예제 #1
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            Transform transform = entity.GetOrCreate <Transform>("Transform");
            Rift      rift      = entity.GetOrCreate <Rift>("Rift");

            VoxelAttachable attachable = VoxelAttachable.MakeAttachable(entity, main, false, false, null);

            attachable.Enabled.Value = true;
            VoxelAttachable.BindTarget(entity, rift.Position);

            this.SetMain(entity, main);

            PointLight light = entity.GetOrCreate <PointLight>();

            light.Color.Value = new Vector3(1.2f, 1.4f, 1.6f);
            light.Add(new Binding <Vector3>(light.Position, rift.Position));
            light.Add(new Binding <bool>(light.Enabled, () => rift.Type == Rift.Style.In && rift.Enabled, rift.Type, rift.Enabled));
            light.Add(new Binding <float>(light.Attenuation, x => x * 2.0f, rift.CurrentRadius));

            rift.Add(new Binding <Entity.Handle>(rift.Voxel, attachable.AttachedVoxel));
            rift.Add(new Binding <Voxel.Coord>(rift.Coordinate, attachable.Coord));

            entity.Add("Enable", rift.Enable);
            entity.Add("Disable", rift.Disable);
            entity.Add("AttachOffset", attachable.Offset);
            entity.Add("Enabled", rift.Enabled);
            entity.Add("Radius", rift.Radius);
            entity.Add("Style", rift.Type);
        }
예제 #2
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            entity.CannotSuspendByDistance = true;

            PointLight light     = entity.GetOrCreate <PointLight>("PointLight");
            Transform  transform = entity.GetOrCreate <Transform>("Transform");

            VoxelAttachable attachable = VoxelAttachable.MakeAttachable(entity, main);

            attachable.Enabled.Value = true;

            light.Add(new Binding <Vector3>(light.Position, () => Vector3.Transform(new Vector3(0, 0, attachable.Offset), transform.Matrix), attachable.Offset, transform.Matrix));

            Switch sw = entity.GetOrCreate <Switch>("Switch");

            if (main.EditorEnabled)
            {
                light.Enabled.Value = true;
            }
            else
            {
                light.Add(new Binding <bool>(light.Enabled, sw.On));
                CommandBinding <IEnumerable <Voxel.Coord>, Voxel> cellFilledBinding = null;

                entity.Add(new NotifyBinding(delegate()
                {
                    Voxel m = attachable.AttachedVoxel.Value.Target.Get <Voxel>();
                    if (cellFilledBinding != null)
                    {
                        entity.Remove(cellFilledBinding);
                    }

                    cellFilledBinding = new CommandBinding <IEnumerable <Voxel.Coord>, Voxel>(m.CellsFilled, delegate(IEnumerable <Voxel.Coord> coords, Voxel newMap)
                    {
                        foreach (Voxel.Coord c in coords)
                        {
                            if (c.Equivalent(attachable.Coord))
                            {
                                sw.On.Value = c.Data == Voxel.States.PoweredSwitch;
                                break;
                            }
                        }
                    });
                    entity.Add(cellFilledBinding);

                    sw.On.Value = m[attachable.Coord] == Voxel.States.PoweredSwitch;
                }, attachable.AttachedVoxel));
            }

            sw.Add(new Binding <Entity.Handle>(sw.AttachedVoxel, attachable.AttachedVoxel));
            sw.Add(new Binding <Voxel.Coord>(sw.Coord, attachable.Coord));

            this.SetMain(entity, main);

            entity.Add("AttachOffset", attachable.Offset);
            entity.Add("OnPowerOn", sw.OnPowerOn);
            entity.Add("OnPowerOff", sw.OnPowerOff);
            entity.Add("On", sw.On, null, true);
        }
예제 #3
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            Transform     transform = entity.GetOrCreate <Transform>("Transform");
            PlayerTrigger trigger   = entity.GetOrCreate <PlayerTrigger>("PlayerTrigger");

            trigger.Serialize = false;

            VoxelAttachable attachable  = VoxelAttachable.MakeAttachable(entity, main);
            Collectible     collectible = entity.GetOrCreate <Collectible>("Collectible");

            trigger.Radius.Value = 3;
            trigger.Add(new Binding <Vector3>(trigger.Position, transform.Position));
            trigger.Add(new Binding <bool>(trigger.Enabled, x => !x, collectible.PickedUp));

            collectible.Add(new CommandBinding(trigger.PlayerEntered, collectible.PlayerTouched));

            Sound.AttachTracker(entity, trigger.Position);

            PointLight light = entity.Create <PointLight>();

            light.Serialize         = false;
            light.Attenuation.Value = 10.0f;
            light.Color.Value       = new Vector3(1.25f, 1.75f, 2.0f);
            light.Add(new Binding <Vector3>(light.Position, transform.Position));
            light.Add(new Binding <bool>(light.Enabled, x => !x, collectible.PickedUp));

            ParticleEmitter distortionEmitter = entity.GetOrCreate <ParticleEmitter>("DistortionEmitter");

            distortionEmitter.Serialize = false;
            distortionEmitter.Add(new Binding <Vector3>(distortionEmitter.Position, trigger.Position));
            distortionEmitter.ParticleType.Value       = "Distortion";
            distortionEmitter.ParticlesPerSecond.Value = 4;
            distortionEmitter.Jitter.Value             = new Vector3(0.5f);
            distortionEmitter.Add(new Binding <bool>(distortionEmitter.Enabled, x => !x, collectible.PickedUp));

            Model model = entity.GetOrCreate <Model>("Model");

            model.Filename.Value = "Models\\sphere";
            model.Serialize      = false;
            model.Scale.Value    = new Vector3(0.5f);
            model.Add(new Binding <Matrix>(model.Transform, transform.Matrix));
            model.Add(new Binding <bool>(model.Enabled, x => !x, collectible.PickedUp));

            this.SetMain(entity, main);

            attachable.EditorProperties();
            entity.Add("Collected", collectible.PlayerTouched);
        }
예제 #4
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            Transform             transform = entity.GetOrCreate <Transform>("Transform");
            EnemyBase             enemy     = entity.GetOrCreate <EnemyBase>("Base");
            PlayerCylinderTrigger trigger   = entity.GetOrCreate <PlayerCylinderTrigger>("Trigger");

            PointLight light = entity.GetOrCreate <PointLight>();

            light.Color.Value       = new Vector3(1.3f, 0.5f, 0.5f);
            light.Attenuation.Value = 15.0f;
            light.Serialize         = false;

            FallingTower fallingTower = entity.GetOrCreate <FallingTower>("FallingTower");

            fallingTower.Add(new CommandBinding(fallingTower.Delete, entity.Delete));
            fallingTower.Add(new Binding <Entity.Handle>(fallingTower.TargetVoxel, enemy.Voxel));
            fallingTower.Add(new Binding <bool>(fallingTower.IsTriggered, trigger.IsTriggered));
            fallingTower.Base = enemy;

            enemy.Add(new CommandBinding(enemy.Delete, entity.Delete));
            enemy.Add(new Binding <Matrix>(enemy.Transform, transform.Matrix));
            light.Add(new Binding <Vector3>(light.Position, enemy.Position));

            trigger.Add(new Binding <Matrix>(trigger.Transform, () => Matrix.CreateTranslation(0.0f, 0.0f, enemy.Offset) * transform.Matrix, transform.Matrix, enemy.Offset));

            entity.Add(new CommandBinding(trigger.PlayerEntered, fallingTower.Fall));

            this.SetMain(entity, main);

            entity.Add("Fall", fallingTower.Fall);
            trigger.EditorProperties();
        }
예제 #5
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            entity.CannotSuspendByDistance = true;

            PointLight light     = entity.GetOrCreate <PointLight>("PointLight");
            Transform  transform = entity.GetOrCreate <Transform>("Transform");

            light.Add(new TwoWayBinding <Vector3>(light.Position, transform.Position));

            this.SetMain(entity, main);

            VoxelAttachable.MakeAttachable(entity, main).EditorProperties();

            entity.Add("Enable", light.Enable);
            entity.Add("Disable", light.Disable);
            entity.Add("Enabled", light.Enabled);
            entity.Add("Color", light.Color);
            entity.Add("Attenuation", light.Attenuation);
        }
예제 #6
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            Transform transform = entity.GetOrCreate <Transform>("Transform");

            this.SetMain(entity, main);

            VoxelAttachable attachable = VoxelAttachable.MakeAttachable(entity, main, true, false);

            attachable.Offset.Value  = 1;
            attachable.Enabled.Value = true;

            PowerBlockSocket socket = entity.GetOrCreate <PowerBlockSocket>("PowerBlockSocket");

            socket.Add(new Binding <Voxel.Coord>(socket.Coord, attachable.Coord));
            socket.Add(new Binding <Entity.Handle>(socket.AttachedVoxel, attachable.AttachedVoxel));

            const float maxLightAttenuation = 15.0f;
            PointLight  light = entity.Create <PointLight>();

            light.Attenuation.Value = maxLightAttenuation;
            light.Add(new Binding <Vector3>(light.Position, transform.Position));
            light.Add(new Binding <Vector3, Voxel.t>(light.Color, delegate(Voxel.t t)
            {
                switch (t)
                {
                case Voxel.t.GlowBlue:
                    return(new Vector3(0.8f, 0.9f, 1.2f));

                case Voxel.t.GlowYellow:
                    return(new Vector3(1.2f, 1.2f, 0.8f));

                default:
                    return(Vector3.One);
                }
            }, socket.Type));
            light.Add(new Binding <bool>(light.Enabled, socket.Powered));

            PointLight animationLight = entity.Create <PointLight>();

            animationLight.Add(new Binding <Vector3>(animationLight.Position, light.Position));
            animationLight.Add(new Binding <Vector3>(animationLight.Color, light.Color));
            animationLight.Enabled.Value = false;

            PlayerTrigger trigger = entity.GetOrCreate <PlayerTrigger>("PlayerTrigger");

            trigger.Radius.Value = 7;
            trigger.Add(new Binding <Vector3>(trigger.Position, transform.Position));
            const float minimumChangeTime = 1.5f;
            float       lastChange        = -minimumChangeTime;

            trigger.Add(new CommandBinding(trigger.PlayerEntered, delegate()
            {
                if (main.TotalTime - lastChange > minimumChangeTime)
                {
                    BlockCloud cloud = PlayerFactory.Instance.Get <BlockCloud>();

                    bool changed    = false;
                    Voxel sockVoxel = attachable.AttachedVoxel.Value.Target.Get <Voxel>();
                    if (!socket.Powered && cloud.Type.Value == socket.Type.Value)
                    {
                        // Plug in to the socket
                        List <Voxel.Coord> coords = new List <Voxel.Coord>();
                        Queue <Voxel.Coord> queue = new Queue <Voxel.Coord>();
                        queue.Enqueue(sockVoxel.GetCoordinate(transform.Position));
                        while (queue.Count > 0)
                        {
                            Voxel.Coord c = queue.Dequeue();
                            coords.Add(c);
                            if (coords.Count >= cloud.Blocks.Length)
                            {
                                break;
                            }

                            Voxel.CoordDictionaryCache[c] = true;
                            foreach (Direction adjacentDirection in DirectionExtensions.Directions)
                            {
                                Voxel.Coord adjacentCoord = c.Move(adjacentDirection);
                                if (!Voxel.CoordDictionaryCache.ContainsKey(adjacentCoord))
                                {
                                    Voxel.t adjacentID = sockVoxel[adjacentCoord].ID;
                                    if (adjacentID == Voxel.t.Empty)
                                    {
                                        queue.Enqueue(adjacentCoord);
                                    }
                                }
                            }
                        }
                        Voxel.CoordDictionaryCache.Clear();

