public override void Bind(Entity result, Main main, bool creating = false) { PointLight light = result.GetOrCreate<PointLight>("PointLight"); light.Serialize = false; const float defaultLightAttenuation = 15.0f; light.Attenuation.Value = defaultLightAttenuation; Transform transform = result.GetOrCreate<Transform>("Transform"); light.Add(new Binding<Vector3>(light.Position, transform.Position)); VoxelChaseAI chase = result.GetOrCreate<VoxelChaseAI>("VoxelChaseAI"); chase.Filter = delegate(Map.CellState state) { return state.ID == 0 ? VoxelChaseAI.Cell.Empty : VoxelChaseAI.Cell.Filled; }; chase.Add(new TwoWayBinding<Vector3>(transform.Position, chase.Position)); result.Add(new CommandBinding(chase.Delete, result.Delete)); Sound sound = result.GetOrCreate<Sound>("LoopSound"); sound.Serialize = false; sound.Cue.Value = "Orb Loop"; sound.Is3D.Value = true; sound.IsPlaying.Value = true; sound.Add(new Binding<Vector3>(sound.Position, chase.Position)); Property<float> volume = sound.GetProperty("Volume"); Property<float> pitch = sound.GetProperty("Pitch"); const float defaultVolume = 0.5f; volume.Value = defaultVolume; AI ai = result.GetOrCreate<AI>(); Model model = result.GetOrCreate<Model>(); model.Add(new Binding<Matrix>(model.Transform, transform.Matrix)); model.Filename.Value = "Models\\sphere"; model.Editable = false; model.Serialize = false; const float defaultModelScale = 0.25f; 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); case "Idle": return new Vector3(1.0f, 1.0f, 1.0f); default: return new Vector3(0.0f, 0.0f, 0.0f); } }, ai.CurrentState)); Random random = new Random(); result.Add(new Updater { delegate(float dt) { float source = ((float)random.NextDouble() - 0.5f) * 2.0f; model.Scale.Value = new Vector3(defaultModelScale * (1.0f + (source * 0.5f))); light.Attenuation.Value = defaultLightAttenuation * (1.0f + (source * 0.05f)); } }); model.Add(new Binding<bool, string>(model.Enabled, x => x != "Exploding", ai.CurrentState)); light.Add(new Binding<Vector3>(light.Color, model.Color)); Agent agent = result.GetOrCreate<Agent>(); agent.Add(new Binding<Vector3>(agent.Position, chase.Position)); Property<int> operationalRadius = result.GetOrMakeProperty<int>("OperationalRadius", true, 100); AI.Task checkOperationalRadius = new AI.Task { Interval = 2.0f, Action = delegate() { bool shouldBeActive = (chase.Position.Value - main.Camera.Position).Length() < operationalRadius; if (shouldBeActive && ai.CurrentState == "Suspended") ai.CurrentState.Value = "Idle"; else if (!shouldBeActive && ai.CurrentState != "Suspended") ai.CurrentState.Value = "Suspended"; }, }; const float sightDistance = 30.0f; const float hearingDistance = 15.0f; ai.Add(new AI.State { Name = "Idle", Enter = delegate(AI.State previous) { chase.Speed.Value = 3.0f; }, Tasks = new[] { checkOperationalRadius, new AI.Task { Interval = 1.0f, Action = delegate() { Agent a = Agent.Query(chase.Position, sightDistance, hearingDistance, x => x.Entity.Type == "Player"); if (a != null) ai.CurrentState.Value = "Alert"; }, }, }, }); Property<Entity.Handle> targetAgent = result.GetOrMakeProperty<Entity.Handle>("TargetAgent"); ai.Add(new AI.State { Name = "Alert", Enter = delegate(AI.State previous) { chase.Enabled.Value = false; }, Exit = delegate(AI.State next) { chase.Enabled.Value = true; }, Tasks = new[] { checkOperationalRadius, new AI.Task { Interval = 1.0f, Action = delegate() { if (ai.TimeInCurrentState > 3.0f) ai.CurrentState.Value = "Idle"; else { Agent a = Agent.Query(chase.Position, sightDistance, hearingDistance, x => x.Entity.Type == "Player"); if (a != null) { targetAgent.Value = a.Entity; ai.CurrentState.Value = "Chase"; } } }, }, }, }); AI.Task