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AI.cs
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AI.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using System.Drawing.Imaging;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using Engine;
namespace U5Designs {
/// <summary>
/// All AI routine's must conform to this update() spec.
/// </summary>
internal interface Airoutine {
void update(double time, PlayState playstate, Vector3 playerposn, Enemy me, bool enable3d, List<PhysicsObject> physList);
}
/****************************************************************************************************************************************
* Ice cream kid
* */
enum KidAnim {walk2d=0, walk3d=1, stand2d=2, stand3d=3};
internal class Kidmoveto : Airoutine{
public void update(double time, PlayState playstate, Vector3 playerposn, Enemy me, bool enable3d, List<PhysicsObject> physList) {
//update current animation and flip scale if necessary
if(enable3d) {
me.cycleNumber = (int)(me.moving ? KidAnim.walk3d : KidAnim.stand3d);
if(me.scale.X < 0) {
me.scale = new Vector3(-me.scale.X, me.scale.Y, me.scale.Z);
}
} else { //2D
me.cycleNumber = (int)(me.moving ? KidAnim.walk2d : KidAnim.stand2d);
if((me.velocity.X < 0 && me.scale.X < 0) || (me.velocity.X > 0 && me.scale.X > 0)) {
me.scale = new Vector3(-me.scale.X, me.scale.Y, me.scale.Z);
}
}
me.attackspeed = 1; //delay between each projectile (hack initilization)
if (!me.frozen) {
if (VectorUtil.dist(playerposn, me.location) > 90) {
Vector3 dir = VectorUtil.getdir(playerposn, me.location);
dir.Y = 0.0f;
if (!enable3d) {
dir.Z = 0.0f;
}
dir.NormalizeFast();
me.velocity.X = dir.X * me.speed;
me.velocity.Z = dir.Z * me.speed;
//Don't change y - out of our control
//Look ahead to see if we are at an edge
Vector3 origLoc = me.location;
me.location += me.velocity * 0.1f; //move a little bit in this direction (will undo later)
if (!(enable3d ? VectorUtil.overGround3dStrict(me, physList) : VectorUtil.overGround2d(me, physList))) {
if (enable3d) {
//If we're on edge, move along one axis to corner
Vector3 origVel = new Vector3(me.velocity);
//Check X first
me.velocity.X = 0.0f;
me.location = origLoc + me.velocity * 0.1f;
if (!VectorUtil.overGround3dStrict(me, physList)) {
me.velocity.X = origVel.X;
me.velocity.Z = 0.0f;
me.location = origLoc + me.velocity * 0.1f;
if (!VectorUtil.overGround3dStrict(me, physList)) {
//Now we're at corner
me.velocity.X = 0.0f;
me.velocity.Z = 0.0f;
}
}
//Velocity now resulted in something over ground or is zero
}
else {
//Only one option, so just stop
me.velocity.X = 0.0f;
me.velocity.Z = 0.0f;
}
}
me.location = origLoc; //undo above
}
else {
me.velocity.X = 0;
me.velocity.Z = 0;
me.ChangeState(new KidThrowTime());
}
}
}
}
internal class KidThrowTime : Airoutine {
public void update(double time, PlayState playstate, Vector3 playerposn, Enemy me, bool enable3d, List<PhysicsObject> physList) {
//update current animation
me.cycleNumber = (int)(enable3d ? KidAnim.stand3d : KidAnim.stand2d);
//Flip scale if necessary
if(!enable3d) {
if((me.location.X < playerposn.X && me.scale.X > 0) || (me.location.X > playerposn.X && me.scale.X < 0)) {
me.scale = new Vector3(-me.scale.X, me.scale.Y, me.scale.Z);
}
} else { // 3D
if(me.scale.X < 0) {
me.scale = new Vector3(-me.scale.X, me.scale.Y, me.scale.Z);
}
}
if (!me.frozen) {
if (VectorUtil.dist(playerposn, me.location) <= 90) {
if (me.attackdelayed)
me.attacktimer = me.attacktimer + time;
if (me.attacktimer > me.attackspeed) {
me.attackdelayed = false;