                        EffectBlockFactory factory = Factory.Get <EffectBlockFactory>();
                        int i = 0;
                        foreach (Entity block in cloud.Blocks)
                        {
                            Entity effectBlockEntity = factory.CreateAndBind(main);
                            Voxel.States.All[cloud.Type].ApplyToEffectBlock(effectBlockEntity.Get <ModelInstance>());
                            EffectBlock effectBlock      = effectBlockEntity.Get <EffectBlock>();
                            effectBlock.DoScale          = false;
                            Transform blockTransform     = block.Get <Transform>();
                            effectBlock.StartPosition    = blockTransform.Position;
                            effectBlock.StartOrientation = blockTransform.Quaternion;
                            effectBlock.TotalLifetime    = (i + 1) * 0.04f;
                            effectBlock.Setup(sockVoxel.Entity, coords[i], cloud.Type);
                            main.Add(effectBlockEntity);
                            block.Delete.Execute();
                            i++;
                        }
                        cloud.Blocks.Clear();
                        cloud.Type.Value     = Voxel.t.Empty;
                        socket.Powered.Value = true;
                        changed = true;
                    }
                    else if (socket.Powered && cloud.Type.Value == Voxel.t.Empty && !socket.PowerOnOnly)
                    {
                        // Pull blocks out of the socket
                        SceneryBlockFactory factory = Factory.Get <SceneryBlockFactory>();
                        Quaternion quat             = Quaternion.CreateFromRotationMatrix(sockVoxel.Transform);
                        cloud.Type.Value            = socket.Type;
                        List <Voxel.Coord> coords   = sockVoxel.GetContiguousByType(new[] { sockVoxel.GetBox(transform.Position) }).SelectMany(x => x.GetCoords()).ToList();
                        sockVoxel.Empty(coords, true);
                        sockVoxel.Regenerate();
                        ParticleSystem particles = ParticleSystem.Get(main, "WhiteShatter");
                        foreach (Voxel.Coord c in coords)
                        {
                            Vector3 pos = sockVoxel.GetAbsolutePosition(c);
                            for (int j = 0; j < 20; j++)
                            {
                                Vector3 offset = new Vector3((float)this.random.NextDouble() - 0.5f, (float)this.random.NextDouble() - 0.5f, (float)this.random.NextDouble() - 0.5f);
                                particles.AddParticle(pos + offset, offset);
                            }
                            Entity block                    = factory.CreateAndBind(main);
                            Transform blockTransform        = block.Get <Transform>();
                            blockTransform.Position.Value   = pos;
                            blockTransform.Quaternion.Value = quat;
                            SceneryBlock sceneryBlock       = block.Get <SceneryBlock>();
                            sceneryBlock.Type.Value         = socket.Type;
                            sceneryBlock.Scale.Value        = 0.5f;
                            cloud.Blocks.Add(block);
                            main.Add(block);
                        }
                        socket.Powered.Value = false;
                        changed = true;
                    }

                    if (changed)
                    {
                        lastChange = main.TotalTime;
                        animationLight.Enabled.Value     = true;
                        animationLight.Attenuation.Value = 0.0f;
                        entity.Add(new Animation
                                   (
                                       new Animation.FloatMoveTo(animationLight.Attenuation, maxLightAttenuation, 0.25f),
                                       new Animation.FloatMoveTo(animationLight.Attenuation, 0.0f, 2.0f),
                                       new Animation.Set <bool>(animationLight.Enabled, false)
                                   ));
                    }
                }
            }));

            entity.Add("Type", socket.Type);
            entity.Add("Powered", socket.Powered, new PropertyEntry.EditorData {
                Readonly = true
            });
            entity.Add("PowerOnOnly", socket.PowerOnOnly);
            entity.Add("OnPowerOn", socket.OnPowerOn);
            entity.Add("OnPowerOff", socket.OnPowerOff);
        }
예제 #7
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            Transform     transform = entity.GetOrCreate <Transform>("Transform");
            PlayerTrigger trigger   = entity.GetOrCreate <PlayerTrigger>("PlayerTrigger");

            VoxelAttachable attachable = VoxelAttachable.MakeAttachable(entity, main);

            attachable.Enabled.Value = true;

            this.SetMain(entity, main);

            VoxelAttachable.BindTarget(entity, trigger.Position);

            PointLight light = entity.GetOrCreate <PointLight>();

            light.Add(new Binding <Vector3>(light.Position, trigger.Position));
            light.Color.Value = new Vector3(1.0f, 0.5f, 1.7f);

            Property <float> lightBaseRadius = new Property <float> {
                Value = 10.0f
            };

            Updater updater = new Updater
                              (
                delegate(float dt)
            {
                light.Attenuation.Value = lightBaseRadius.Value * (1.0f + (((float)this.random.NextDouble() - 0.5f) * 0.1f));
            }
                              );

            updater.EnabledInEditMode = true;
            entity.Add(updater);

            SignalTower tower = entity.GetOrCreate <SignalTower>("SignalTower");

            Animation enterAnimation = null;

            trigger.Add(new CommandBinding(trigger.PlayerEntered, delegate()
            {
                if (!string.IsNullOrEmpty(tower.Initial) && (enterAnimation == null || !enterAnimation.Active))
                {
                    enterAnimation = new Animation
                                     (
                        new Animation.FloatMoveTo(lightBaseRadius, 20.0f, 0.25f),
                        new Animation.FloatMoveTo(lightBaseRadius, 10.0f, 0.5f)
                                     );
                    entity.Add(enterAnimation);
                }
            }));

            tower.Add(new CommandBinding(trigger.PlayerEntered, tower.PlayerEnteredRange));
            tower.Add(new CommandBinding(trigger.PlayerExited, tower.PlayerExitedRange));
            tower.Add(new Binding <Entity.Handle>(tower.Player, trigger.Player));

            Sound.AttachTracker(entity, trigger.Position);

            ParticleEmitter distortionEmitter = entity.GetOrCreate <ParticleEmitter>("DistortionEmitter");

            distortionEmitter.Serialize = false;
            distortionEmitter.Add(new Binding <Vector3>(distortionEmitter.Position, trigger.Position));
            distortionEmitter.ParticleType.Value       = "Distortion";
            distortionEmitter.ParticlesPerSecond.Value = 4;
            distortionEmitter.Jitter.Value             = new Vector3(0.5f);

            ParticleEmitter purpleEmitter = entity.GetOrCreate <ParticleEmitter>("PurpleEmitter");

            purpleEmitter.Serialize = false;
            purpleEmitter.Add(new Binding <Vector3>(purpleEmitter.Position, trigger.Position));
            purpleEmitter.ParticleType.Value       = "Purple";
            purpleEmitter.ParticlesPerSecond.Value = 30;
            purpleEmitter.Jitter.Value             = new Vector3(0.5f);

            entity.Add("AttachOffset", attachable.Offset);
            trigger.EditorProperties();
            entity.Add("Initial", tower.Initial);
        }
예제 #8
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            if (ParticleSystem.Get(main, "SnakeSparks") == null)
            {
                ParticleSystem.Add(main, "SnakeSparks",
                                   new ParticleSystem.ParticleSettings
                {
                    TextureName           = "Particles\\splash",
                    MaxParticles          = 1000,
                    Duration              = TimeSpan.FromSeconds(1.0f),
                    MinHorizontalVelocity = -7.0f,
                    MaxHorizontalVelocity = 7.0f,
                    MinVerticalVelocity   = 0.0f,
                    MaxVerticalVelocity   = 7.0f,
                    Gravity        = new Vector3(0.0f, -10.0f, 0.0f),
                    MinRotateSpeed = -2.0f,
                    MaxRotateSpeed = 2.0f,
                    MinStartSize   = 0.3f,
                    MaxStartSize   = 0.7f,
                    MinEndSize     = 0.0f,
                    MaxEndSize     = 0.0f,
                    BlendState     = Microsoft.Xna.Framework.Graphics.BlendState.AlphaBlend,
                    MinColor       = new Vector4(2.0f, 2.0f, 2.0f, 1.0f),
                    MaxColor       = new Vector4(2.0f, 2.0f, 2.0f, 1.0f),
                });
                ParticleSystem.Add(main, "SnakeSparksRed",
                                   new ParticleSystem.ParticleSettings
                {
                    TextureName           = "Particles\\splash",
                    MaxParticles          = 1000,
                    Duration              = TimeSpan.FromSeconds(1.0f),
                    MinHorizontalVelocity = -7.0f,
                    MaxHorizontalVelocity = 7.0f,
                    MinVerticalVelocity   = 0.0f,
                    MaxVerticalVelocity   = 7.0f,
                    Gravity        = new Vector3(0.0f, -10.0f, 0.0f),
                    MinRotateSpeed = -2.0f,
                    MaxRotateSpeed = 2.0f,
                    MinStartSize   = 0.3f,
                    MaxStartSize   = 0.7f,
                    MinEndSize     = 0.0f,
                    MaxEndSize     = 0.0f,
                    BlendState     = Microsoft.Xna.Framework.Graphics.BlendState.AlphaBlend,
                    MinColor       = new Vector4(1.4f, 0.8f, 0.7f, 1.0f),
                    MaxColor       = new Vector4(1.4f, 0.8f, 0.7f, 1.0f),
                });
                ParticleSystem.Add(main, "SnakeSparksYellow",
                                   new ParticleSystem.ParticleSettings
                {
                    TextureName           = "Particles\\splash",
                    MaxParticles          = 1000,
                    Duration              = TimeSpan.FromSeconds(1.0f),
                    MinHorizontalVelocity = -7.0f,
                    MaxHorizontalVelocity = 7.0f,
                    MinVerticalVelocity   = 0.0f,
                    MaxVerticalVelocity   = 7.0f,
                    Gravity        = new Vector3(0.0f, -10.0f, 0.0f),
                    MinRotateSpeed = -2.0f,
                    MaxRotateSpeed = 2.0f,
                    MinStartSize   = 0.3f,
                    MaxStartSize   = 0.7f,
                    MinEndSize     = 0.0f,
                    MaxEndSize     = 0.0f,
                    BlendState     = Microsoft.Xna.Framework.Graphics.BlendState.AlphaBlend,
                    MinColor       = new Vector4(1.4f, 1.4f, 0.7f, 1.0f),
                    MaxColor       = new Vector4(1.4f, 1.4f, 0.7f, 1.0f),
                });
            }

            Snake snake = entity.GetOrCreate <Snake>("Snake");

            entity.CannotSuspendByDistance = true;
            Transform transform = entity.GetOrCreate <Transform>("Transform");

            AI ai = entity.GetOrCreate <AI>("AI");

            Agent agent = entity.GetOrCreate <Agent>("Agent");

            const float defaultSpeed    = 5.0f;
            const float chaseSpeed      = 18.0f;
            const float closeChaseSpeed = 12.0f;
            const float crushSpeed      = 125.0f;

            VoxelChaseAI chase = entity.GetOrCreate <VoxelChaseAI>("VoxelChaseAI");

            chase.Add(new TwoWayBinding <Vector3>(transform.Position, chase.Position));
            chase.Speed.Value             = defaultSpeed;
            chase.EnablePathfinding.Value = ai.CurrentState.Value == "Chase";
            chase.Filter = delegate(Voxel.State state)
            {
                if (state == Voxel.States.Infected || state == Voxel.States.Neutral || state == Voxel.States.Hard || state == Voxel.States.HardInfected)
                {
                    return(true);
                }
                return(false);
            };
            entity.Add(new CommandBinding(chase.Delete, entity.Delete));

            PointLight positionLight = null;

            if (!main.EditorEnabled)
            {
                positionLight                   = new PointLight();
                positionLight.Serialize         = false;
                positionLight.Color.Value       = new Vector3(1.5f, 0.5f, 0.5f);
                positionLight.Attenuation.Value = 20.0f;
                positionLight.Add(new Binding <bool, string>(positionLight.Enabled, x => x != "Suspended", ai.CurrentState));
                positionLight.Add(new Binding <Vector3, string>(positionLight.Color, delegate(string state)
                {
                    switch (state)
                    {
                    case "Chase":
                    case "Crush":
                        return(new Vector3(1.5f, 0.5f, 0.5f));

                    case "Alert":
                        return(new Vector3(1.5f, 1.5f, 0.5f));

                    default:
                        return(new Vector3(1.0f, 1.0f, 1.0f));
                    }
                }, ai.CurrentState));
                entity.Add("PositionLight", positionLight);
                ParticleEmitter emitter = entity.GetOrCreate <ParticleEmitter>("Particles");
                emitter.Serialize = false;
                emitter.ParticlesPerSecond.Value = 100;
                emitter.Add(new Binding <string>(emitter.ParticleType, delegate(string state)
                {
                    switch (state)
                    {
                    case "Chase":
                    case "Crush":
                        return("SnakeSparksRed");

                    case "Alert":
                        return("SnakeSparksYellow");

                    default:
                        return("SnakeSparks");
                    }
                }, ai.CurrentState));
                emitter.Add(new Binding <Vector3>(emitter.Position, transform.Position));
                emitter.Add(new Binding <bool, string>(emitter.Enabled, x => x != "Suspended", ai.CurrentState));

                positionLight.Add(new Binding <Vector3>(positionLight.Position, transform.Position));
                emitter.Add(new Binding <Vector3>(emitter.Position, transform.Position));
                agent.Add(new Binding <Vector3>(agent.Position, transform.Position));
                Sound.AttachTracker(entity);
            }

            AI.Task checkMap = new AI.Task
            {
                Action = delegate()
                {
                    if (chase.Voxel.Value.Target == null || !chase.Voxel.Value.Target.Active)
                    {
                        entity.Delete.Execute();
                    }
                },
            };

            AI.Task checkOperationalRadius = new AI.Task
            {
                Interval = 2.0f,
                Action   = delegate()
                {
                    bool shouldBeActive = (transform.Position.Value - main.Camera.Position).Length() < snake.OperationalRadius;
                    if (shouldBeActive && ai.CurrentState == "Suspended")
                    {
                        ai.CurrentState.Value = "Idle";
                    }
                    else if (!shouldBeActive && ai.CurrentState != "Suspended")
                    {
                        ai.CurrentState.Value = "Suspended";
                    }
                },
            };

            AI.Task checkTargetAgent = new AI.Task
            {
                Action = delegate()
                {
                    Entity target = ai.TargetAgent.Value.Target;
                    if (target == null || !target.Active)
                    {
                        ai.TargetAgent.Value  = null;
                        ai.CurrentState.Value = "Idle";
                    }
                },
            };

            Func <Voxel, Direction> randomValidDirection = delegate(Voxel m)
            {
                Voxel.Coord c    = chase.Coord;
                Direction[] dirs = new Direction[6];
                Array.Copy(DirectionExtensions.Directions, dirs, 6);

                // Shuffle directions
                int i = 5;
                while (i > 0)
                {
                    int       k    = this.random.Next(i);
                    Direction temp = dirs[i];
                    dirs[i] = dirs[k];
                    dirs[k] = temp;
                    i--;
                }

                foreach (Direction dir in dirs)
                {
                    if (chase.Filter(m[c.Move(dir)]))
                    {
                        return(dir);
                    }
                }
                return(Direction.None);
            };