checkTargetAgent = new AI.Task { Action = delegate() { Entity target = targetAgent.Value.Target; if (target == null || !target.Active) { targetAgent.Value = null; ai.CurrentState.Value = "Idle"; } }, }; // Levitate Property<Entity.Handle> levitatingMap = result.GetOrMakeProperty<Entity.Handle>("LevitatingMap"); Property<Map.Coordinate> grabCoord = result.GetOrMakeProperty<Map.Coordinate>("GrabCoord"); const int levitateRipRadius = 4; Func<bool> tryLevitate = delegate() { Map map = chase.Map.Value.Target.Get<Map>(); Map.Coordinate? candidate = map.FindClosestFilledCell(chase.Coord, 3); if (!candidate.HasValue) return false; Map.Coordinate center = candidate.Value; if (!map[center].Permanent) { // Break off a chunk of this map into a new DynamicMap. List<Map.Coordinate> edges = new List<Map.Coordinate>(); Map.Coordinate ripStart = center.Move(-levitateRipRadius, -levitateRipRadius, -levitateRipRadius); Map.Coordinate ripEnd = center.Move(levitateRipRadius, levitateRipRadius, levitateRipRadius); Dictionary<Map.Box, bool> permanentBoxes = new Dictionary<Map.Box, bool>(); foreach (Map.Coordinate c in ripStart.CoordinatesBetween(ripEnd)) { Map.Box box = map.GetBox(c); if (box != null && box.Type.Permanent) permanentBoxes[box] = true; } foreach (Map.Box b in permanentBoxes.Keys) { // Top and bottom for (int x = b.X - 1; x <= b.X + b.Width; x++) { for (int z = b.Z - 1; z <= b.Z + b.Depth; z++) { Map.Coordinate coord = new Map.Coordinate { X = x, Y = b.Y + b.Height, Z = z }; if (coord.Between(ripStart, ripEnd)) edges.Add(coord); coord = new Map.Coordinate { X = x, Y = b.Y - 1, Z = z }; if (coord.Between(ripStart, ripEnd)) edges.Add(coord); } } // Outer shell for (int y = b.Y; y < b.Y + b.Height; y++) { // Left and right for (int z = b.Z - 1; z <= b.Z + b.Depth; z++) { Map.Coordinate coord = new Map.Coordinate { X = b.X - 1, Y = y, Z = z }; if (coord.Between(ripStart, ripEnd)) edges.Add(coord); coord = new Map.Coordinate { X = b.X + b.Width, Y = y, Z = z }; if (coord.Between(ripStart, ripEnd)) edges.Add(coord); } // Backward and forward for (int x = b.X; x < b.X + b.Width; x++) { Map.Coordinate coord = new Map.Coordinate { X = x, Y = y, Z = b.Z - 1 }; if (coord.Between(ripStart, ripEnd)) edges.Add(coord); coord = new Map.Coordinate { X = x, Y = y, Z = b.Z + b.Depth }; if (coord.Between(ripStart, ripEnd)) edges.Add(coord); } } } if (edges.Contains(center)) return false; // Top and bottom for (int x = ripStart.X; x <= ripEnd.X; x++) { for (int z = ripStart.Z; z <= ripEnd.Z; z++) { edges.Add(new Map.Coordinate { X = x, Y = ripStart.Y, Z = z }); edges.Add(new Map.Coordinate { X = x, Y = ripEnd.Y, Z = z }); } } // Sides for (int y = ripStart.Y + 1; y <= ripEnd.Y - 1; y++) { // Left and right for (int z = ripStart.Z; z <= ripEnd.Z; z++) { edges.Add(new Map.Coordinate { X = ripStart.X, Y = y, Z = z }); edges.Add(new Map.Coordinate { X = ripEnd.X, Y = y, Z = z }); } // Backward and forward for (int x = ripStart.X; x <= ripEnd.X; x++) { edges.Add(new Map.Coordinate { X = x, Y = y, Z = ripStart.Z }); edges.Add(new Map.Coordinate { X = x, Y = y, Z = ripEnd.Z }); } } map.Empty(edges); map.Regenerate(delegate(List<DynamicMap> spawnedMaps) { foreach (DynamicMap spawnedMap in spawnedMaps) { if (spawnedMap[center].ID != 0) { levitatingMap.Value = spawnedMap.Entity; break; } } }); grabCoord.Value = center; return true; } return false; }; Action delevitateMap = delegate() { Entity levitatingMapEntity = levitatingMap.Value.Target; if (levitatingMapEntity == null || !levitatingMapEntity.Active) return; DynamicMap dynamicMap = levitatingMapEntity.Get<DynamicMap>(); int maxDistance = levitateRipRadius + 7; Map closestMap = null; Map.Coordinate closestCoord = new