public InventoryObjectItem SetBestWeapon() { foreach (InventoryObjectItem i in Inventory) { if ((i.ItemType as VBWeaponItemType) != null) { SetItem(i, true); //try a reload VBWeaponItem itm = ActiveHeldItem as VBWeaponItem; if (itm != null) { itm.TryReload(); } return(i); } } return(null); }
protected virtual void TickTasks() { RTSUnit controlledObj = ControlledObject; if (controlledObj == null) { return; } switch (currentTask.Type) { //Stop case Task.Types.Stop: controlledObj.Stop(); break; //Move case Task.Types.Move: case Task.Types.BreakableMove: if (currentTask.Entity != null) { controlledObj.Move(currentTask.Entity.Position); } else { Vec3 pos = currentTask.Position; if ((controlledObj.Position.ToVec2() - pos.ToVec2()).Length() < 1.5f && Math.Abs(controlledObj.Position.Z - pos.Z) < 3.0f) { //get to DoNextTask(); } else { controlledObj.Move(pos); } } break; //Reload case Task.Types.Reload: VBWeaponItem wpn = (controlledObj as VBCharacter).ActiveHeldItem as VBWeaponItem; if (wpn != null) { wpn.TryReload(); DoNextTask(); } break; //Pickup case Task.Types.PickUp: if (InTaskRange()) { if (currentTask.Entity as VBItem != null) { (controlledObj as VBCharacter).TakeItem(currentTask.Entity as VBItem); } DoNextTask(); } break; //Use case Task.Types.Use: if (InTaskRange()) { InteractableObject itm = currentTask.Entity as InteractableObject; if (itm != null) { itm.Interact(controlledObj); } DoNextTask(); } break; //Talk case Task.Types.Talk: if (InTaskRange()) { EngineConsole.Instance.ExecuteString("createWindow chat"); DoNextTask(); } break; //preuse case Task.Types.PreUse: break; //Attack, Repair case Task.Types.Attack: case Task.Types.BreakableAttack: //case Task.Types.Repair: //case Task.Types.BreakableRepair: { /*/healed * if( ( currentTask.Type == Task.Types.Repair || * currentTask.Type == Task.Types.BreakableRepair ) * && currentTask.Entity != null ) * { * if( currentTask.Entity.Health == currentTask.Entity.Type.HealthMax ) * { * DoNextTask(); * break; * } * }*/ float needDistance = controlledObj.Type.OptimalAttackDistanceRange.Maximum; MultipleActionItem itm = (controlledObj as VBCharacter).ActiveHeldItem as MultipleActionItem; if (itm != null) { needDistance = itm.GetCurActionMode().UseDistanceRange.Maximum; } Vec3 targetPos; if (currentTask.Entity != null) { targetPos = currentTask.Entity.Position; } else { targetPos = currentTask.Position; } float distance = (controlledObj.Position - targetPos).Length(); if (distance != 0) { bool lineVisibility = false; { if (distance < needDistance) { lineVisibility = true; //direct line visibility check Vec3 start = ControlledObject.Position; Ray ray = new Ray(start, targetPos - start); RayCastResult[] piercingResult = PhysicsWorld.Instance.RayCastPiercing( ray, (int)ContactGroup.CastOnlyContact); foreach (RayCastResult result in piercingResult) { MapObject obj = MapSystemWorld.GetMapObjectByBody(result.Shape.Body); if (obj != null && obj == currentTask.Entity) { break; } if (obj != controlledObj) { lineVisibility = false; break; } } } } //movement control if (lineVisibility) { //stop controlledObj.Stop(); RTSCharacter character = controlledObj as RTSCharacter; if (character != null) { character.SetLookDirection(targetPos); } } else { //move to target controlledObj.Move(targetPos); } //weapons control if (lineVisibility) { (ControlledObject as VBCharacter).BaseAttack(currentTask.Entity, null); DoNextTask(); /* * foreach( Weapon weapon in initialWeapons ) * { * Vec3 pos = targetPos; * Gun gun = weapon as Gun; * if( gun != null && currentTask.Entity != null ) * gun.GetAdvanceAttackTargetPosition( false, currentTask.Entity, false, out pos ); * weapon.SetForceFireRotationLookTo( pos ); * * if( weapon.Ready ) * { * Range range; * * range = weapon.Type.WeaponNormalMode.UseDistanceRange; * if( distance >= range.Minimum && distance <= range.Maximum ) * weapon.TryFire( false ); * * range = weapon.Type.WeaponAlternativeMode.UseDistanceRange; * if( distance >= range.Minimum && distance <= range.Maximum ) * weapon.TryFire( true ); * } * }*/ } } } break; } }