            Direction currentDir = Direction.None;

            chase.Add(new CommandBinding <Voxel, Voxel.Coord>(chase.Moved, delegate(Voxel m, Voxel.Coord c)
            {
                if (chase.Active)
                {
                    string currentState = ai.CurrentState.Value;
                    Voxel.t id          = m[c].ID;
                    if (id == Voxel.t.Hard)
                    {
                        m.Empty(c);
                        m.Fill(c, Voxel.States.HardInfected);
                        m.Regenerate();
                    }
                    else if (id == Voxel.t.Neutral)
                    {
                        m.Empty(c);
                        m.Fill(c, Voxel.States.Infected);
                        m.Regenerate();
                    }
                    else if (id == Voxel.t.Empty)
                    {
                        m.Fill(c, Voxel.States.Infected);
                        m.Regenerate();
                    }

                    if (currentState == "Idle")
                    {
                        if (currentDir == Direction.None || !chase.Filter(m[chase.Coord.Value.Move(currentDir)]) || this.random.Next(8) == 0)
                        {
                            currentDir = randomValidDirection(m);
                        }
                        chase.Coord.Value = chase.Coord.Value.Move(currentDir);
                    }
                    else if (snake.Path.Length > 0)
                    {
                        chase.Coord.Value = snake.Path[0];
                        snake.Path.RemoveAt(0);
                    }
                }
            }));

            Sound.AttachTracker(entity);
            SoundKiller.Add(entity, AK.EVENTS.STOP_SNAKE);
            ai.Add(new ChangeBinding <string>(ai.CurrentState, delegate(string old, string value)
            {
                if (value == "Suspended" || value == "Alert")
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.STOP_SNAKE, entity);
                }
                else if (old != "Idle" && old != "Chase" && old != "Crush")
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_SNAKE, entity);
                }
            }));

            const float sightDistance   = 50.0f;
            const float hearingDistance = 0.0f;

            ai.Setup
            (
                new AI.AIState
            {
                Name  = "Suspended",
                Tasks = new[] { checkOperationalRadius },
            },
                new AI.AIState
            {
                Name  = "Idle",
                Enter = delegate(AI.AIState previous)
                {
                    Entity voxelEntity = chase.Voxel.Value.Target;
                    if (voxelEntity != null)
                    {
                        Voxel m = voxelEntity.Get <Voxel>();
                        if (currentDir == Direction.None || !chase.Filter(m[chase.Coord.Value.Move(currentDir)]))
                        {
                            currentDir = randomValidDirection(m);
                        }
                        chase.Coord.Value = chase.Coord.Value.Move(currentDir);
                    }
                },
                Tasks = new[]
                {
                    checkMap,
                    checkOperationalRadius,
                    new AI.Task
                    {
                        Interval = 1.0f,
                        Action   = delegate()
                        {
                            Agent a = Agent.Query(transform.Position, sightDistance, hearingDistance, x => x.Entity.Type == "Player");
                            if (a != null)
                            {
                                ai.CurrentState.Value = "Alert";
                            }
                        },
                    },
                },
            },
                new AI.AIState
            {
                Name  = "Alert",
                Enter = delegate(AI.AIState previous)
                {
                    chase.EnableMovement.Value = false;
                },
                Exit = delegate(AI.AIState next)
                {
                    chase.EnableMovement.Value = true;
                },
                Tasks = new[]
                {
                    checkMap,
                    checkOperationalRadius,
                    new AI.Task
                    {
                        Interval = 0.4f,
                        Action   = delegate()
                        {
                            if (ai.TimeInCurrentState > 3.0f)
                            {
                                ai.CurrentState.Value = "Idle";
                            }
                            else
                            {
                                Agent a = Agent.Query(transform.Position, sightDistance, hearingDistance, x => x.Entity.Type == "Player");
                                if (a != null)
                                {
                                    ai.TargetAgent.Value  = a.Entity;
                                    ai.CurrentState.Value = "Chase";
                                }
                            }
                        },
                    },
                },
            },
                new AI.AIState
            {
                Name  = "Chase",
                Enter = delegate(AI.AIState previousState)
                {
                    chase.EnablePathfinding.Value = true;
                    chase.Speed.Value             = chaseSpeed;
                },
                Exit = delegate(AI.AIState nextState)
                {
                    chase.EnablePathfinding.Value = false;
                    chase.Speed.Value             = defaultSpeed;
                },
                Tasks = new[]
                {
                    checkMap,
                    checkOperationalRadius,
                    checkTargetAgent,
                    new AI.Task
                    {
                        Interval = 0.07f,
                        Action   = delegate()
                        {
                            Vector3 targetPosition = ai.TargetAgent.Value.Target.Get <Agent>().Position;

                            float targetDistance = (targetPosition - transform.Position).Length();

                            chase.Speed.Value = targetDistance < 15.0f ? closeChaseSpeed : chaseSpeed;

                            if (targetDistance > 50.0f || ai.TimeInCurrentState > 30.0f)                                     // He got away
                            {
                                ai.CurrentState.Value = "Alert";
                            }
                            else if (targetDistance < 4.0f)                                     // We got 'im
                            {
                                // First, make sure we're not near a reset block
                                Voxel v = chase.Voxel.Value.Target.Get <Voxel>();
                                if (VoxelAStar.BroadphaseSearch(v, chase.Coord, 6, x => x.Type == Lemma.Components.Voxel.States.Reset) == null)
                                {
                                    ai.CurrentState.Value = "Crush";
                                }
                            }
                            else
                            {
                                chase.Target.Value = targetPosition;
                            }
                        },
                    },
                },
            },
                new AI.AIState
            {
                Name  = "Crush",
                Enter = delegate(AI.AIState lastState)
                {
                    // Set up cage
                    Voxel.Coord center = chase.Voxel.Value.Target.Get <Voxel>().GetCoordinate(ai.TargetAgent.Value.Target.Get <Agent>().Position);

                    int radius = 1;

                    // Bottom
                    for (int x = center.X - radius; x <= center.X + radius; x++)
                    {
                        for (int z = center.Z - radius; z <= center.Z + radius; z++)
                        {
                            snake.Path.Add(new Voxel.Coord {
                                X = x, Y = center.Y - 4, Z = z
                            });
                        }
                    }

                    // Outer shell
                    radius = 2;
                    for (int y = center.Y - 3; y <= center.Y + 3; y++)
                    {
                        // Left
                        for (int z = center.Z - radius; z <= center.Z + radius; z++)
                        {
                            snake.Path.Add(new Voxel.Coord {
                                X = center.X - radius, Y = y, Z = z
                            });
                        }

                        // Right
                        for (int z = center.Z - radius; z <= center.Z + radius; z++)
                        {
                            snake.Path.Add(new Voxel.Coord {
                                X = center.X + radius, Y = y, Z = z
                            });
                        }

                        // Backward
                        for (int x = center.X - radius; x <= center.X + radius; x++)
                        {
                            snake.Path.Add(new Voxel.Coord {
                                X = x, Y = y, Z = center.Z - radius
                            });
                        }

                        // Forward
                        for (int x = center.X - radius; x <= center.X + radius; x++)
                        {
                            snake.Path.Add(new Voxel.Coord {
                                X = x, Y = y, Z = center.Z + radius
                            });
                        }
                    }

                    // Top
                    for (int x = center.X - radius; x <= center.X + radius; x++)
                    {
                        for (int z = center.Z - radius; z <= center.Z + radius; z++)
                        {
                            snake.Path.Add(new Voxel.Coord {
                                X = x, Y = center.Y + 3, Z = z
                            });
                        }
                    }

                    chase.EnablePathfinding.Value = false;
                    chase.Speed.Value             = crushSpeed;

                    snake.CrushCoordinate.Value = chase.Coord;
                },
                Exit = delegate(AI.AIState nextState)
                {
                    chase.Speed.Value = defaultSpeed;
                    chase.Coord.Value = chase.LastCoord.Value = snake.CrushCoordinate;
                    snake.Path.Clear();
                },
                Tasks = new[]
                {
                    checkMap,
                    checkOperationalRadius,
                    checkTargetAgent,
                    new AI.Task
                    {
                        Interval = 0.01f,
                        Action   = delegate()
                        {
                            Agent a = ai.TargetAgent.Value.Target.Get <Agent>();
                            a.Damage.Execute(0.01f / 1.5f);                                     // seconds to kill
                            if (!a.Active)
                            {
                                ai.CurrentState.Value = "Alert";
                            }
                            else
                            {
                                if ((a.Position - transform.Position.Value).Length() > 5.0f)                                         // They're getting away
                                {
                                    ai.CurrentState.Value = "Chase";
                                }
                            }
                        }
                    }
                },
            }
            );

            this.SetMain(entity, main);

            entity.Add("OperationalRadius", snake.OperationalRadius);
        }
예제 #9
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            SpotLight light = entity.Create <SpotLight>();

            light.Enabled.Value = !main.EditorEnabled;

            light.FieldOfView.Value = 1.0f;
            light.Attenuation.Value = 75.0f;

            Transform transform = entity.GetOrCreate <Transform>("Transform");

            light.Add(new Binding <Vector3>(light.Position, transform.Position));

            Turret turret = entity.GetOrCreate <Turret>("Turret");

            Command die = new Command
            {
                Action = delegate()
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_TURRET_DEATH, entity);
                    ParticleSystem shatter = ParticleSystem.Get(main, "InfectedShatter");
                    Random         random  = new Random();
                    for (int i = 0; i < 50; i++)
                    {
                        Vector3 offset = new Vector3((float)random.NextDouble() - 0.5f, (float)random.NextDouble() - 0.5f, (float)random.NextDouble() - 0.5f);
                        shatter.AddParticle(transform.Position + offset, offset);
                    }
                    entity.Delete.Execute();
                }
            };
            VoxelAttachable attachable = VoxelAttachable.MakeAttachable(entity, main, true, true, die);

            attachable.Enabled.Value = true;
            attachable.Offset.Value  = 2;

            PointLight pointLight = entity.GetOrCreate <PointLight>();

            pointLight.Serialize = false;
            pointLight.Add(new Binding <Vector3>(pointLight.Position, transform.Position));

            LineDrawer laser = new LineDrawer {
                Serialize = false
            };

            entity.Add(laser);
            laser.DrawOrder.Value = 0;

            AI ai = entity.GetOrCreate <AI>("AI");

            ModelAlpha model = entity.Create <ModelAlpha>();

            model.Add(new Binding <Matrix>(model.Transform, transform.Matrix));
            model.Filename.Value = "AlphaModels\\pyramid";

            const float defaultModelScale = 0.75f;

            model.Scale.Value = new Vector3(defaultModelScale);

            const float sightDistance     = 80.0f;
            const float hearingDistance   = 0.0f;
            const float operationalRadius = 100.0f;

            model.Add(new Binding <Vector3, string>(model.Color, delegate(string state)
            {
                switch (state)
                {
                case "Alert":
                    return(new Vector3(1.0f, 1.0f, 0.25f));

                case "Aggressive":
                    return(new Vector3(1.0f, 0.5f, 0.25f));

                case "Firing":
                    return(new Vector3(1.0f, 0.0f, 0.0f));

                case "Disabled":
                    return(new Vector3(0.0f, 0.0f, 0.0f));

                default:
                    return(new Vector3(1.0f, 1.0f, 1.0f));
                }
            }, ai.CurrentState));
            laser.Add(new Binding <bool, string>(laser.Enabled, x => x != "Disabled" && x != "Suspended", ai.CurrentState));

            light.Add(new Binding <Vector3>(light.Color, model.Color));
            pointLight.Add(new Binding <Vector3>(pointLight.Color, model.Color));

            Voxel.GlobalRaycastResult rayHit = new Voxel.GlobalRaycastResult();
            Vector3 toReticle = Vector3.Zero;

            AI.Task checkOperationalRadius = new AI.Task
            {
                Interval = 2.0f,
                Action   = delegate()
                {
                    bool shouldBeActive = (transform.Position.Value - main.Camera.Position).Length() < operationalRadius && Water.Get(transform.Position) == null;
                    if (shouldBeActive && ai.CurrentState == "Suspended")
                    {
                        ai.CurrentState.Value = "Idle";
                    }
                    else if (!shouldBeActive && ai.CurrentState != "Suspended")
                    {
                        ai.CurrentState.Value = "Suspended";
                    }
                },
            };

            turret.Add(new CommandBinding(turret.PowerOn, delegate()
            {
                if (ai.CurrentState == "Disabled")
                {
                    ai.CurrentState.Value = "Suspended";
                    checkOperationalRadius.Action();
                }
            }));

            turret.Add(new CommandBinding(turret.PowerOff, delegate()
            {
                ai.CurrentState.Value = "Disabled";
            }));

            light.Add(new Binding <Quaternion>(light.Orientation, delegate()
            {
                return(Quaternion.CreateFromYawPitchRoll(-(float)Math.Atan2(toReticle.Z, toReticle.X) - (float)Math.PI * 0.5f, (float)Math.Asin(toReticle.Y), 0));
            }, transform.Position, turret.Reticle));

            AI.Task updateRay = new AI.Task
            {
                Action = delegate()
                {
                    toReticle = Vector3.Normalize(turret.Reticle.Value - transform.Position.Value);
                    rayHit    = Voxel.GlobalRaycast(transform.Position, toReticle, operationalRadius);
                    laser.Lines.Clear();

