Exemplo n.º 1
0
        public override void SelectTarget(AITarget target)
        {
            selectedAiTarget     = target;
            selectedTargetMemory = FindTargetMemory(target);

            targetValue = 100.0f;
        }
Exemplo n.º 2
0
        //find the targetMemory that corresponds to some AItarget or create if there isn't one yet
        private AITargetMemory FindTargetMemory(AITarget target)
        {
            AITargetMemory memory = null;

            if (targetMemories.TryGetValue(target, out memory))
            {
                return(memory);
            }

            memory = new AITargetMemory(100.0f);
            targetMemories.Add(target, memory);

            return(memory);
        }
Exemplo n.º 3
0
        public override void OnAttacked(IDamageable attacker, float amount)
        {
            updateTargetsTimer = Math.Min(updateTargetsTimer, 0.1f);
            coolDownTimer     *= 0.1f;

            if (amount > 0.1f && attackWhenProvoked)
            {
                attackHumans = 100.0f;
                attackRooms  = 100.0f;
            }

            if (attacker == null || attacker.AiTarget == null)
            {
                return;
            }
            AITargetMemory targetMemory = FindTargetMemory(attacker.AiTarget);

            targetMemory.Priority += amount;
        }
Exemplo n.º 4
0
        public override void OnAttacked(Character attacker, float amount)
        {
            updateTargetsTimer = Math.Min(updateTargetsTimer, 0.1f);
            coolDownTimer     *= 0.1f;

            if (amount > 0.0f && attackWhenProvoked)
            {
                if (!(attacker is AICharacter) || (((AICharacter)attacker).AIController is HumanAIController))
                {
                    attackHumans = 100.0f;
                    attackRooms  = 100.0f;
                }
            }

            if (attacker == null || attacker.AiTarget == null)
            {
                return;
            }
            AITargetMemory targetMemory = FindTargetMemory(attacker.AiTarget);

            targetMemory.Priority += amount / Math.Max(Character.Health, 1.0f);
        }
Exemplo n.º 5
0
        //goes through all the AItargets, evaluates how preferable it is to attack the target,
        //whether the Character can see/hear the target and chooses the most preferable target within
        //sight/hearing range
        public void UpdateTargets(Character character)
        {
            var prevAiTarget = selectedAiTarget;

            selectedAiTarget     = null;
            selectedTargetMemory = null;
            targetValue          = 0.0f;

            UpdateTargetMemories();

            foreach (AITarget target in AITarget.List)
            {
                if (Level.Loaded != null && target.WorldPosition.Y > Level.Loaded.Size.Y)
                {
                    continue;
                }

                float valueModifier = 0.0f;
                float dist          = 0.0f;


                Character targetCharacter = target.Entity as Character;

                //ignore the aitarget if it is the Character itself
                if (targetCharacter == character)
                {
                    continue;
                }

                if (targetCharacter != null)
                {
                    if (targetCharacter.IsDead)
                    {
                        if (eatDeadPriority == 0.0f)
                        {
                            continue;
                        }
                        valueModifier = eatDeadPriority;
                    }
                    else if (targetCharacter.SpeciesName == "human")
                    {
                        if (attackHumans == 0.0f)
                        {
                            continue;
                        }
                        valueModifier = attackHumans;
                    }
                    else
                    {
                        EnemyAIController enemy = targetCharacter.AIController as EnemyAIController;
                        if (enemy != null)
                        {
                            if (enemy.combatStrength > combatStrength)
                            {
                                valueModifier = attackStronger;
                            }
                            else if (enemy.combatStrength < combatStrength)
                            {
                                valueModifier = attackWeaker;
                            }
                            else
                            {
                                continue;
                            }
                        }
                    }
                }
                else if (target.Entity != null && attackRooms != 0.0f)
                {
                    IDamageable targetDamageable = target.Entity as IDamageable;
                    if (targetDamageable != null && targetDamageable.Health <= 0.0f)
                    {
                        continue;
                    }

                    //skip the target if it's a room and the character is already inside a sub
                    if (character.AnimController.CurrentHull != null && target.Entity is Hull)
                    {
                        continue;
                    }

                    valueModifier = attackRooms;
                }

                if (valueModifier == 0.0f)
                {
                    continue;
                }

                dist = Vector2.Distance(character.WorldPosition, target.WorldPosition);

                //if the target has been within range earlier, the character will notice it more easily
                //(i.e. remember where the target was)
                if (targetMemories.ContainsKey(target))
                {
                    dist *= 0.5f;
                }

                //ignore target if it's too far to see or hear
                if (dist > target.SightRange * sight && dist > target.SoundRange * hearing)
                {
                    continue;
                }

                AITargetMemory targetMemory = FindTargetMemory(target);
                valueModifier = valueModifier * targetMemory.Priority / dist;

                if (Math.Abs(valueModifier) > Math.Abs(targetValue))
                {
                    Vector2 rayStart = character.AnimController.Limbs[0].SimPosition;
                    Vector2 rayEnd   = target.SimPosition;

                    if (target.Entity.Submarine != null && character.Submarine == null)
                    {
                        rayStart -= ConvertUnits.ToSimUnits(target.Entity.Submarine.Position);
                    }

                    Body      closestBody      = Submarine.CheckVisibility(rayStart, rayEnd);
                    Structure closestStructure = (closestBody == null) ? null : closestBody.UserData as Structure;

                    if (selectedAiTarget == null || Math.Abs(valueModifier) > Math.Abs(targetValue))
                    {
                        selectedAiTarget     = target;
                        selectedTargetMemory = targetMemory;

                        targetValue = valueModifier;
                    }
                }
            }

            if (selectedAiTarget != prevAiTarget)
            {
                wallAttackPos = Vector2.Zero;
            }
        }