public override IEnumerable <Status> Run() { while (true) { var r = SubAct.Tick(); if (r == Status.Fail) { Creature.AI.SetTaskFailureReason(Message); } yield return(r); } }
override public void Update(DwarfTime gameTime, ChunkManager chunks, Camera camera) { base.Update(gameTime, chunks, camera); if (!Active) { return; } Creature.NoiseMaker.BasePitch = Stats.VoicePitch; // Non-dwarves are always at full energy. Stats.Energy.CurrentValue = 100.0f; AutoGatherTimer.Update(gameTime); if (AutoGatherTimer.HasTriggered) { if (!String.IsNullOrEmpty(Faction.Race.BecomeWhenEvil) && MathFunctions.RandEvent(0.01f)) { Faction.Minions.Remove(this); Faction = World.Factions.Factions[Faction.Race.BecomeWhenEvil]; Faction.AddMinion(this); } else if (!String.IsNullOrEmpty(Faction.Race.BecomeWhenNotEvil) && MathFunctions.RandEvent(0.01f)) { Faction.Minions.Remove(this); Faction = World.Factions.Factions[Faction.Race.BecomeWhenNotEvil]; Faction.AddMinion(this); } foreach (var body in World.EnumerateIntersectingObjects(Physics.BoundingBox.Expand(3.0f)).OfType <ResourceEntity>().Where(r => r.Active && r.AnimationQueue.Count == 0)) { var resource = Library.GetResourceType(body.Resource.Type); if (resource.Tags.Contains(Resource.ResourceTags.Edible)) { if ((Faction.Race.EatsMeat && resource.Tags.Contains(Resource.ResourceTags.AnimalProduct)) || (Faction.Race.EatsPlants && !resource.Tags.Contains(Resource.ResourceTags.AnimalProduct))) { Creature.GatherImmediately(body); AssignTask(new ActWrapperTask(new EatFoodAct(this, false))); } } } OrderEnemyAttack(); } DeleteBadTasks(); PreEmptTasks(); HandleReproduction(); // Try to find food if we are hungry. Wait - doesn't this rob the player? if (Stats.Hunger.IsDissatisfied() && World.CountResourcesWithTag(Resource.ResourceTags.Edible) > 0) { Task toReturn = new SatisfyHungerTask(); if (Stats.Hunger.IsCritical()) { toReturn.Priority = TaskPriority.Urgent; } if (!Tasks.Contains(toReturn) && CurrentTask != toReturn) { AssignTask(toReturn); } } if (CurrentTask == null) // We need something to do. { var goal = GetEasiestTask(Tasks); if (goal != null) { ChangeTask(goal); } else { var newTask = ActOnIdle(); if (newTask != null) { ChangeTask(newTask); } } } else { if (CurrentAct == null) // Should be impossible to have a current task and no current act. { // Try and recover the correct act. // <blecki> I always run with a breakpoint set here... just in case. ChangeAct(CurrentTask.CreateScript(Creature)); // This is a bad situation! if (CurrentAct == null) { ChangeTask(null); } } if (CurrentAct != null) { var status = CurrentAct.Tick(); bool retried = false; if (CurrentAct != null && CurrentTask != null) { if (status == Act.Status.Fail) { LastFailedAct = CurrentAct.Name; if (!FailedTasks.Any(task => task.TaskFailure.Equals(CurrentTask))) { FailedTasks.Add(new FailedTask() { TaskFailure = CurrentTask, FailedTime = World.Time.CurrentDate }); } if (CurrentTask.ShouldRetry(Creature)) { if (!Tasks.Contains(CurrentTask)) { ReassignCurrentTask(); retried = true; } } } } if (CurrentTask != null && CurrentTask.IsComplete(World)) { ChangeTask(null); } else if (status != Act.Status.Running && !retried) { ChangeTask(null); } } } // With a small probability, the creature will drown if its under water. if (MathFunctions.RandEvent(GameSettings.Default.DrownChance)) { var above = VoxelHelpers.GetVoxelAbove(Physics.CurrentVoxel); var below = VoxelHelpers.GetVoxelBelow(Physics.CurrentVoxel); bool shouldDrown = (above.IsValid && (!above.IsEmpty || above.LiquidLevel > 0)); if ((Physics.IsInLiquid || (!Movement.CanSwim && (below.IsValid && (below.LiquidLevel > 5)))) && (!Movement.CanSwim || shouldDrown)) { Creature.Damage(Movement.CanSwim ? 1.0f : 30.0f, Health.DamageType.Normal); } } if (PositionConstraint.Contains(Physics.LocalPosition) == ContainmentType.Disjoint) { Physics.LocalPosition = MathFunctions.Clamp(Physics.Position, PositionConstraint); Physics.PropogateTransforms(); } }