                    Microsoft.Xna.Framework.Color color = new Microsoft.Xna.Framework.Color(model.Color);
                    laser.Lines.Add(new LineDrawer.Line
                    {
                        A = new Microsoft.Xna.Framework.Graphics.VertexPositionColor(transform.Position, color),
                        B = new Microsoft.Xna.Framework.Graphics.VertexPositionColor(rayHit.Position, color),
                    });
                }
            };

            ai.Add(new AI.AIState
            {
                Name  = "Disabled",
                Tasks = new AI.Task[] { },
            });

            ai.Add(new AI.AIState
            {
                Name  = "Suspended",
                Tasks = new[] { checkOperationalRadius, },
            });

            ai.Add(new AI.AIState
            {
                Name  = "Idle",
                Tasks = new[]
                {
                    checkOperationalRadius,
                    updateRay,
                    new AI.Task
                    {
                        Interval = 1.0f,
                        Action   = delegate()
                        {
                            Agent a = Agent.Query(transform.Position, sightDistance, hearingDistance, x => x.Entity.Type == "Player");
                            if (a != null)
                            {
                                ai.CurrentState.Value = "Alert";
                            }
                        },
                    },
                },
            });

            ai.Add(new AI.AIState
            {
                Name  = "Alert",
                Tasks = new[]
                {
                    checkOperationalRadius,
                    updateRay,
                    new AI.Task
                    {
                        Interval = 1.0f,
                        Action   = delegate()
                        {
                            if (ai.TimeInCurrentState > 3.0f)
                            {
                                ai.CurrentState.Value = "Idle";
                            }
                            else
                            {
                                Agent a = Agent.Query(transform.Position, sightDistance, hearingDistance, x => x.Entity.Type == "Player");
                                if (a != null)
                                {
                                    ai.TargetAgent.Value  = a.Entity;
                                    ai.CurrentState.Value = "Aggressive";
                                }
                            }
                        },
                    },
                },
            });

            AI.Task checkTargetAgent = new AI.Task
            {
                Action = delegate()
                {
                    Entity target = ai.TargetAgent.Value.Target;
                    if (target == null || !target.Active)
                    {
                        ai.TargetAgent.Value  = null;
                        ai.CurrentState.Value = "Idle";
                    }
                },
            };

            float lastSpotted = 0.0f;

            ai.Add(new AI.AIState
            {
                Name  = "Aggressive",
                Tasks = new[]
                {
                    checkTargetAgent,
                    updateRay,
                    new AI.Task
                    {
                        Action = delegate()
                        {
                            Entity target         = ai.TargetAgent.Value.Target;
                            turret.Reticle.Value += (target.Get <Transform>().Position - turret.Reticle.Value) * Math.Min(3.0f * main.ElapsedTime, 1.0f);
                        }
                    },
                    new AI.Task
                    {
                        Interval = 0.1f,
                        Action   = delegate()
                        {
                            if (Agent.Query(transform.Position, sightDistance, hearingDistance, ai.TargetAgent.Value.Target.Get <Agent>()))
                            {
                                lastSpotted = main.TotalTime;
                            }

                            if (ai.TimeInCurrentState.Value > 1.5f)
                            {
                                if (lastSpotted < main.TotalTime - 2.0f)
                                {
                                    ai.CurrentState.Value = "Alert";
                                }
                                else
                                {
                                    Vector3 targetPos = ai.TargetAgent.Value.Target.Get <Transform>().Position.Value;
                                    Vector3 toTarget  = Vector3.Normalize(targetPos - transform.Position.Value);
                                    if (Vector3.Dot(toReticle, toTarget) > 0.95f)
                                    {
                                        ai.CurrentState.Value = "Firing";
                                    }
                                }
                            }
                        }
                    },
                }
            });

            ai.Add(new AI.AIState
            {
                Name  = "Firing",
                Enter = delegate(AI.AIState last)
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_TURRET_CHARGE, entity);
                },
                Exit = delegate(AI.AIState next)
                {
                    Voxel.State attachedState = attachable.AttachedVoxel.Value.Target.Get <Voxel>()[attachable.Coord];
                    if (!attachedState.Permanent && rayHit.Voxel != null && (rayHit.Position - transform.Position).Length() < 8.0f)
                    {
                        return;                         // Danger close, cease fire!
                    }
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_TURRET_FIRE, entity);

                    bool hitVoxel = true;

                    Entity target = ai.TargetAgent.Value.Target;
                    if (target != null && target.Active)
                    {
                        Vector3 targetPos = target.Get <Transform>().Position;
                        Vector3 toTarget  = targetPos - transform.Position.Value;
                        if (Vector3.Dot(toReticle, Vector3.Normalize(toTarget)) > 0.2f)
                        {
                            float distance = toTarget.Length();
                            if (distance < rayHit.Distance)
                            {
                                Sound.PostEvent(AK.EVENTS.PLAY_TURRET_MISS, transform.Position + toReticle * distance);
                            }
                        }

                        BEPUutilities.RayHit physicsHit;
                        if (target.Get <Player>().Character.Body.CollisionInformation.RayCast(new Ray(transform.Position, toReticle), rayHit.Voxel == null ? float.MaxValue : rayHit.Distance, out physicsHit))
                        {
                            Explosion.Explode(main, targetPos, 6, 8.0f);
                            hitVoxel = false;
                        }
                    }

                    if (hitVoxel && rayHit.Voxel != null)
                    {
                        Explosion.Explode(main, rayHit.Position + rayHit.Voxel.GetAbsoluteVector(rayHit.Normal.GetVector()) * 0.5f, 6, 8.0f);
                    }

                    Vector3 splashPos;
                    Water w = Water.Raycast(transform.Position, toReticle, rayHit.Distance, out splashPos);
                    if (w != null)
                    {
                        Sound.PostEvent(AK.EVENTS.PLAY_WATER_SPLASH, splashPos);
                        Water.SplashParticles(main, splashPos, 3.0f);
                    }
                },
                Tasks = new[]
                {
                    checkTargetAgent,
                    updateRay,
                    new AI.Task
                    {
                        Action = delegate()
                        {
                            if (ai.TimeInCurrentState.Value > 0.75f)
                            {
                                ai.CurrentState.Value = "Aggressive";                                 // This actually fires (in the Exit function)
                            }
                        }
                    }
                }
            });

            this.SetMain(entity, main);

            entity.Add("On", turret.On);
            entity.Add("PowerOn", turret.PowerOn);
            entity.Add("PowerOff", turret.PowerOff);
        }
예제 #10
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            Main.Config settings  = main.Settings;
            Transform   transform = entity.GetOrCreate <Transform>("Transform");

            entity.CannotSuspend = true;

            PlayerFactory.Instance = entity;

            this.SetMain(entity, main);

            FPSInput input = new FPSInput();

            input.EnabledWhenPaused = false;
            entity.Add("Input", input);

            Updater parkour = entity.Create <Updater>();
            Updater jumper  = entity.Create <Updater>();

            Player player = entity.GetOrCreate <Player>("Player");

            AnimatedModel firstPersonModel = entity.GetOrCreate <AnimatedModel>("FirstPersonModel");

            firstPersonModel.MapContent            = false;
            firstPersonModel.Serialize             = false;
            firstPersonModel.Filename.Value        = "Models\\joan-firstperson";
            firstPersonModel.CullBoundingBox.Value = false;

            AnimatedModel model = entity.GetOrCreate <AnimatedModel>("Model");

            model.MapContent            = false;
            model.Serialize             = false;
            model.Filename.Value        = "Models\\joan";
            model.CullBoundingBox.Value = false;

            AnimationController anim       = entity.GetOrCreate <AnimationController>("AnimationController");
            RotationController  rotation   = entity.GetOrCreate <RotationController>("Rotation");
            BlockPredictor      predictor  = entity.GetOrCreate <BlockPredictor>("BlockPredictor");
            Jump             jump          = entity.GetOrCreate <Jump>("Jump");
            RollKickSlide    rollKickSlide = entity.GetOrCreate <RollKickSlide>("RollKickSlide");
            Vault            vault         = entity.GetOrCreate <Vault>("Vault");
            WallRun          wallRun       = entity.GetOrCreate <WallRun>("WallRun");
            VoxelTools       voxelTools    = entity.GetOrCreate <VoxelTools>("VoxelTools");
            Footsteps        footsteps     = entity.GetOrCreate <Footsteps>("Footsteps");
            FallDamage       fallDamage    = entity.GetOrCreate <FallDamage>("FallDamage");
            CameraController cameraControl = entity.GetOrCreate <CameraController>("CameraControl");
            FPSCamera        fpsCamera     = entity.GetOrCreate <FPSCamera>("FPSCamera");

            fpsCamera.Enabled.Value = false;
            Rumble rumble = entity.GetOrCreate <Rumble>("Rumble");

            Property <Vector3> floor = new Property <Vector3>();

            transform.Add(new Binding <Vector3>(floor, () => transform.Position + new Vector3(0, player.Character.Height * -0.5f, 0), transform.Position, player.Character.Height));
            AkGameObjectTracker.Attach(entity, floor);

            predictor.Add(new Binding <Vector3>(predictor.FootPosition, floor));
            predictor.Add(new Binding <Vector3>(predictor.LinearVelocity, player.Character.LinearVelocity));
            predictor.Add(new Binding <float>(predictor.Rotation, rotation.Rotation));
            predictor.Add(new Binding <float>(predictor.MaxSpeed, player.Character.MaxSpeed));
            predictor.Add(new Binding <float>(predictor.JumpSpeed, player.Character.JumpSpeed));
            predictor.Add(new Binding <bool>(predictor.IsSupported, player.Character.IsSupported));

            jump.Add(new Binding <bool>(jump.Crouched, player.Character.Crouched));
            jump.Add(new TwoWayBinding <bool>(player.Character.IsSupported, jump.IsSupported));
            jump.Add(new TwoWayBinding <bool>(player.Character.HasTraction, jump.HasTraction));
            jump.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, jump.LinearVelocity));
            jump.Add(new TwoWayBinding <BEPUphysics.Entities.Entity>(jump.SupportEntity, player.Character.SupportEntity));
            jump.Add(new TwoWayBinding <Vector3>(jump.SupportVelocity, player.Character.SupportVelocity));
            jump.Add(new Binding <Vector2>(jump.AbsoluteMovementDirection, player.Character.MovementDirection));
            jump.Add(new Binding <WallRun.State>(jump.WallRunState, wallRun.CurrentState));
            jump.Add(new Binding <float>(jump.Rotation, rotation.Rotation));
            jump.Add(new Binding <Vector3>(jump.Position, transform.Position));
            jump.Add(new Binding <Vector3>(jump.FloorPosition, floor));
            jump.Add(new Binding <float>(jump.MaxSpeed, player.Character.MaxSpeed));
            jump.Add(new Binding <float>(jump.JumpSpeed, player.Character.JumpSpeed));
            jump.Add(new Binding <float>(jump.Mass, player.Character.Mass));
            jump.Add(new Binding <float>(jump.LastRollKickEnded, rollKickSlide.LastRollKickEnded));
            jump.Add(new Binding <Voxel>(jump.WallRunMap, wallRun.WallRunVoxel));
            jump.Add(new Binding <Direction>(jump.WallDirection, wallRun.WallDirection));
            jump.Add(new CommandBinding <Voxel, Voxel.Coord, Direction>(jump.WalkedOn, footsteps.WalkedOn));
            jump.Add(new CommandBinding(jump.DeactivateWallRun, (Action)wallRun.Deactivate));
            jump.Add(new CommandBinding <float>(jump.FallDamage, fallDamage.ApplyJump));
            jump.Predictor = predictor;
            jump.Bind(model);
            jump.Add(new TwoWayBinding <Voxel>(wallRun.LastWallRunMap, jump.LastWallRunMap));
            jump.Add(new TwoWayBinding <Direction>(wallRun.LastWallDirection, jump.LastWallDirection));
            jump.Add(new TwoWayBinding <bool>(rollKickSlide.CanKick, jump.CanKick));
            jump.Add(new TwoWayBinding <float>(player.Character.LastSupportedSpeed, jump.LastSupportedSpeed));

            wallRun.Add(new Binding <bool>(wallRun.IsSwimming, player.Character.IsSwimming));
            wallRun.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, wallRun.LinearVelocity));
            wallRun.Add(new TwoWayBinding <Vector3>(transform.Position, wallRun.Position));
            wallRun.Add(new TwoWayBinding <bool>(player.Character.IsSupported, wallRun.IsSupported));
            wallRun.Add(new CommandBinding(wallRun.LockRotation, (Action)rotation.Lock));
            wallRun.Add(new CommandBinding <float>(wallRun.UpdateLockedRotation, rotation.UpdateLockedRotation));
            vault.Add(new CommandBinding(wallRun.Vault, delegate() { vault.Go(true); }));
            wallRun.Predictor = predictor;
            wallRun.Add(new Binding <float>(wallRun.Height, player.Character.Height));
            wallRun.Add(new Binding <float>(wallRun.JumpSpeed, player.Character.JumpSpeed));
            wallRun.Add(new Binding <float>(wallRun.MaxSpeed, player.Character.MaxSpeed));
            wallRun.Add(new TwoWayBinding <float>(rotation.Rotation, wallRun.Rotation));
            wallRun.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, wallRun.AllowUncrouch));
            wallRun.Add(new TwoWayBinding <bool>(player.Character.HasTraction, wallRun.HasTraction));
            wallRun.Add(new Binding <float>(wallRun.LastWallJump, jump.LastWallJump));
            player.Add(new Binding <WallRun.State>(player.Character.WallRunState, wallRun.CurrentState));