Map.Coordinate(); foreach (Map m in Map.ActivePhysicsMaps) { if (m == dynamicMap) continue; Map.Coordinate relativeCoord = m.GetCoordinate(dynamicMap.Transform.Value.Translation); Map.Coordinate? closestFilled = m.FindClosestFilledCell(relativeCoord, maxDistance); if (closestFilled != null) { maxDistance = Math.Min(Math.Abs(relativeCoord.X - closestFilled.Value.X), Math.Min(Math.Abs(relativeCoord.Y - closestFilled.Value.Y), Math.Abs(relativeCoord.Z - closestFilled.Value.Z))); closestMap = m; closestCoord = closestFilled.Value; } } if (closestMap != null) { // Combine this map with the other one Direction x = closestMap.GetRelativeDirection(dynamicMap.GetAbsoluteVector(Vector3.Right)); Direction y = closestMap.GetRelativeDirection(dynamicMap.GetAbsoluteVector(Vector3.Up)); Direction z = closestMap.GetRelativeDirection(dynamicMap.GetAbsoluteVector(Vector3.Backward)); if (x.IsParallel(y)) x = y.Cross(z); else if (y.IsParallel(z)) y = x.Cross(z); Map.Coordinate offset = new Map.Coordinate(); float closestCoordDistance = float.MaxValue; Vector3 closestCoordPosition = closestMap.GetAbsolutePosition(closestCoord); foreach (Map.Coordinate c in dynamicMap.Chunks.SelectMany(c => c.Boxes).SelectMany(b => b.GetCoords())) { float distance = (dynamicMap.GetAbsolutePosition(c) - closestCoordPosition).LengthSquared(); if (distance < closestCoordDistance) { closestCoordDistance = distance; offset = c; } } Vector3 toLevitatingMap = dynamicMap.Transform.Value.Translation - closestMap.GetAbsolutePosition(closestCoord); offset = offset.Move(dynamicMap.GetRelativeDirection(-toLevitatingMap)); Matrix orientation = dynamicMap.Transform.Value; orientation.Translation = Vector3.Zero; EffectBlockFactory blockFactory = Factory.Get<EffectBlockFactory>(); int index = 0; foreach (Map.Coordinate c in dynamicMap.Chunks.SelectMany(c => c.Boxes).SelectMany(b => b.GetCoords()).OrderBy(c2 => new Vector3(c2.X - offset.X, c2.Y - offset.Y, c2.Z - offset.Z).LengthSquared())) { Map.Coordinate offsetFromCenter = c.Move(-offset.X, -offset.Y, -offset.Z); Map.Coordinate targetCoord = new Map.Coordinate(); targetCoord.SetComponent(x, offsetFromCenter.GetComponent(Direction.PositiveX)); targetCoord.SetComponent(y, offsetFromCenter.GetComponent(Direction.PositiveY)); targetCoord.SetComponent(z, offsetFromCenter.GetComponent(Direction.PositiveZ)); targetCoord = targetCoord.Move(closestCoord.X, closestCoord.Y, closestCoord.Z); if (closestMap[targetCoord].ID == 0) { Entity block = blockFactory.CreateAndBind(main); c.Data.ApplyToEffectBlock(block.Get<ModelInstance>()); block.GetProperty<Vector3>("Offset").Value = closestMap.GetRelativePosition(targetCoord); block.GetProperty<bool>("Scale").Value = false; block.GetProperty<Vector3>("StartPosition").Value = dynamicMap.GetAbsolutePosition(c); block.GetProperty<Matrix>("StartOrientation").Value = orientation; block.GetProperty<float>("TotalLifetime").Value = 0.05f + (index * 0.0075f); blockFactory.Setup(block, closestMap.Entity, targetCoord, c.Data.ID); main.Add(block); index++; } } // Delete the map levitatingMapEntity.Delete.Execute(); } }; // Chase AI state ai.Add(new AI.State { Name = "Chase", Enter = delegate(AI.State previous) { chase.Speed.Value = 10.0f; chase.TargetActive.Value = true; }, Exit = delegate(AI.State next) { chase.TargetActive.Value = false; }, Tasks = new[] { checkOperationalRadius, checkTargetAgent, new AI.Task { Interval = 0.1f, Action = delegate() { Entity target = targetAgent.Value.Target; Vector3 targetPosition = target.Get<Transform>().Position; chase.Target.Value = targetPosition; Entity levitatingMapEntity = levitatingMap.Value.Target; if ((targetPosition - chase.Position).Length() < 10.0f && (levitatingMapEntity == null || !levitatingMapEntity.Active)) { if (tryLevitate()) ai.CurrentState.Value = "Levitating"; } } } }, }); Property<Vector3> lastPosition = result.GetOrMakeProperty<Vector3>("LastPosition"); Property<Vector3> nextPosition = result.GetOrMakeProperty<Vector3>("NextPosition"); Property<float> positionBlend = result.GetOrMakeProperty<float>("PositionBlend"); Action findNextPosition = delegate() { lastPosition.Value = chase.Position.Value; nextPosition.Value = targetAgent.Value.Target.Get<Transform>().Position + new Vector3((float)random.NextDouble() - 0.5f, (float)random.NextDouble(), (float)random.NextDouble() - 0.5f) * 5.0f; positionBlend.Value = 0.0f; }; ai.Add(new AI.State { Name = "Levitating", Enter = delegate(AI.State previous) { chase.Enabled.Value = false; findNextPosition(); }, Exit = delegate(AI.State next) { delevitateMap(); levitatingMap.Value = null; Map map = chase.Map.Value.Target.Get<Map>(); Map.Coordinate currentCoord = map.GetCoordinate(chase.Position); Map.Coordinate? closest = map.FindClosestFilledCell(currentCoord, 10); if (closest.HasValue) { chase.LastCoord.Value = currentCoord; chase.Coord.Value = closest.Value; chase.Blend.Value = 0.0f; } chase.Enabled.Value = true; 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 = levitatingMap.Value.Target; if (!levitatingMapEntity.Active || ai.TimeInCurrentState.Value > 8.0f) { ai.CurrentState.Value = "Alert"; return; } DynamicMap dynamicMap = levitatingMapEntity.Get<DynamicMap>(); positionBlend.Value += (main.ElapsedTime.Value / 1.0f); if (positionBlend > 1.0f) findNextPosition(); chase.Position.Value = Vector3.Lerp(lastPosition, nextPosition, positionBlend); Vector3 grabPoint = dynamicMap.GetAbsolutePosition(grabCoord); Vector3 diff = chase.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(result, main); }
// Classic 3D perlin noise float noise3d(Vector3 pos) { Map.Coordinate cell = new Map.Coordinate { X = (int)Math.Floor(pos.X) & 255, Y = (int)Math.Floor(pos.Y) & 255, Z = (int)Math.Floor(pos.Z) & 255 }; Vector3 withinCell = pos - new Vector3(cell.X, cell.Y, cell.Z); // Calculate contribution of gradients from each cell float contribution000 = Vector3.Dot(this.gradientAtCell3d(cell), withinCell); float contribution001 = Vector3.Dot(this.gradientAtCell3d(cell.Move(0, 0, 1)), withinCell - new Vector3(0, 0, 1)); float contribution010 = Vector3.Dot(this.gradientAtCell3d(cell.Move(0, 1, 0)), withinCell - new Vector3(0, 1, 0)); float contribution011 = Vector3.Dot(this.gradientAtCell3d(cell.Move(0, 1, 1)), withinCell - new Vector3(0, 1, 1)); float contribution100 = Vector3.Dot(this.gradientAtCell3d(cell.Move(1, 0, 0)), withinCell - new Vector3(1, 0, 0)); float contribution101 = Vector3.Dot(this.gradientAtCell3d(cell.Move(1, 0, 1)), withinCell - new Vector3(1, 0, 1)); float contribution110 = Vector3.Dot(this.gradientAtCell3d(cell.Move(1, 1, 0)), withinCell - new Vector3(1, 1, 0)); float contribution111 = Vector3.Dot(this.gradientAtCell3d(cell.Move(1, 1, 1)), withinCell - new Vector3(1, 1, 1)); Vector3 blend = new Vector3(blendCurve(withinCell.X), blendCurve(withinCell.Y), blendCurve(withinCell.Z)); // Interpolate along X float contribution00 = lerp(contribution000, contribution100, blend.X); float contribution01 = lerp(contribution001, contribution101, blend.X); float contribution10 = lerp(contribution010, contribution110, blend.X); float contribution11 = lerp(contribution011, contribution111, blend.X); // Interpolate along Y float contribution0 = lerp(contribution00, contribution10, blend.Y); float contribution1 = lerp(contribution01, contribution11, blend.Y); // Interpolate along Z return lerp(contribution0, contribution1, blend.Z); }