me.attacktimer = 0;
}
if (!me.attackdelayed) {
Vector3 dir = VectorUtil.getdir(playerposn, me.location);
//throw icecream
Vector3 projlocation = me.location;
Vector3 direction = VectorUtil.getdir(playerposn, me.location);
if (!enable3d) {
projlocation.Z += 0.001f; //break the rendering tie between enemy and projectile, or else they flicker
}
else {
direction.Z = 0.0f;
direction.NormalizeFast();
}
Projectile shot = new Projectile(projlocation, direction, false, me.projectile, playstate.player);
//Projectile shot = new Projectile(projlocation, direction, new Vector3(12.5f, 12.5f, 12.5f), new Vector3(6.25f, 6.25f, 6.25f), new Vector3(6.25f, 6.25f, 6.25f), true, true, playstate.enable3d, me.damage, 150, false, false, me.projectileSprite);
playstate.objList.Add(shot);
playstate.renderList.Add(shot);
playstate.collisionList.Add(shot);
playstate.physList.Add(shot);
playstate.combatList.Add(shot);
me.attackdelayed = true;
}
}
else
me.ChangeState(new Kidmoveto());
}
}
}
/****************************************************************************************************************************************
* BIRD
* */
enum BirdAnim { fly2d=0, fly3d=1, attack2d=2, attack3d=3 };
internal class Birdmoveto : Airoutine {
public void update(double time, PlayState playstate, Vector3 playerposn, Enemy me, bool enable3d, List<PhysicsObject> physList) {
me.cycleNumber = (int)(enable3d ? BirdAnim.fly3d : BirdAnim.fly2d);
//Flip scale if necessary
if(enable3d) {
if(me.scale.X < 0) {
me.scale = new Vector3(-me.scale.X, me.scale.Y, me.scale.Z);
}
} else { //2D
if((me.velocity.X < 0 && me.scale.X < 0) || (me.velocity.X > 0 && me.scale.X > 0)) {
me.scale = new Vector3(-me.scale.X, me.scale.Y, me.scale.Z);
}
}
me.attackspeed = 1; // not used in the same way as other attack speeds. This is used to time out the swoop if it gets stuck
if (!me.frozen) {
if (dist2d(playerposn, me.location) > 60) {
Vector3 dir = VectorUtil.getdir(playerposn, me.location);
dir.Y = 0.0f;
if (!enable3d) {
dir.Z = 0.0f;
}
dir.NormalizeFast();
me.velocity.X = dir.X * me.speed;
me.velocity.Z = dir.Z * me.speed;
}
else {
me.velocity.X = 0;
me.velocity.Z = 0;
me.PushState(new BirdDive(me.location, playerposn));
}
}
}
double dist2d(Vector3 v1, Vector3 v2) { // does a dist using only x and z
Vector2 tmp = new Vector2(v1.X - v2.X, v1.Z - v2.Z);
return Math.Sqrt((tmp.X * tmp.X) + (tmp.Y * tmp.Y));
}
}
internal class BirdDive : Airoutine {
bool diving, finished;
Vector3 startingposn, startplayer, dir;
public BirdDive(Vector3 start, Vector3 player) {
startingposn = start;
startplayer = player;
diving = true;
finished = false;
dir = VectorUtil.getdir(player, start);
}
public void update(double time, PlayState playstate, Vector3 playerposn, Enemy me, bool enable3d, List<PhysicsObject> physList) {
if (!me.frozen) {
if (!finished) {
if (diving) {
me.cycleNumber = (int)(enable3d ? BirdAnim.attack3d : BirdAnim.attack2d);
//Flip scale if necessary
//TODO: These are specific to 2D, add 3D case
if((me.velocity.X < 0 && me.scale.X < 0) || (me.velocity.X > 0 && me.scale.X > 0)) {
me.scale = new Vector3(-me.scale.X, me.scale.Y, me.scale.Z);
}
me.attacktimer = me.attacktimer + time;
// do a fake gravity to simulate diving down
if (startplayer.Y > startingposn.Y)
me.accel.Y += (float)(200 * time);
else
me.accel.Y -= (float)(200 * time);
dir.Y = 0.0f;
if (!enable3d) {
dir.Z = 0.0f;
}
dir.NormalizeFast();
me.velocity.X = dir.X * (me.speed);
me.velocity.Z = dir.Z * (me.speed);
// if dove to lowest point, or to much time has passed(we got suck), stop diving