            input.Bind(rollKickSlide.RollKickButton, settings.RollKick);
            rollKickSlide.Add(new Binding <bool>(rollKickSlide.EnableCrouch, player.EnableCrouch));
            rollKickSlide.Add(new Binding <float>(rollKickSlide.Rotation, rotation.Rotation));
            rollKickSlide.Add(new Binding <bool>(rollKickSlide.IsSwimming, player.Character.IsSwimming));
            rollKickSlide.Add(new Binding <bool>(rollKickSlide.IsSupported, player.Character.IsSupported));
            rollKickSlide.Add(new Binding <Vector3>(rollKickSlide.FloorPosition, floor));
            rollKickSlide.Add(new Binding <float>(rollKickSlide.Height, player.Character.Height));
            rollKickSlide.Add(new Binding <float>(rollKickSlide.MaxSpeed, player.Character.MaxSpeed));
            rollKickSlide.Add(new Binding <float>(rollKickSlide.JumpSpeed, player.Character.JumpSpeed));
            rollKickSlide.Add(new Binding <Vector3>(rollKickSlide.SupportVelocity, player.Character.SupportVelocity));
            rollKickSlide.Add(new TwoWayBinding <bool>(wallRun.EnableEnhancedWallRun, rollKickSlide.EnableEnhancedRollSlide));
            rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, rollKickSlide.AllowUncrouch));
            rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.Crouched, rollKickSlide.Crouched));
            rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, rollKickSlide.EnableWalking));
            rollKickSlide.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, rollKickSlide.LinearVelocity));
            rollKickSlide.Add(new TwoWayBinding <Vector3>(transform.Position, rollKickSlide.Position));
            rollKickSlide.Predictor = predictor;
            rollKickSlide.Bind(model);
            rollKickSlide.VoxelTools = voxelTools;
            rollKickSlide.Add(new CommandBinding(rollKickSlide.DeactivateWallRun, (Action)wallRun.Deactivate));
            rollKickSlide.Add(new CommandBinding(rollKickSlide.Footstep, footsteps.Footstep));
            rollKickSlide.Add(new CommandBinding(rollKickSlide.LockRotation, (Action)rotation.Lock));
            SoundKiller.Add(entity, AK.EVENTS.STOP_PLAYER_SLIDE_LOOP);

            vault.Add(new Binding <Vector3>(vault.Position, transform.Position));
            vault.Add(new Binding <Vector3>(vault.FloorPosition, floor));
            vault.Add(new Binding <float>(vault.MaxSpeed, player.Character.MaxSpeed));
            vault.Add(new Binding <WallRun.State>(vault.WallRunState, wallRun.CurrentState));
            vault.Add(new CommandBinding(vault.LockRotation, (Action)rotation.Lock));
            vault.Add(new CommandBinding(vault.DeactivateWallRun, (Action)wallRun.Deactivate));
            vault.Add(new TwoWayBinding <float>(player.Character.LastSupportedSpeed, vault.LastSupportedSpeed));
            vault.Add(new CommandBinding <float>(vault.FallDamage, fallDamage.Apply));
            vault.Bind(model);
            vault.Predictor = predictor;
            vault.Add(new TwoWayBinding <float>(rotation.Rotation, vault.Rotation));
            vault.Add(new TwoWayBinding <bool>(player.Character.IsSupported, vault.IsSupported));
            vault.Add(new TwoWayBinding <bool>(player.Character.HasTraction, vault.HasTraction));
            vault.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, vault.LinearVelocity));
            vault.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, vault.EnableWalking));
            vault.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, vault.AllowUncrouch));
            vault.Add(new TwoWayBinding <bool>(player.Character.Crouched, vault.Crouched));
            vault.Add(new Binding <float>(vault.Radius, player.Character.Radius));

            rotation.Add(new TwoWayBinding <Vector2>(rotation.Mouse, input.Mouse));
            rotation.Add(new Binding <bool>(rotation.Rolling, rollKickSlide.Rolling));
            rotation.Add(new Binding <bool>(rotation.Kicking, rollKickSlide.Kicking));
            rotation.Add(new Binding <Vault.State>(rotation.VaultState, vault.CurrentState));
            rotation.Add(new Binding <WallRun.State>(rotation.WallRunState, wallRun.CurrentState));

            voxelTools.Add(new Binding <float>(voxelTools.Height, player.Character.Height));
            voxelTools.Add(new Binding <float>(voxelTools.SupportHeight, player.Character.SupportHeight));
            voxelTools.Add(new Binding <Vector3>(voxelTools.Position, transform.Position));

            anim.Add(new Binding <bool>(anim.IsSupported, player.Character.IsSupported));
            anim.Add(new Binding <WallRun.State>(anim.WallRunState, wallRun.CurrentState));
            anim.Add(new Binding <bool>(anim.EnableWalking, player.Character.EnableWalking));
            anim.Add(new Binding <bool>(anim.Crouched, player.Character.Crouched));
            anim.Add(new Binding <Vector3>(anim.LinearVelocity, player.Character.LinearVelocity));
            anim.Add(new Binding <Vector2>(anim.Movement, input.Movement));
            anim.Add(new Binding <Vector2>(anim.Mouse, input.Mouse));
            anim.Add(new Binding <float>(anim.Rotation, rotation.Rotation));
            anim.Add(new Binding <Voxel>(anim.WallRunMap, wallRun.WallRunVoxel));
            anim.Add(new Binding <Direction>(anim.WallDirection, wallRun.WallDirection));
            anim.Add(new Binding <bool>(anim.IsSwimming, player.Character.IsSwimming));
            anim.Add(new Binding <bool>(anim.Kicking, rollKickSlide.Kicking));
            anim.Add(new Binding <Vector3>(anim.SupportVelocity, player.Character.SupportVelocity));
            anim.Add
            (
                new Binding <bool>
                (
                    anim.EnableLean,
                    () => player.Character.EnableWalking.Value && player.Character.IsSupported.Value && input.Movement.Value.Y > 0.5f,
                    player.Character.EnableWalking, player.Character.IsSupported, input.Movement
                )
            );
            anim.Bind(model);

            // Camera control
            model.UpdateWorldTransforms();

            cameraControl.Add(new Binding <Vector2>(cameraControl.Mouse, input.Mouse));
            cameraControl.Add(new Binding <float>(cameraControl.Lean, x => x * (float)Math.PI * 0.05f, anim.Lean));
            cameraControl.Add(new Binding <Vector3>(cameraControl.LinearVelocity, player.Character.LinearVelocity));
            cameraControl.Add(new Binding <float>(cameraControl.MaxSpeed, player.Character.MaxSpeed));
            cameraControl.Add(new Binding <Matrix>(cameraControl.CameraBone, model.GetBoneTransform("Camera")));
            cameraControl.Add(new Binding <Matrix>(cameraControl.HeadBone, model.GetBoneTransform("ORG-head")));
            cameraControl.Add(new Binding <Matrix>(cameraControl.ModelTransform, model.Transform));
            cameraControl.Add(new Binding <float>(cameraControl.BaseCameraShakeAmount, () => MathHelper.Clamp((player.Character.LinearVelocity.Value.Length() - (player.Character.MaxSpeed * 2.5f)) / (player.Character.MaxSpeed * 4.0f), 0, 1), player.Character.LinearVelocity, player.Character.MaxSpeed));
            cameraControl.Offset = model.GetBoneTransform("Camera").Value.Translation - model.GetBoneTransform("ORG-head").Value.Translation;

            float heightOffset = 0.1f;

#if VR
            if (main.VR)
            {
                heightOffset = 0.4f;
            }
#endif
            cameraControl.Offset += new Vector3(0, heightOffset, 0);

            rumble.Add(new Binding <float>(rumble.CameraShake, cameraControl.TotalCameraShake));
            rumble.Add(new CommandBinding <float>(fallDamage.Rumble, rumble.Go));
            rumble.Add(new CommandBinding <float>(player.Rumble, rumble.Go));
            rumble.Add(new CommandBinding <float>(rollKickSlide.Rumble, rumble.Go));

            firstPersonModel.Add(new Binding <bool>(firstPersonModel.Enabled, x => !x, cameraControl.ThirdPerson));

            model.Add(new ChangeBinding <bool>(cameraControl.ThirdPerson, delegate(bool old, bool value)
            {
                if (value && !old)
                {
                    model.UnsupportedTechniques.Remove(Technique.Clip);
                    model.UnsupportedTechniques.Remove(Technique.Render);
                }
                else if (old && !value)
                {
                    model.UnsupportedTechniques.Add(Technique.Clip);
                    model.UnsupportedTechniques.Add(Technique.Render);
                }
            }));

            Lemma.Console.Console.AddConCommand(new Console.ConCommand("third_person", "Toggle third-person view (WARNING: EXPERIMENTAL)", delegate(Console.ConCommand.ArgCollection args)
            {
                cameraControl.ThirdPerson.Value = !cameraControl.ThirdPerson;
            }));
            entity.Add(new CommandBinding(entity.Delete, delegate()
            {
                Lemma.Console.Console.RemoveConCommand("third_person");
            }));

#if DEVELOPMENT
            ModelAlpha debugCylinder = new ModelAlpha();
            debugCylinder.Filename.Value = "AlphaModels\\cylinder";
            debugCylinder.Add(new Binding <Matrix>(debugCylinder.Transform, transform.Matrix));
            debugCylinder.Serialize   = false;
            debugCylinder.Alpha.Value = 0.25f;
            debugCylinder.Add(new Binding <bool>(debugCylinder.Enabled, cameraControl.ThirdPerson));
            debugCylinder.Add(new Binding <Vector3>(debugCylinder.Scale, delegate()
            {
                return(new Vector3(player.Character.Radius * 2.0f, player.Character.Height, player.Character.Radius * 2.0f));
            }, player.Character.Height, player.Character.Radius));
            entity.Add(debugCylinder);
#endif

            // When rotation is locked, we want to make sure the player can't turn their head
            // 180 degrees from the direction they're facing

#if VR
            if (main.VR)
            {
                input.MaxY.Value = input.MinY.Value = 0;
            }
            else
#endif
            input.Add(new Binding <float>(input.MaxY, () => rotation.Locked ? (float)Math.PI * 0.3f : (float)Math.PI * 0.4f, rotation.Locked));

            input.Add(new Binding <float>(input.MinX, () => rotation.Locked ? rotation.Rotation + ((float)Math.PI * -0.4f) : 0.0f, rotation.Rotation, rotation.Locked));
            input.Add(new Binding <float>(input.MaxX, () => rotation.Locked ? rotation.Rotation + ((float)Math.PI * 0.4f) : 0.0f, rotation.Rotation, rotation.Locked));
            input.Add(new NotifyBinding(delegate() { input.Mouse.Changed(); }, rotation.Locked));             // Make sure the rotation locking takes effect even if the player doesn't move the mouse

            // Setup rendering properties

            model.Materials = firstPersonModel.Materials = new Model.Material[3];

            // Hoodie and shoes
            model.Materials[0] = new Model.Material
            {
                SpecularIntensity = 0.0f,
                SpecularPower     = 1.0f,
            };

            // Hands
            model.Materials[1] = new Model.Material
            {
                SpecularIntensity = 0.3f,
                SpecularPower     = 2.0f,
            };

            // Pants and skin
            model.Materials[2] = new Model.Material
            {
                SpecularIntensity = 0.5f,
                SpecularPower     = 20.0f,
            };

            firstPersonModel.Bind(model);

            // Third person model only gets rendered for shadows. No regular rendering or reflections.
            model.UnsupportedTechniques.Add(Technique.Clip);
            model.UnsupportedTechniques.Add(Technique.Render);

            // First-person model only used for regular rendering. No shadows or reflections.
            firstPersonModel.UnsupportedTechniques.Add(Technique.Shadow);
            firstPersonModel.UnsupportedTechniques.Add(Technique.Clip);

            // Build UI
            UIRenderer ui = new UIRenderer();
            ui.DrawOrder.Value   = -1;
            ui.EnabledWhenPaused = true;
            ui.EnabledInEditMode = false;
            entity.Add("UI", ui);

            input.Add(new Binding <float>(input.MouseSensitivity, settings.MouseSensitivity));
            input.Add(new Binding <bool>(input.InvertMouseX, settings.InvertMouseX));
            input.Add(new Binding <bool>(input.InvertMouseY, settings.InvertMouseY));
            input.Add(new Binding <PCInput.PCInputBinding>(input.LeftKey, settings.Left));
            input.Add(new Binding <PCInput.PCInputBinding>(input.RightKey, settings.Right));
            input.Add(new Binding <PCInput.PCInputBinding>(input.BackwardKey, settings.Backward));
            input.Add(new Binding <PCInput.PCInputBinding>(input.ForwardKey, settings.Forward));

            model.StartClip("Idle", 0, true, AnimatedModel.DefaultBlendTime);

            // Set up AI agent
            Agent agent = entity.GetOrCreate <Agent>();
            agent.Add(new TwoWayBinding <float>(player.Health, agent.Health));
            agent.Add(new Binding <Vector3>(agent.Position, () => transform.Position.Value + new Vector3(0, player.Character.Height * -0.5f, 0), transform.Position, player.Character.Height));
            agent.Add(new Binding <bool>(agent.Loud, () => player.Character.MovementDirection.Value.LengthSquared() > 0 && !player.Character.Crouched, player.Character.Crouched));

            // Blocks
            BlockCloud blockCloud = entity.GetOrCreate <BlockCloud>("BlockCloud");
            blockCloud.Scale.Value = 0.5f;
            blockCloud.Add(new Binding <Vector3>(blockCloud.Position, () => transform.Position.Value + new Vector3(0, player.Character.Height + player.Character.LinearVelocity.Value.Y, 0), transform.Position, player.Character.Height, player.Character.LinearVelocity));
            blockCloud.Blocks.ItemAdded += delegate(int index, Entity.Handle block)
            {
                Entity e = block.Target;
                if (e != null)
                {
                    e.Serialize = false;
                    PhysicsBlock.CancelPlayerCollisions(e.Get <PhysicsBlock>());
                }
            };

