r2mods/ilspy_dump/ror2_csproj/EntityStates.AI.Walker/Wander.cs

136 lines
3.3 KiB
C#

using RoR2;
using RoR2.CharacterAI;
using RoR2.Navigation;
using UnityEngine;
namespace EntityStates.AI.Walker;
public class Wander : BaseAIState
{
private Vector3? targetPosition;
private float lookTimer;
private const float minLookDuration = 0.5f;
private const float maxLookDuration = 4f;
private const int lookTries = 1;
private const float lookRaycastLength = 25f;
private Vector3 targetLookPosition;
private float aiUpdateTimer;
public override void Reset()
{
base.Reset();
targetPosition = Vector3.zero;
lookTimer = 0f;
targetLookPosition = Vector3.zero;
}
private void PickNewTargetLookPosition()
{
if ((bool)base.bodyInputBank)
{
float num = 0f;
Vector3 aimOrigin = base.bodyInputBank.aimOrigin;
Vector3 vector = base.bodyInputBank.moveVector;
if (vector == Vector3.zero)
{
vector = Random.onUnitSphere;
}
for (int i = 0; i < 1; i++)
{
Vector3 direction = Util.ApplySpread(vector, 0f, 60f, 0f, 0f);
float num2 = 25f;
Ray ray = new Ray(aimOrigin, direction);
if (Physics.Raycast(ray, out var hitInfo, 25f, LayerIndex.world.mask, QueryTriggerInteraction.Ignore))
{
num2 = hitInfo.distance;
}
if (num2 > num)
{
num = num2;
targetLookPosition = ray.GetPoint(num2);
}
}
}
lookTimer = Random.Range(0.5f, 4f);
}
public override void OnEnter()
{
base.OnEnter();
if ((bool)base.ai && (bool)base.body)
{
BroadNavigationSystem.Agent broadNavigationAgent = base.ai.broadNavigationAgent;
targetPosition = PickRandomNearbyReachablePosition();
if (targetPosition.HasValue)
{
broadNavigationAgent.goalPosition = targetPosition.Value;
broadNavigationAgent.InvalidatePath();
}
PickNewTargetLookPosition();
aiUpdateTimer = 0.5f;
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
aiUpdateTimer -= GetDeltaTime();
if (!base.ai || !base.body)
{
return;
}
if ((bool)base.ai.skillDriverEvaluation.dominantSkillDriver)
{
outer.SetNextState(new Combat());
}
base.ai.SetGoalPosition(targetPosition);
_ = base.bodyTransform.position;
BroadNavigationSystem.Agent broadNavigationAgent = base.ai.broadNavigationAgent;
if (aiUpdateTimer <= 0f)
{
aiUpdateTimer = BaseAIState.cvAIUpdateInterval.value;
base.ai.localNavigator.targetPosition = broadNavigationAgent.output.nextPosition ?? base.ai.localNavigator.targetPosition;
base.ai.localNavigator.Update(BaseAIState.cvAIUpdateInterval.value);
if ((bool)base.bodyInputBank)
{
bodyInputs.moveVector = base.ai.localNavigator.moveVector * 0.25f;
bodyInputs.desiredAimDirection = (targetLookPosition - base.bodyInputBank.aimOrigin).normalized;
}
lookTimer -= GetDeltaTime();
if (lookTimer <= 0f)
{
PickNewTargetLookPosition();
}
bool flag = false;
if (targetPosition.HasValue)
{
float sqrMagnitude = (base.body.footPosition - targetPosition.Value).sqrMagnitude;
float num = base.body.radius * base.body.radius * 4f;
flag = sqrMagnitude > num;
}
if (!flag)
{
outer.SetNextState(new LookBusy());
}
}
}
public override BaseAI.BodyInputs GenerateBodyInputs(in BaseAI.BodyInputs previousBodyInputs)
{
ModifyInputsForJumpIfNeccessary(ref bodyInputs);
return bodyInputs;
}
}