r2mods/ilspy_dump/ror2_csproj/EntityStates.AI/BaseAIState.cs

158 lines
4.3 KiB
C#

using System.Collections.Generic;
using RoR2;
using RoR2.CharacterAI;
using RoR2.ConVar;
using RoR2.Navigation;
using UnityEngine;
namespace EntityStates.AI;
public abstract class BaseAIState : EntityState
{
protected static FloatConVar cvAIUpdateInterval = new FloatConVar("ai_update_interval", ConVarFlags.Cheat, "0.2", "Frequency that the local navigator refreshes.");
protected BaseAI.BodyInputs bodyInputs;
protected bool isInJump;
protected Vector3? jumpLockedMoveVector;
protected CharacterMaster characterMaster { get; private set; }
protected BaseAI ai { get; private set; }
protected CharacterBody body { get; private set; }
protected Transform bodyTransform { get; private set; }
protected InputBankTest bodyInputBank { get; private set; }
protected CharacterMotor bodyCharacterMotor { get; private set; }
protected SkillLocator bodySkillLocator { get; private set; }
public override void OnEnter()
{
base.OnEnter();
characterMaster = GetComponent<CharacterMaster>();
ai = GetComponent<BaseAI>();
if ((bool)ai)
{
body = ai.body;
bodyTransform = ai.bodyTransform;
bodyInputBank = ai.bodyInputBank;
bodyCharacterMotor = ai.bodyCharacterMotor;
bodySkillLocator = ai.bodySkillLocator;
}
bodyInputs = default(BaseAI.BodyInputs);
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
}
public virtual BaseAI.BodyInputs GenerateBodyInputs(in BaseAI.BodyInputs previousBodyInputs)
{
return bodyInputs;
}
protected void ModifyInputsForJumpIfNeccessary(ref BaseAI.BodyInputs bodyInputs)
{
if (!ai)
{
return;
}
BroadNavigationSystem.AgentOutput output = ai.broadNavigationAgent.output;
bodyInputs.pressJump = false;
if (!bodyCharacterMotor)
{
return;
}
bool isGrounded = bodyCharacterMotor.isGrounded;
bool flag = isGrounded || bodyCharacterMotor.isFlying || !bodyCharacterMotor.useGravity;
if (isInJump && flag)
{
isInJump = false;
jumpLockedMoveVector = null;
}
if (isGrounded)
{
float num = Mathf.Max(output.desiredJumpVelocity, ai.localNavigator.jumpSpeed);
if (num > 0f && body.jumpPower > 0f)
{
bool num2 = output.desiredJumpVelocity >= ai.localNavigator.jumpSpeed;
num = body.jumpPower;
bodyInputs.pressJump = true;
if (num2 && output.nextPosition.HasValue)
{
Vector3 vector = output.nextPosition.Value - bodyTransform.position;
Vector3 vector2 = vector;
vector2.y = 0f;
float num3 = Trajectory.CalculateFlightDuration(0f, vector.y, num);
float walkSpeed = bodyCharacterMotor.walkSpeed;
if (num3 > 0f && walkSpeed > 0f)
{
float magnitude = vector2.magnitude;
float num4 = Mathf.Max(magnitude / num3 / bodyCharacterMotor.walkSpeed, 0f);
jumpLockedMoveVector = vector2 * (num4 / magnitude);
bodyCharacterMotor.moveDirection = jumpLockedMoveVector.Value;
}
}
isInJump = true;
}
}
if (jumpLockedMoveVector.HasValue)
{
bodyInputs.moveVector = jumpLockedMoveVector.Value;
}
}
protected Vector3? PickRandomNearbyReachablePosition()
{
if (!ai || !body)
{
return null;
}
NodeGraph nodeGraph = SceneInfo.instance.GetNodeGraph(body.isFlying ? MapNodeGroup.GraphType.Air : MapNodeGroup.GraphType.Ground);
NodeGraphSpider nodeGraphSpider = new NodeGraphSpider(nodeGraph, (HullMask)(1 << (int)body.hullClassification));
NodeGraph.NodeIndex nodeIndex = nodeGraph.FindClosestNode(bodyTransform.position, body.hullClassification, 50f);
nodeGraphSpider.AddNodeForNextStep(nodeIndex);
nodeGraphSpider.PerformStep();
nodeGraphSpider.PerformStep();
List<NodeGraphSpider.StepInfo> collectedSteps = nodeGraphSpider.collectedSteps;
if (collectedSteps.Count == 0)
{
return null;
}
int index = Random.Range(0, collectedSteps.Count);
NodeGraph.NodeIndex node = collectedSteps[index].node;
if (nodeGraph.GetNodePosition(node, out var position))
{
return position;
}
return null;
}
protected void AimAt(ref BaseAI.BodyInputs dest, BaseAI.Target aimTarget)
{
if (aimTarget != null && aimTarget.GetBullseyePosition(out var position))
{
dest.desiredAimDirection = (position - bodyInputBank.aimOrigin).normalized;
}
}
protected void AimInDirection(ref BaseAI.BodyInputs dest, Vector3 aimDirection)
{
if (aimDirection != Vector3.zero)
{
dest.desiredAimDirection = aimDirection;
}
}
}