            PointLight blockLight = entity.Create <PointLight>();
            blockLight.Add(new Binding <Vector3>(blockLight.Position, blockCloud.AveragePosition));
            blockLight.Add(new Binding <bool, int>(blockLight.Enabled, x => x > 0, blockCloud.Blocks.Length));
            blockLight.Attenuation.Value = 30.0f;
            blockLight.Add(new Binding <Vector3, Voxel.t>(blockLight.Color, delegate(Voxel.t t)
            {
                switch (t)
                {
                case Voxel.t.GlowBlue:
                    return(new Vector3(0.7f, 0.7f, 0.9f));

                case Voxel.t.GlowYellow:
                    return(new Vector3(0.9f, 0.9f, 0.7f));

                default:
                    return(new Vector3(0.8f, 0.8f, 0.8f));
                }
            }, blockCloud.Type));

            // Death
            entity.Add(new CommandBinding(player.Die, blockCloud.Clear));
            entity.Add(new CommandBinding(player.Die, delegate()
            {
                Session.Recorder.Event(main, "Die");
                if (agent.Killed || Agent.Query(transform.Position, 0.0f, 10.0f, x => x != agent) != null)
                {
                    Session.Recorder.Event(main, "Killed");
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_DEATH, entity);
                    main.Spawner.RespawnDistance = Spawner.KilledRespawnDistance;
                    main.Spawner.RespawnInterval = Spawner.KilledRespawnInterval;
                }
                entity.Add(new Animation(new Animation.Execute(entity.Delete)));
            }));

            player.EnabledInEditMode = false;

            Action updateFallSound = delegate()
            {
                float speed    = player.Character.LinearVelocity.Value.Length();
                float maxSpeed = player.Character.MaxSpeed * 1.25f;
                float value;
                if (speed > maxSpeed)
                {
                    value = (speed - maxSpeed) / (maxSpeed * 2.0f);
                }
                else
                {
                    value = 0.0f;
                }
                AkSoundEngine.SetRTPCValue(AK.GAME_PARAMETERS.SFX_PLAYER_FALL, value);
            };
            updateFallSound();
            AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_FALL, entity);
            player.Add(new NotifyBinding(updateFallSound, player.Character.LinearVelocity));
            SoundKiller.Add(entity, AK.EVENTS.STOP_PLAYER_FALL);

            player.Add(new TwoWayBinding <Matrix>(transform.Matrix, player.Character.Transform));

            model.Add(new Binding <Matrix>(model.Transform, delegate()
            {
                const float leanAmount = (float)Math.PI * 0.1f;
                return(Matrix.CreateTranslation(0, (player.Character.Height * -0.5f) - player.Character.SupportHeight, 0) * Matrix.CreateRotationZ(anim.Lean * leanAmount) * Matrix.CreateRotationY(rotation.Rotation) * transform.Matrix);
            }, transform.Matrix, rotation.Rotation, player.Character.Height, player.Character.SupportHeight, anim.Lean));

            firstPersonModel.Add(new Binding <Matrix>(firstPersonModel.Transform, model.Transform));
            firstPersonModel.Add(new Binding <Vector3>(firstPersonModel.Scale, model.Scale));

            WallRun.State[] footstepWallrunStates = new[]
            {
                WallRun.State.Left,
                WallRun.State.Right,
                WallRun.State.Straight,
                WallRun.State.None,
            };
            footsteps.Add(new Binding <bool>(footsteps.SoundEnabled, () => !player.Character.Crouched && footstepWallrunStates.Contains(wallRun.CurrentState) || (player.Character.IsSupported && player.Character.EnableWalking), player.Character.IsSupported, player.Character.EnableWalking, wallRun.CurrentState, player.Character.Crouched));
            footsteps.Add(new Binding <Vector3>(footsteps.Position, transform.Position));
            footsteps.Add(new Binding <float>(footsteps.Rotation, rotation.Rotation));
            footsteps.Add(new Binding <float>(footsteps.CharacterHeight, player.Character.Height));
            footsteps.Add(new Binding <float>(footsteps.SupportHeight, player.Character.SupportHeight));
            footsteps.Add(new Binding <bool>(footsteps.IsSupported, player.Character.IsSupported));
            footsteps.Add(new Binding <bool>(footsteps.IsSwimming, player.Character.IsSwimming));
            footsteps.Add(new CommandBinding <float>(footsteps.Damage, agent.Damage));
            footsteps.Add(new CommandBinding <Voxel, Voxel.Coord, Direction>(wallRun.WalkedOn, footsteps.WalkedOn));
            model.Trigger("Run", 0.16f, footsteps.Footstep);
            model.Trigger("Run", 0.58f, footsteps.Footstep);
            model.Trigger("WallRunLeft", 0.16f, footsteps.Footstep);
            model.Trigger("WallRunLeft", 0.58f, footsteps.Footstep);
            model.Trigger("WallRunRight", 0.16f, footsteps.Footstep);
            model.Trigger("WallRunRight", 0.58f, footsteps.Footstep);
            model.Trigger("WallRunStraight", 0.16f, footsteps.Footstep);
            model.Trigger("WallRunStraight", 0.58f, footsteps.Footstep);
            model.Trigger("TurnLeft", 0.15f, footsteps.Footstep);
            model.Trigger("TurnRight", 0.15f, footsteps.Footstep);
            model.Trigger("TopOut", 1.0f, new Command
            {
                Action = delegate()
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_GRUNT, entity);
                }
            });

            main.UI.IsMouseVisible.Value = false;

            SkinnedModel.Clip sprintAnimation = model["Sprint"], runAnimation = model["Run"];

            // Movement binding
            player.Add(new Binding <Vector2>(player.Character.MovementDirection, delegate()
            {
                Vector2 movement = input.Movement;
                if (movement.LengthSquared() == 0.0f)
                {
                    return(Vector2.Zero);
                }

                Matrix matrix = Matrix.CreateRotationY(rotation.Rotation);

                Vector2 forwardDir = new Vector2(matrix.Forward.X, matrix.Forward.Z);
                Vector2 rightDir   = new Vector2(matrix.Right.X, matrix.Right.Z);
                return(-(forwardDir * movement.Y) - (rightDir * movement.X));
            }, input.Movement, rotation.Rotation));

            player.Character.Crouched.Value      = true;
            player.Character.AllowUncrouch.Value = true;

            // Fall damage
            fallDamage.Add(new Binding <bool>(fallDamage.IsSupported, player.Character.IsSupported));
            fallDamage.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, fallDamage.LinearVelocity));
            fallDamage.Add(new TwoWayBinding <float>(player.Health, fallDamage.Health));
            fallDamage.Add(new CommandBinding <BEPUphysics.BroadPhaseEntries.Collidable, ContactCollection>(player.Character.Collided, fallDamage.Collided));
            fallDamage.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, fallDamage.EnableWalking));
            fallDamage.Add(new TwoWayBinding <bool>(player.EnableMoves, fallDamage.EnableMoves));
            fallDamage.Add(new TwoWayBinding <bool>(fallDamage.Landing, rotation.Landing));
            fallDamage.Add(new CommandBinding(fallDamage.LockRotation, (Action)rotation.Lock));
            fallDamage.Add(new CommandBinding <float>(fallDamage.PhysicsDamage, agent.Damage));
            fallDamage.Bind(model);

            // Swim up
            input.Bind(player.Character.SwimUp, settings.Jump);

            float       parkourTime = 0;
            float       jumpTime    = 0;
            const float gracePeriod = 1.0f;
            jumper.Action = delegate(float dt)
            {
                if (player.EnableMoves && player.Character.EnableWalking &&
                    vault.CurrentState.Value == Vault.State.None &&
                    !rollKickSlide.Rolling && !rollKickSlide.Kicking &&
                    jumpTime < gracePeriod)
                {
                    if (jump.Go())
                    {
                        parkour.Enabled.Value = false;
                        jumper.Enabled.Value  = false;
                    }
                    jumpTime += dt;
                }
                else
                {
                    jumper.Enabled.Value = false;
                }
            };
            jumper.Add(new CommandBinding(jumper.Enable, delegate() { jumpTime = 0; }));
            jumper.Enabled.Value = false;
            entity.Add(jumper);

            // Jumping
            input.Bind(settings.Jump, PCInput.InputState.Down, delegate()
            {
                jumper.Enabled.Value = true;
            });

            input.Bind(settings.Jump, PCInput.InputState.Up, delegate()
            {
                jumper.Enabled.Value = false;
            });

            // Wall-run, vault, predictive
            parkour.Action = delegate(float dt)
            {
                if (player.EnableMoves &&
                    player.Character.EnableWalking &&
                    !(player.Character.Crouched && player.Character.IsSupported) &&
                    vault.CurrentState.Value == Vault.State.None &&
                    !rollKickSlide.Kicking &&
                    !rollKickSlide.Rolling &&
                    wallRun.CurrentState.Value == WallRun.State.None &&
                    parkourTime < gracePeriod)
                {
                    bool didSomething = false;

                    bool parkourBeganThisFrame = parkourTime == 0;
                    if (predictor.PossibilityCount > 0)
                    {
                        // In slow motion, prefer left and right wall-running
                        if (!(didSomething = wallRun.Activate(WallRun.State.Left, parkourBeganThisFrame)))
                        {
                            if (!(didSomething = wallRun.Activate(WallRun.State.Right, parkourBeganThisFrame)))
                            {
                                if (!(didSomething = vault.Go(parkourBeganThisFrame)))
                                {
                                    didSomething = wallRun.Activate(WallRun.State.Straight, parkourBeganThisFrame);
                                }
                            }
                        }
                    }
                    else
                    {
                        // In normal mode, prefer straight wall-running
                        if (!(didSomething = vault.Go(parkourBeganThisFrame)))
                        {
                            if (!(didSomething = wallRun.Activate(WallRun.State.Straight, parkourBeganThisFrame)))
                            {
                                if (!(didSomething = wallRun.Activate(WallRun.State.Left, parkourBeganThisFrame)))
                                {
                                    didSomething = wallRun.Activate(WallRun.State.Right, parkourBeganThisFrame);
                                }
                            }
                        }
                    }

                    if (didSomething)
                    {
                        jumper.Enabled.Value    = false;
                        player.SlowMotion.Value = false;
                        parkour.Enabled.Value   = false;
                    }
                    else if (parkourBeganThisFrame)
                    {
                        if (blockCloud.Blocks.Length > 0)
                        {
                            player.SlowMotion.Value = true;
                            predictor.ClearPossibilities();
                            predictor.PredictPlatforms();
                            predictor.PredictWalls();
                        }
                        else if (player.EnableSlowMotion)
                        {
                            player.SlowMotion.Value = true;
                        }
                    }

                    parkourTime += dt;
                }
                else
                {
                    parkour.Enabled.Value = false;
                }
            };
            parkour.Add(new CommandBinding(parkour.Enable, delegate()
            {
                parkourTime = 0;
            }));
            entity.Add(parkour);
            parkour.Enabled.Value = false;

            input.Bind(settings.Parkour, PCInput.InputState.Down, delegate()
            {
                parkour.Enabled.Value = true;
            });

            input.Bind(settings.Parkour, PCInput.InputState.Up, delegate()
            {
                parkour.Enabled.Value = false;
                wallRun.Deactivate();
                if (player.SlowMotion)
                {
                    player.SlowMotion.Value = false;
                }
            });

            input.Bind(settings.RollKick, PCInput.InputState.Down, delegate()
            {
                if (player.EnableMoves && player.Character.EnableWalking)
                {
                    rollKickSlide.Go();
                    parkour.Enabled.Value = false;
                    jumper.Enabled.Value  = false;
                }
            });

            input.Bind(settings.RollKick, PCInput.InputState.Up, delegate()
            {
                if (!rollKickSlide.Rolling && !rollKickSlide.Kicking)
                {
                    player.Character.AllowUncrouch.Value = true;
                }
            });

            // Special ability

            /*
             * input.Bind(settings.SpecialAbility, PCInput.InputState.Down, delegate()
             * {
             *      Voxel.GlobalRaycastResult hit = Voxel.GlobalRaycast(main.Camera.Position, main.Camera.Forward, main.Camera.FarPlaneDistance, null);
             *      if (hit.Voxel != null && hit.Voxel.GetType() != typeof(DynamicVoxel))
             *      {
             *              VoxelRip.Go(hit.Voxel, hit.Coordinate.Value, 7, delegate(List<DynamicVoxel> results)
             *              {
             *                      foreach (DynamicVoxel v in results)
             *                      {
             *                              v.IsAffectedByGravity.Value = false;
             *                              v.LinearVelocity.Value = hit.Voxel.GetAbsoluteVector(hit.Normal.GetVector()) * 7.0f
             + new Vector3((float)this.random.NextDouble() * 2.0f - 1.0f, (float)this.random.NextDouble() * 2.0f - 1.0f, (float)this.random.NextDouble() * 2.0f - 1.0f);
             +                      }
             +              });
             +      }
             + });
             */

            // Player data bindings

            entity.Add(new PostInitialization
            {
                delegate()
                {
                    Entity dataEntity     = PlayerDataFactory.Instance;
                    PlayerData playerData = dataEntity.Get <PlayerData>();

                    // HACK. Overwriting the property rather than binding the two together. Oh well.
                    // This is because I haven't written a two-way list binding.
                    footsteps.RespawnLocations = playerData.RespawnLocations;

                    // Bind player data properties
                    entity.Add(new TwoWayBinding <float>(WorldFactory.Instance.Get <World>().CameraShakeAmount, cameraControl.CameraShakeAmount));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableRoll, rollKickSlide.EnableRoll));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableCrouch, player.EnableCrouch));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableKick, rollKickSlide.EnableKick));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableWallRun, wallRun.EnableWallRun));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableWallRunHorizontal, wallRun.EnableWallRunHorizontal));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableEnhancedWallRun, wallRun.EnableEnhancedWallRun));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableMoves, player.EnableMoves));
                    entity.Add(new TwoWayBinding <float>(playerData.MaxSpeed, player.Character.MaxSpeed));
                    entity.Add(new TwoWayBinding <Voxel.t>(playerData.CloudType, blockCloud.Type));
                    entity.Add(new TwoWayBinding <bool>(playerData.ThirdPerson, cameraControl.ThirdPerson));
                    entity.Add(new TwoWayBinding <bool>(playerData.EnableSlowMotion, player.EnableSlowMotion));

