public override void Enter(SteeringBlender steering, Actor owner, IAgentStateManager agent) { ZombieSkillSet zss = owner.GetBehaviorThatImplementsType <ZombieSkillSet>(); //zss.RangedSkill.CurrentOperation = WeaponFunctions.Neutral; BipedControllerComponent bcc = owner.GetComponent <BipedControllerComponent>(ActorComponent.ComponentType.Control); zss.RangedSkill.UpdateInputState(false, bcc); zss.MeleeSkill.UpdateInputState(false, bcc); int opponentId = agent.GetProperty <int>(AgentPropertyName.ActiveOpponent); Actor opponent = GameResources.ActorManager.GetActorById(opponentId); BipedControllerComponent opponentBcc = opponent.GetComponent <BipedControllerComponent>(ActorComponent.ComponentType.Control); BepuVec3 towardOpponent = opponentBcc.Controller.Body.Position - bcc.Controller.Body.Position; towardOpponent.Y = 0.0f; towardOpponent.Normalize(); const float MOVE_SECS_MAX = 2.5f; const float MOVE_SECS_MIN = 0.5f; float moveRand = SlagMath.Get0To1UpperFloat(GameResources.ActorManager.Random); switch (mMovementType) { case MovementType.Lateral: BepuVec3 right = BepuVec3.Cross(towardOpponent, BepuVec3.Up); // Make the random symmetrical about 0.5f so that we can divide it into two equal segments for right and left. moveRand = Math.Abs(moveRand - 0.5f); mDurationTicks = (long)(TimeSpan.TicksPerSecond * (moveRand * 2.0f * (MOVE_SECS_MAX - MOVE_SECS_MIN) + MOVE_SECS_MIN)); steering.Target = BepuConverter.Convert(bcc.Controller.Body.Position + (moveRand > 0.5f ? right : -right) * 100.0f); break; case MovementType.Close: steering.Target = BepuConverter.Convert(opponentBcc.Controller.Body.Position + towardOpponent * 100.0f); mDurationTicks = (long)(TimeSpan.TicksPerSecond * (moveRand * (MOVE_SECS_MAX - MOVE_SECS_MIN) + MOVE_SECS_MIN)); break; case MovementType.Retreat: steering.Target = BepuConverter.Convert(opponentBcc.Controller.Body.Position - towardOpponent * 100.0f); mDurationTicks = (long)(TimeSpan.TicksPerSecond * (moveRand * (MOVE_SECS_MAX - MOVE_SECS_MIN) + MOVE_SECS_MIN)); break; default: steering.Target = BepuConverter.Convert(towardOpponent * 100.0f); mDurationTicks = 0; break; } steering.Weights[(int)SteeringBlender.WeightType.Arrive] = 0.0f; steering.Weights[(int)SteeringBlender.WeightType.Seek] = 0.67f; steering.Weights[(int)SteeringBlender.WeightType.Wander] = 0.33f; steering.Weights[(int)SteeringBlender.WeightType.Wait] = 0.0f; steering.Urgency = 1.0f; steering.ForceScale = 1.0f; }
public override void Update(/* inout */ SteeringBlender steering, Actor owner, IAgentStateManager agent) { if (!agent.HasProperty(AgentPropertyName.ActiveOpponent)) { ZombieWaitState zws = new ZombieWaitState(6.0f); agent.CurrentState = zws; return; } Actor opponent = GameResources.ActorManager.GetActorById(agent.GetProperty <int>(AgentPropertyName.ActiveOpponent)); BipedControllerComponent opponentBcc = opponent.GetComponent <BipedControllerComponent>(ActorComponent.ComponentType.Control); steering.Target = BepuConverter.Convert(opponentBcc.Controller.Body.Position); BipedControllerComponent bcc = owner.GetComponent <BipedControllerComponent>(ActorComponent.ComponentType.Control); BepuVec3 toOpponent = opponentBcc.Controller.Body.Position - bcc.Controller.Body.Position; float distance = toOpponent.Length(); ZombieSkillSet zss = owner.GetBehaviorThatImplementsType <ZombieSkillSet>(); BipedWeapon chosenAttack = distance <= zss.MeleeSkill.EffectiveRangeMax ? zss.MeleeSkill : zss.RangedSkill; Matrix attackTransform = Matrix.CreateTranslation(chosenAttack.MuzzleOffset) * Matrix.CreateWorld( BepuConverter.Convert(bcc.Controller.Body.Position), BepuConverter.Convert(bcc.Controller.ViewDirection), Vector3.Up); BepuVec3 bulletPath = opponentBcc.Controller.Body.Position - BepuConverter.Convert(attackTransform.Translation); // If we don't have a shot, we need to specify what kind of movement we need to remedy that. ZombieTacticalMovementState.MovementType movement = ZombieTacticalMovementState.MovementType.None; if (distance < chosenAttack.EffectiveRangeMin) { movement = ZombieTacticalMovementState.MovementType.Retreat; } else if (distance > chosenAttack.EffectiveRangeMax) { movement = ZombieTacticalMovementState.MovementType.Close; } else { BepuRay loeRay = new BepuRay(BepuConverter.Convert(attackTransform.Translation), bulletPath); LOSFilter filter = new LOSFilter(bcc.Controller.Body.CollisionInformation, opponentBcc.Controller.Body.CollisionInformation); RayCastResult loeResult; GameResources.ActorManager.SimSpace.RayCast(loeRay, chosenAttack.EffectiveRangeMax * 1.5f, filter.Test, out loeResult); EntityCollidable otherEntityCollidable = loeResult.HitObject as EntityCollidable; if (otherEntityCollidable != null && otherEntityCollidable.Entity != null && otherEntityCollidable.Entity.Tag != null && (int)(otherEntityCollidable.Entity.Tag) == opponent.Id) { toOpponent.Y = 0.0f; toOpponent.Normalize(); float aimTheta = (float)(Math.Acos(MathHelper.Clamp(BepuVec3.Dot(toOpponent, bcc.Controller.ViewDirection), 0.0f, 1.0f))); const float AIM_CONE_RADIANS = MathHelper.Pi / 12.0f; if (aimTheta <= AIM_CONE_RADIANS) { // TODO: P2: Add some wander to this value: bcc.WorldAim = BepuConverter.Convert(bulletPath); //chosenAttack.CurrentOperation = WeaponFunctions.TriggerPulled; BipedWeapon otherAttack = chosenAttack == zss.MeleeSkill ? zss.RangedSkill : zss.MeleeSkill; otherAttack.UpdateInputState(false, bcc); chosenAttack.UpdateInputState(true, bcc); return; } } else { movement = ZombieTacticalMovementState.MovementType.Lateral; } } if (movement != ZombieTacticalMovementState.MovementType.None) { ZombieTacticalMovementState ztms = new ZombieTacticalMovementState(movement); agent.CurrentState = ztms; } }
public void ImpactHandler(object sender, UpdateStepEventArgs e) { GameResources.ActorManager.PostPhysicsUpdateStep -= ImpactHandler; // TODO: P2: Some boooom sound effects... TransformComponent myXForm = Owner.GetComponent <TransformComponent>(ActorComponent.ComponentType.Transform); // Do a sphere cast to get actors in the blast radius List <RayCastResult> inRangeActors = new List <RayCastResult>(); SphereShape blastZone = new SphereShape(mBlastRadius); RigidTransform blastPosition = new RigidTransform(BepuConverter.Convert(myXForm.Translation)); BEPUutilities.Vector3 bepuZero = BEPUutilities.Vector3.Zero; GameResources.ActorManager.SimSpace.ConvexCast(blastZone, ref blastPosition, ref bepuZero, inRangeActors); RayCastDistanceComparer rcdc = new RayCastDistanceComparer(); for (int a = 0; a < inRangeActors.Count; ++a) { EntityCollidable inRangeEntityCollidable = inRangeActors[a].HitObject as EntityCollidable; if (inRangeEntityCollidable != null && inRangeEntityCollidable.Entity != null && inRangeEntityCollidable.Entity.Tag != null) { Actor blastedActor = GameResources.ActorManager.GetActorById((int)(inRangeEntityCollidable.Entity.Tag)); IDamagable actorDamage = blastedActor.GetBehaviorThatImplementsType <IDamagable>(); DynamicCollisionComponent actorCollidable = blastedActor.GetComponent <DynamicCollisionComponent>(ActorComponent.ComponentType.Physics); BepuVec3 blastToActorCenter = actorCollidable.Entity.Position - blastPosition.Position; BepuRay loeRay = new BepuRay(blastPosition.Position, blastToActorCenter); bool hasCover = false; float distance = mBlastRadius; if (actorDamage != null || (actorCollidable != null && actorCollidable.IsDynamic && !(actorCollidable.Entity.CollisionInformation.CollisionRules.Personal.HasFlag(BEPUphysics.CollisionRuleManagement.CollisionRule.NoSolver)))) { List <RayCastResult> loeResults = new List <RayCastResult>(); GameResources.ActorManager.SimSpace.RayCast(loeRay, mBlastRadius, loeResults); loeResults.Sort(rcdc); for (int c = 0; c < loeResults.Count; ++c) { EntityCollidable possibleCover = loeResults[c].HitObject as EntityCollidable; if (possibleCover != null && possibleCover.Entity == inRangeEntityCollidable.Entity) { // Hit distance = loeResults[c].HitData.T; break; } Terrain possibleCoverTerrain = loeResults[c].HitObject as Terrain; if (possibleCoverTerrain != null) { hasCover = true; break; } if (possibleCover != null && possibleCover.Entity != null && !possibleCover.Entity.IsDynamic) { hasCover = true; break; } } } if (!hasCover && actorDamage != null) { actorDamage.TakeDamage((int)(MathHelper.Lerp(1.0f, 0.25f, distance / mBlastRadius) * mDamage)); } if (!hasCover && actorCollidable != null && actorCollidable.IsDynamic && !(actorCollidable.Entity.CollisionInformation.CollisionRules.Personal.HasFlag(BEPUphysics.CollisionRuleManagement.CollisionRule.NoSolver))) { blastToActorCenter.Normalize(); blastToActorCenter = blastToActorCenter * 1200; // Math.Min(5000.0f / (distance + 1.0f)); actorCollidable.Entity.ApplyLinearImpulse(ref blastToActorCenter); if (!actorCollidable.Entity.ActivityInformation.IsActive) { actorCollidable.Entity.ActivityInformation.Activate(); } } } } DynamicCollisionComponent dcc = Owner.GetComponent <DynamicCollisionComponent>(ActorComponent.ComponentType.Physics); Vector3 myVelocity = BepuConverter.Convert(dcc.Entity.LinearVelocity); Actor fireball = GameResources.ActorManager.SpawnTemplate("ExplosionFire"); TransformComponent fireXForm = fireball.GetComponent <TransformComponent>(ActorComponent.ComponentType.Transform); fireXForm.Translation = myXForm.Translation; ExplosionFire fireBehavior = fireball.GetBehavior <ExplosionFire>(); fireBehavior.Emit(myVelocity); Actor smoke = GameResources.ActorManager.SpawnTemplate("ExplosionSmoke"); TransformComponent smokeXForm = smoke.GetComponent <TransformComponent>(ActorComponent.ComponentType.Transform); smokeXForm.Translation = myXForm.Translation; ExplosionSmoke smokeBehavior = smoke.GetBehavior <ExplosionSmoke>(); smokeBehavior.Emit(myVelocity); Owner.Despawn(); }