if ((Math.Abs(me.location.Y - startplayer.Y) < 10) || me.attacktimer > me.attackspeed) {
me.velocity.Y = 0;
me.attacktimer = 0;
diving = false;
}
} else {
me.cycleNumber = (int)(enable3d ? BirdAnim.fly3d : BirdAnim.fly2d);
//Flip scale if necessary
if(enable3d) {
if(me.scale.X < 0) {
me.scale = new Vector3(-me.scale.X, me.scale.Y, me.scale.Z);
}
} else { //2D
if((me.velocity.X < 0 && me.scale.X < 0) || (me.velocity.X > 0 && me.scale.X > 0)) {
me.scale = new Vector3(-me.scale.X, me.scale.Y, me.scale.Z);
}
}
me.attacktimer = me.attacktimer + time;
// do a reverse gravity to simulate flying back up
if (startplayer.Y > startingposn.Y)
me.accel.Y -= (float)(200 * time);
else
me.accel.Y += (float)(200 * time);
dir.Y = 0.0f;
if (!enable3d) {
dir.Z = 0.0f;
}
dir.NormalizeFast();
me.velocity.X = dir.X * (me.speed);
me.velocity.Z = dir.Z * (me.speed);
//if back to original height, or to much time has passed(we got suck), just finish
if (startplayer.Y > startingposn.Y) {
if ((me.location.Y <= startingposn.Y) || me.attacktimer > me.attackspeed) {
finished = true;
me.velocity.X = 0;
me.velocity.Y = 0;
me.velocity.Z = 0;
}
}
else {
if ((me.location.Y >= startingposn.Y) || me.attacktimer > me.attackspeed) {
finished = true;
me.velocity.X = 0;
me.velocity.Y = 0;
me.velocity.Z = 0;
}
}
}
}
else {
me.attacktimer = 0;
me.velocity.X = 0;
me.velocity.Y = 0;
me.velocity.Z = 0;
me.PopState();
}
}
}
}
/****************************************************************************************************************************************
* girl
* */
enum GirlAnim { walk2d = 0, walk3d = 1, stand2d = 2, stand3d = 3 };
internal class Girlmoveto : Airoutine {
public void update(double time, PlayState playstate, Vector3 playerposn, Enemy me, bool enable3d, List<PhysicsObject> physList) {
//update current animation and flip scale if necessary
if(enable3d) {
me.cycleNumber = (int)(me.moving ? GirlAnim.walk3d : GirlAnim.stand3d);
if(me.scale.X < 0) {
me.scale = new Vector3(-me.scale.X, me.scale.Y, me.scale.Z);
}
} else { //2D
me.cycleNumber = (int)(me.moving ? GirlAnim.walk2d : GirlAnim.stand2d);
if((me.velocity.X < 0 && me.scale.X < 0) || (me.velocity.X > 0 && me.scale.X > 0)) {
me.scale = new Vector3(-me.scale.X, me.scale.Y, me.scale.Z);
}
}
me.attackspeed = 1; //delay between each projectile (hack initialization)
if (!me.frozen) {
Vector3 dir = VectorUtil.getdir(playerposn, me.location);
dir.Y = 0.0f;
if (!enable3d) {
dir.Z = 0.0f;
}
dir.NormalizeFast();
me.velocity.X = dir.X * me.speed;
me.velocity.Z = dir.Z * me.speed;
//Don't change y - out of our control
//Look ahead to see if we are at an edge
Vector3 origLoc = me.location;
me.location += me.velocity * 0.1f; //move a little bit in this direction (will undo later)
if (!(enable3d ? VectorUtil.overGround3dStrict(me, physList) : VectorUtil.overGround2d(me, physList))) {
if (enable3d) {
//If we're on edge, move along one axis to corner
Vector3 origVel = new Vector3(me.velocity);
//Check X first
me.velocity.X = 0.0f;
me.location = origLoc + me.velocity * 0.1f;
if (!VectorUtil.overGround3dStrict(me, physList)) {
me.velocity.X = origVel.X;
me.velocity.Z = 0.0f;
me.location = origLoc + me.velocity * 0.1f;
if (!VectorUtil.overGround3dStrict(me, physList)) {
//Now we're at corner
me.velocity.X = 0.0f;
me.velocity.Z = 0.0f;
}
}
//Velocity now resulted in something over ground or is zero
}
else {
//Only one option, so just stop
me.velocity.X = 0.0f;
me.velocity.Z = 0.0f;
}
}
me.location = origLoc; //undo above
}
}
}
}