                    Phone phone = dataEntity.GetOrCreate <Phone>("Phone");

                    entity.Add
                    (
                        new Binding <bool>
                        (
                            phone.CanReceiveMessages,
                            () => player.Character.IsSupported && !player.Character.IsSwimming && !player.Character.Crouched,
                            player.Character.IsSupported,
                            player.Character.IsSwimming,
                            player.Character.Crouched
                        )
                    );

                    PhoneNote.Attach(main, entity, player, model, input, phone, player.Character.EnableWalking, playerData.PhoneActive, playerData.NoteActive);

                    PlayerUI.Attach(main, entity, ui, player.Health, rotation.Rotation, playerData.NoteActive, playerData.PhoneActive);
                }
            });

            fpsCamera.Add(new Binding <Vector2>(fpsCamera.Mouse, input.Mouse));
            fpsCamera.Add(new Binding <Vector2>(fpsCamera.Movement, input.Movement));
            input.Bind(fpsCamera.SpeedMode, settings.Parkour);
            input.Bind(fpsCamera.Up, settings.Jump);
            fpsCamera.Add(new Binding <bool>(fpsCamera.Down, input.GetKey(Keys.LeftControl)));
            Lemma.Console.Console.AddConCommand(new ConCommand("noclip", "Toggle free camera mode", delegate(ConCommand.ArgCollection args)
            {
                bool freeCameraMode            = !fpsCamera.Enabled;
                fpsCamera.Enabled.Value        = freeCameraMode;
                cameraControl.Enabled.Value    = !freeCameraMode;
                firstPersonModel.Enabled.Value = !freeCameraMode;
                model.Enabled.Value            = !freeCameraMode;
                ui.Enabled.Value = !freeCameraMode;
                player.Character.EnableWalking.Value      = !freeCameraMode;
                player.EnableMoves.Value                  = !freeCameraMode;
                player.Character.Body.IsAffectedByGravity = !freeCameraMode;
                if (freeCameraMode)
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.STOP_PLAYER_BREATHING_SOFT, entity);
                }
                else
                {
                    transform.Position.Value = main.Camera.Position;
                }
            }));

            entity.Add(new CommandBinding(entity.Delete, delegate()
            {
                Lemma.Console.Console.RemoveConCommand("noclip");
                if (fpsCamera.Enabled)                 // Movement is disabled. Re-enable it.
                {
                    player.Character.EnableWalking.Value = true;
                    player.EnableMoves.Value             = true;
                }
                PlayerFactory.Instance = null;
            }));
        }
예제 #11
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            PointLight light = entity.GetOrCreate <PointLight>("PointLight");

            light.Serialize = false;

            const float defaultLightAttenuation = 15.0f;

            light.Attenuation.Value = defaultLightAttenuation;

            Transform transform = entity.GetOrCreate <Transform>("Transform");

            light.Add(new Binding <Vector3>(light.Position, transform.Position));

            if (!main.EditorEnabled)
            {
                AkGameObjectTracker.Attach(entity);
                SoundKiller.Add(entity, AK.EVENTS.STOP_GLOWSQUARE);
                entity.Add(new PostInitialization
                {
                    delegate()
                    {
                        AkSoundEngine.PostEvent(AK.EVENTS.PLAY_GLOWSQUARE, entity);
                        AkSoundEngine.SetRTPCValue(AK.GAME_PARAMETERS.SFX_GLOWSQUARE_PITCH, -1.0f, entity);
                    }
                });
            }

            AI ai = entity.GetOrCreate <AI>("AI");

            ModelAlpha model = entity.GetOrCreate <ModelAlpha>();

            model.Add(new Binding <Matrix>(model.Transform, transform.Matrix));
            model.Filename.Value  = "AlphaModels\\box";
            model.Serialize       = false;
            model.DrawOrder.Value = 15;

            RaycastAIMovement movement  = entity.GetOrCreate <RaycastAIMovement>("Movement");
            Levitator         levitator = entity.GetOrCreate <Levitator>("Levitator");

            const float defaultModelScale = 1.0f;

            model.Scale.Value = new Vector3(defaultModelScale);

            model.Add(new Binding <Vector3, string>(model.Color, delegate(string state)
            {
                switch (state)
                {
                case "Alert":
                    return(new Vector3(1.5f, 1.5f, 0.5f));

                case "Chase":
                    return(new Vector3(1.5f, 0.5f, 0.5f));

                case "Levitating":
                    return(new Vector3(2.0f, 1.0f, 0.5f));

                default:
                    return(new Vector3(1.0f, 1.0f, 1.0f));
                }
            }, ai.CurrentState));

            entity.Add(new Updater
                       (
                           delegate(float dt)
            {
                float source            = 1.0f + ((float)this.random.NextDouble() - 0.5f) * 2.0f * 0.05f;
                model.Scale.Value       = new Vector3(defaultModelScale * source);
                light.Attenuation.Value = defaultLightAttenuation * source;
            }
                       ));

            light.Add(new Binding <Vector3>(light.Color, model.Color));

            Agent agent = entity.GetOrCreate <Agent>();

            agent.Add(new Binding <Vector3>(agent.Position, transform.Position));

            RaycastAI raycastAI = entity.GetOrCreate <RaycastAI>("RaycastAI");

            raycastAI.Add(new TwoWayBinding <Vector3>(transform.Position, raycastAI.Position));
            raycastAI.Add(new Binding <Quaternion>(transform.Quaternion, raycastAI.Orientation));

            AI.Task checkOperationalRadius = new AI.Task
            {
                Interval = 2.0f,
                Action   = delegate()
                {
                    bool shouldBeActive = (transform.Position.Value - main.Camera.Position).Length() < movement.OperationalRadius;
                    if (shouldBeActive && ai.CurrentState == "Suspended")
                    {
                        ai.CurrentState.Value = "Idle";
                    }
                    else if (!shouldBeActive && ai.CurrentState != "Suspended")
                    {
                        ai.CurrentState.Value = "Suspended";
                    }
                },
            };

            AI.Task updatePosition = new AI.Task
            {
                Action = delegate()
                {
                    raycastAI.Update();
                },
            };

            ai.Add(new AI.AIState
            {
                Name  = "Suspended",
                Tasks = new[] { checkOperationalRadius, },
            });

            const float sightDistance   = 30.0f;
            const float hearingDistance = 15.0f;

            ai.Add(new AI.AIState
            {
                Name  = "Idle",
                Enter = delegate(AI.AIState previous)
                {
                    AkSoundEngine.SetRTPCValue(AK.GAME_PARAMETERS.SFX_GLOWSQUARE_PITCH, -1.0f, entity);
                },
                Tasks = new[]
                {
                    checkOperationalRadius,
                    updatePosition,
                    new AI.Task
                    {
                        Interval = 1.0f,
                        Action   = delegate()
                        {
                            raycastAI.Move(new Vector3(((float)this.random.NextDouble() * 2.0f) - 1.0f, ((float)this.random.NextDouble() * 2.0f) - 1.0f, ((float)this.random.NextDouble() * 2.0f) - 1.0f));
                        }
                    },
                    new AI.Task
                    {
                        Interval = 1.0f,
                        Action   = delegate()
                        {
                            Agent a = Agent.Query(transform.Position, sightDistance, hearingDistance, x => x.Entity.Type == "Player");
                            if (a != null)
                            {
                                ai.CurrentState.Value = "Alert";
                            }
                        },
                    },
                },
            });

            ai.Add(new AI.AIState
            {
                Name  = "Alert",
                Enter = delegate(AI.AIState previous)
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.STOP_GLOWSQUARE, entity);
                },
                Exit = delegate(AI.AIState next)
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_GLOWSQUARE, entity);
                },
                Tasks = new[]
                {
                    checkOperationalRadius,
                    updatePosition,
                    new AI.Task
                    {
                        Interval = 1.0f,
                        Action   = delegate()
                        {
                            if (ai.TimeInCurrentState > 3.0f)
                            {
                                ai.CurrentState.Value = "Idle";
                            }
                            else
                            {
                                Agent a = Agent.Query(transform.Position, sightDistance, hearingDistance, x => x.Entity.Type == "Player");
                                if (a != null)
                                {
                                    ai.TargetAgent.Value  = a.Entity;
                                    ai.CurrentState.Value = "Chase";
                                }
                            }
                        },
                    },
                },
            });

            AI.Task checkTargetAgent = new AI.Task
            {
                Action = delegate()
                {
                    Entity target = ai.TargetAgent.Value.Target;
                    if (target == null || !target.Active)
                    {
                        ai.TargetAgent.Value  = null;
                        ai.CurrentState.Value = "Idle";
                    }
                },
            };

            // Levitate

            const int levitateRipRadius = 4;

            Func <bool> tryLevitate = delegate()
            {
                Entity voxelEntity = raycastAI.Voxel.Value.Target;
                if (voxelEntity == null)
                {
                    return(false);
                }

                Voxel       map       = voxelEntity.Get <Voxel>();
                Voxel.Coord?candidate = map.FindClosestFilledCell(raycastAI.Coord, 3);

                if (!candidate.HasValue)
                {
                    return(false);
                }

                if (VoxelRip.Go(map, candidate.Value, levitateRipRadius, delegate(List <DynamicVoxel> spawnedMaps)
                {
                    foreach (DynamicVoxel spawnedMap in spawnedMaps)
                    {
                        if (spawnedMap[candidate.Value] != Voxel.States.Empty)
                        {
                            levitator.LevitatingVoxel.Value = spawnedMap.Entity;
                            break;
                        }
                    }
                }))
                {
                    levitator.GrabCoord.Value = candidate.Value;
                    return(true);
                }

                return(false);
            };

            Action delevitateMap = delegate()
            {
                Entity levitatingMapEntity = levitator.LevitatingVoxel.Value.Target;
                if (levitatingMapEntity == null || !levitatingMapEntity.Active)
                {
                    return;
                }

                DynamicVoxel dynamicMap = levitatingMapEntity.Get <DynamicVoxel>();
                VoxelRip.Consolidate(main, dynamicMap);
            };

            // Chase AI state

            ai.Add(new AI.AIState
            {
                Name  = "Chase",
                Enter = delegate(AI.AIState previous)
                {
                    AkSoundEngine.SetRTPCValue(AK.GAME_PARAMETERS.SFX_GLOWSQUARE_PITCH, 0.0f, entity);
                },
                Tasks = new[]
                {
                    checkOperationalRadius,
                    checkTargetAgent,
                    new AI.Task
                    {
                        Interval = 0.35f,
                        Action   = delegate()
                        {
                            raycastAI.Move(ai.TargetAgent.Value.Target.Get <Transform>().Position.Value - transform.Position);
                        }
                    },
                    updatePosition,
                    new AI.Task
                    {
                        Interval = 0.1f,
                        Action   = delegate()
                        {
                            Entity target          = ai.TargetAgent.Value.Target;
                            Vector3 targetPosition = target.Get <Transform>().Position;
                            if ((targetPosition - transform.Position).Length() < 15.0f)
                            {
                                if (tryLevitate())
                                {
                                    ai.CurrentState.Value = "Levitating";
                                }
                            }
                        }
                    }
                },
            });

            Action findNextPosition = delegate()
            {
                movement.LastPosition.Value = transform.Position.Value;
                float   radius = 5.0f;
                Vector3 center = ai.TargetAgent.Value.Target.Get <Transform>().Position;
                Vector3 candidate;
                do
                {
                    candidate = center + new Vector3((float)this.random.NextDouble() - 0.5f, (float)this.random.NextDouble(), (float)this.random.NextDouble() - 0.5f) * radius;
                    radius   += 1.0f;
                }while (!RaycastAI.DefaultPositionFilter(candidate));

                movement.NextPosition.Value  = candidate;
                movement.PositionBlend.Value = 0.0f;
            };

            ai.Add(new AI.AIState
            {
                Name  = "Levitating",
                Enter = delegate(AI.AIState previous)
                {
                    findNextPosition();
                },
                Exit = delegate(AI.AIState next)
                {
                    delevitateMap();
                    levitator.LevitatingVoxel.Value = null;

                    //volume.Value = defaultVolume;
                    //pitch.Value = 0.0f;
                },
                Tasks = new[]
                {
                    checkTargetAgent,
                    new AI.Task
                    {
                        Action = delegate()
                        {
                            //volume.Value = 1.0f;
                            //pitch.Value = 1.0f;
                            Entity levitatingMapEntity = levitator.LevitatingVoxel.Value.Target;
                            if (levitatingMapEntity == null || !levitatingMapEntity.Active || ai.TimeInCurrentState.Value > 8.0f)
                            {
                                Entity voxel = raycastAI.Voxel.Value.Target;
                                if (voxel != null && voxel.Active)
                                {
                                    raycastAI.Coord.Value = raycastAI.LastCoord.Value = voxel.Get <Voxel>().GetCoordinate(transform.Position);
                                }
                                raycastAI.Move(new Vector3(((float)this.random.NextDouble() * 2.0f) - 1.0f, ((float)this.random.NextDouble() * 2.0f) - 1.0f, ((float)this.random.NextDouble() * 2.0f) - 1.0f));
                                ai.CurrentState.Value = "Alert";
                                return;
                            }

