanceValue = (targetDistances[i] / perceptionDistance) * DISTANCE_WEIGHT; var staminaValue = (targetStaminas[i] / maxStamina) * STAMINA_WEIGHT; // targets with less stamina are more attractive var isCurrentTarget = ((Mod_AI_PreTargetScanner)(object)this).DeprioritizeCurrentTarget && (targets[i] == aiController.CurrentTarget); var currentTargetValue = isCurrentTarget ? CURRENT_TARGET_WEIGHT : 0; var engagedValue = (targetIsEngageds[i] ? 1 : 0) * ENGAGED_WEIGHT; var fickleValue = Random.Range(0f, 1f) * FICKLENESS_WEIGHT; // a little randomness is useful var value = distanceValue + staminaValue + currentTargetValue + engagedValue + fickleValue; if (value < bestWeight) { bestWeight = value; result = targets[i]; } } return result; }
protected GameObject ScanForTargetToAttackNew(List<GameObject> potentialTargets, GameObject owner, AIController aiController) { if (IEModOptions.ImprovedAI) // added this if statement { return ScanForTargetToAttackImproved(potentialTargets, owner, aiController); } float num = 3.40282347E+38f; GameObject result = null; Faction component = owner.GetComponent<Faction>(); if (component == null) { Debug.LogError(owner.name + " doesn't have a faction.", owner); return null; } float num2 = aiController.PerceptionDistance; if (aiController.InCombat) { num2 += 6f; } for (int i = 0; i < potentialTargets.Count; i++) { GameObject gameObject = potentialTargets[i]; if (component.IsHostile(gameObject)) { Health component2 = gameObject.GetComponent<Health>(); if (!(component2 == null) && component2.Targetable) { AIController component3 = gameObject.GetComponent<AIController>(); if (!(component3 == null)) { CharacterStats component4 = gameObject.GetComponent<CharacterStats>(); if (!(component4 == null)) { float num3 = GameUtilities.V3Distance2D(owner.transform.position, gameObject.transform.position); float num4 = num2; if (component4.NoiseLevelRadius > num3) { result = gameObject; GameState.InStealthMode = false; } if (num3 <= num4) { if (GameUtilities.LineofSight(owner.transform.position, component3.transform.position, 1f, false)) { float num5 = 0f; num5 += num3 / num4 * 2f; num5 += component2.CurrentStamina / component2.MaxStamina * 0.5f; num5 += ((!aiController.HasEngaged(gameObject)) ? 0f : -3f); if (num5 < num && !GameState.InStealthMode) { num = num5; result = gameObject; } } } } } } } } return result; }
public void AttackStateChangeReq(AIController controller) { OnAttackStateChangeReq?.Invoke(controller); }
private void Start() { MyController = GetComponent <AIController>(); }