                            DynamicVoxel dynamicMap = levitatingMapEntity.Get <DynamicVoxel>();

                            movement.PositionBlend.Value += (main.ElapsedTime.Value / 1.0f);
                            if (movement.PositionBlend > 1.0f)
                            {
                                findNextPosition();
                            }

                            transform.Position.Value = Vector3.Lerp(movement.LastPosition, movement.NextPosition, movement.PositionBlend);

                            Vector3 grabPoint = dynamicMap.GetAbsolutePosition(levitator.GrabCoord);
                            Vector3 diff      = transform.Position.Value - grabPoint;
                            if (diff.Length() > 15.0f)
                            {
                                ai.CurrentState.Value = "Chase";
                                return;
                            }

                            diff *= (float)Math.Sqrt(dynamicMap.PhysicsEntity.Mass) * 0.5f;
                            dynamicMap.PhysicsEntity.ApplyImpulse(ref grabPoint, ref diff);
                        },
                    },
                },
            });

            this.SetMain(entity, main);
        }
예제 #12
0
        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            PointLight light = entity.GetOrCreate <PointLight>("PointLight");

            light.Serialize = false;

            const float defaultLightAttenuation = 15.0f;

            light.Attenuation.Value = defaultLightAttenuation;

            Transform transform = entity.GetOrCreate <Transform>("Transform");

            light.Add(new Binding <Vector3>(light.Position, transform.Position));

            if (!main.EditorEnabled)
            {
                Sound.AttachTracker(entity);
                SoundKiller.Add(entity, AK.EVENTS.STOP_GLOWSQUARE);
                entity.Add(new PostInitialization(delegate()
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_GLOWSQUARE, entity);
                    AkSoundEngine.SetRTPCValue(AK.GAME_PARAMETERS.SFX_GLOWSQUARE_PITCH, -1.0f, entity);
                }));
            }

            AI ai = entity.GetOrCreate <AI>("AI");

            ModelAlpha model = entity.GetOrCreate <ModelAlpha>();

            model.Add(new Binding <Matrix>(model.Transform, transform.Matrix));
            model.Filename.Value  = "AlphaModels\\box";
            model.Serialize       = false;
            model.DrawOrder.Value = 15;

            const float defaultModelScale = 1.0f;

            model.Scale.Value = new Vector3(defaultModelScale);

            model.Add(new Binding <Vector3, string>(model.Color, delegate(string state)
            {
                switch (state)
                {
                case "Alert":
                    return(new Vector3(1.5f, 1.5f, 0.5f));

                case "Chase":
                    return(new Vector3(1.5f, 0.5f, 0.5f));

                case "Explode":
                    return(new Vector3(2.0f, 1.0f, 0.5f));

                default:
                    return(new Vector3(1.0f, 1.0f, 1.0f));
                }
            }, ai.CurrentState));

            entity.Add(new Updater
                       (
                           delegate(float dt)
            {
                float source            = 1.0f + ((float)this.random.NextDouble() - 0.5f) * 2.0f * 0.05f;
                model.Scale.Value       = new Vector3(defaultModelScale * source);
                light.Attenuation.Value = defaultLightAttenuation * source;
            }
                       ));

            model.Add(new Binding <bool, string>(model.Enabled, x => x != "Exploding", ai.CurrentState));

            light.Add(new Binding <Vector3>(light.Color, model.Color));

            Agent agent = entity.GetOrCreate <Agent>();

            agent.Add(new Binding <Vector3>(agent.Position, transform.Position));

            RaycastAIMovement movement = entity.GetOrCreate <RaycastAIMovement>("Movement");
            Exploder          exploder = entity.GetOrCreate <Exploder>("Exploder");

            AI.Task checkOperationalRadius = new AI.Task
            {
                Interval = 2.0f,
                Action   = delegate()
                {
                    bool shouldBeActive = (transform.Position.Value - main.Camera.Position).Length() < movement.OperationalRadius;
                    if (shouldBeActive && ai.CurrentState == "Suspended")
                    {
                        ai.CurrentState.Value = "Idle";
                    }
                    else if (!shouldBeActive && ai.CurrentState != "Suspended")
                    {
                        ai.CurrentState.Value = "Suspended";
                    }
                },
            };

            RaycastAI raycastAI = entity.GetOrCreate <RaycastAI>("RaycastAI");

            raycastAI.Add(new TwoWayBinding <Vector3>(transform.Position, raycastAI.Position));
            raycastAI.Add(new Binding <Quaternion>(transform.Quaternion, raycastAI.Orientation));

            AI.Task updatePosition = new AI.Task
            {
                Action = delegate()
                {
                    raycastAI.Update();
                },
            };

            ai.Add(new AI.AIState
            {
                Name  = "Suspended",
                Tasks = new[] { checkOperationalRadius, },
            });

            const float sightDistance   = 40.0f;
            const float hearingDistance = 0.0f;

            ai.Add(new AI.AIState
            {
                Name  = "Idle",
                Enter = delegate(AI.AIState previous)
                {
                    AkSoundEngine.SetRTPCValue(AK.GAME_PARAMETERS.SFX_GLOWSQUARE_PITCH, -1.0f, entity);
                },
                Tasks = new[]
                {
                    checkOperationalRadius,
                    updatePosition,
                    new AI.Task
                    {
                        Interval = 1.0f,
                        Action   = delegate()
                        {
                            raycastAI.Move(new Vector3(((float)this.random.NextDouble() * 2.0f) - 1.0f, ((float)this.random.NextDouble() * 2.0f) - 1.0f, ((float)this.random.NextDouble() * 2.0f) - 1.0f));
                        }
                    },
                    new AI.Task
                    {
                        Interval = 0.5f,
                        Action   = delegate()
                        {
                            Agent a = Agent.Query(transform.Position, sightDistance, hearingDistance, x => x.Entity.Type == "Player");
                            if (a != null)
                            {
                                ai.CurrentState.Value = "Alert";
                            }
                        },
                    },
                },
            });

            ai.Add(new AI.AIState
            {
                Name  = "Alert",
                Enter = delegate(AI.AIState previous)
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.STOP_GLOWSQUARE, entity);
                },
                Exit = delegate(AI.AIState next)
                {
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_GLOWSQUARE, entity);
                },
                Tasks = new[]
                {
                    checkOperationalRadius,
                    updatePosition,
                    new AI.Task
                    {
                        Interval = 1.0f,
                        Action   = delegate()
                        {
                            if (ai.TimeInCurrentState > 3.0f)
                            {
                                ai.CurrentState.Value = "Idle";
                            }
                            else
                            {
                                Agent a = Agent.Query(transform.Position, sightDistance, hearingDistance, x => x.Entity.Type == "Player");
                                if (a != null)
                                {
                                    ai.TargetAgent.Value  = a.Entity;
                                    ai.CurrentState.Value = "Chase";
                                }
                            }
                        },
                    },
                },
            });

            AI.Task checkTargetAgent = new AI.Task
            {
                Action = delegate()
                {
                    Entity target = ai.TargetAgent.Value.Target;
                    if (target == null || !target.Active)
                    {
                        ai.TargetAgent.Value  = null;
                        ai.CurrentState.Value = "Idle";
                    }
                },
            };

            ai.Add(new AI.AIState
            {
                Name  = "Chase",
                Enter = delegate(AI.AIState previous)
                {
                    AkSoundEngine.SetRTPCValue(AK.GAME_PARAMETERS.SFX_GLOWSQUARE_PITCH, 0.0f, entity);
                },
                Tasks = new[]
                {
                    checkOperationalRadius,
                    checkTargetAgent,
                    new AI.Task
                    {
                        Interval = 0.35f,
                        Action   = delegate()
                        {
                            raycastAI.Move(ai.TargetAgent.Value.Target.Get <Transform>().Position.Value - transform.Position);
                        }
                    },
                    new AI.Task
                    {
                        Action = delegate()
                        {
                            if ((ai.TargetAgent.Value.Target.Get <Transform>().Position.Value - transform.Position).Length() < 10.0f)
                            {
                                ai.CurrentState.Value = "Explode";
                            }
                        }
                    },
                    updatePosition,
                },
            });

            EffectBlockFactory factory = Factory.Get <EffectBlockFactory>();

            ai.Add(new AI.AIState
            {
                Name  = "Explode",
                Enter = delegate(AI.AIState previous)
                {
                    exploder.CoordQueue.Clear();

                    Entity voxelEntity = raycastAI.Voxel.Value.Target;
                    if (voxelEntity == null || !voxelEntity.Active)
                    {
                        ai.CurrentState.Value = "Alert";
                        return;
                    }

                    Voxel m = voxelEntity.Get <Voxel>();

                    Voxel.Coord c = raycastAI.Coord.Value;

                    Direction toSupport = Direction.None;

                    foreach (Direction dir in DirectionExtensions.Directions)
                    {
                        if (m[raycastAI.Coord.Value.Move(dir)].ID != 0)
                        {
                            toSupport = dir;
                            break;
                        }
                    }

                    if (toSupport == Direction.None)
                    {
                        ai.CurrentState.Value = "Alert";
                        return;
                    }

                    Direction up = toSupport.GetReverse();

                    exploder.ExplosionOriginalCoord.Value = raycastAI.Coord;

                    Direction right;
                    if (up.IsParallel(Direction.PositiveX))
                    {
                        right = Direction.PositiveZ;
                    }
                    else
                    {
                        right = Direction.PositiveX;
                    }
                    Direction forward = up.Cross(right);

                    for (Voxel.Coord y = c.Clone(); y.GetComponent(up) < c.GetComponent(up) + 3; y = y.Move(up))
                    {
                        for (Voxel.Coord x = y.Clone(); x.GetComponent(right) < c.GetComponent(right) + 2; x = x.Move(right))
                        {
                            for (Voxel.Coord z = x.Clone(); z.GetComponent(forward) < c.GetComponent(forward) + 2; z = z.Move(forward))
                            {
                                exploder.CoordQueue.Add(z);
                            }
                        }
                    }
                },
                Exit = delegate(AI.AIState next)
                {
                    exploder.CoordQueue.Clear();
                },
                Tasks = new[]
                {
                    checkOperationalRadius,
                    new AI.Task
                    {
                        Interval = 0.15f,
                        Action   = delegate()
                        {
                            if (exploder.CoordQueue.Length > 0)
                            {
                                raycastAI.MoveTo(exploder.CoordQueue[0]);

                                exploder.CoordQueue.RemoveAt(0);

                                Entity blockEntity = factory.CreateAndBind(main);
                                Voxel.States.Infected.ApplyToEffectBlock(blockEntity.Get <ModelInstance>());

                                Entity mapEntity = raycastAI.Voxel.Value.Target;
                                if (mapEntity != null && mapEntity.Active)
                                {
                                    EffectBlock effectBlock = blockEntity.Get <EffectBlock>();
                                    Voxel m = mapEntity.Get <Voxel>();

                                    effectBlock.Offset.Value = m.GetRelativePosition(raycastAI.Coord);

                                    Vector3 absolutePos = m.GetAbsolutePosition(raycastAI.Coord);

                                    effectBlock.StartPosition    = absolutePos + new Vector3(0.05f, 0.1f, 0.05f);
                                    effectBlock.StartOrientation = Quaternion.CreateFromYawPitchRoll(0.15f, 0.15f, 0);
                                    effectBlock.TotalLifetime    = 0.05f;
                                    effectBlock.Setup(raycastAI.Voxel.Value.Target, raycastAI.Coord, Voxel.t.Infected);
                                    main.Add(blockEntity);
                                }
                            }
                        }
                    },
                    new AI.Task
                    {
                        Action = delegate()
                        {
                            AkSoundEngine.SetRTPCValue(AK.GAME_PARAMETERS.SFX_GLOWSQUARE_PITCH, MathHelper.Lerp(0.0f, 1.0f, ai.TimeInCurrentState.Value / 2.0f), entity);
                            if (exploder.CoordQueue.Length == 0)
                            {
                                // Explode
                                ai.CurrentState.Value = "Exploding";
                            }
                        },
                    },
                    updatePosition,
                },
            });

            ai.Add(new AI.AIState
            {
                Name  = "Exploding",
                Enter = delegate(AI.AIState previous)
                {
                    exploder.Exploded.Value = false;
                    AkSoundEngine.PostEvent(AK.EVENTS.STOP_GLOWSQUARE, entity);
                },
                Exit = delegate(AI.AIState next)
                {
                    exploder.Exploded.Value = false;
                    AkSoundEngine.PostEvent(AK.EVENTS.PLAY_GLOWSQUARE, entity);
                },
                Tasks = new[]
                {
                    new AI.Task
                    {
                        Interval = 0.1f,
                        Action   = delegate()
                        {
                            const int radius = 9;

                            float timeInCurrentState = ai.TimeInCurrentState;
                            if (timeInCurrentState > 1.0f && !exploder.Exploded)
                            {
                                Entity mapEntity = raycastAI.Voxel.Value.Target;
                                if (mapEntity != null && mapEntity.Active)
                                {
                                    Explosion.Explode(main, mapEntity.Get <Voxel>(), raycastAI.Coord, radius, 18.0f);
                                }

                                exploder.Exploded.Value = true;
                            }

                            if (timeInCurrentState > 2.0f)
                            {
                                raycastAI.Move(new Vector3(((float)this.random.NextDouble() * 2.0f) - 1.0f, ((float)this.random.NextDouble() * 2.0f) - 1.0f, ((float)this.random.NextDouble() * 2.0f) - 1.0f));
                                ai.CurrentState.Value = "Alert";
                            }
                        },
                    },
                    updatePosition,
                },
            });

            this.SetMain(entity, main);

            entity.Add("OperationalRadius", movement.OperationalRadius);
        }