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@ -72,7 +72,7 @@ void Hamster::UpdateHamsters(const float fElapsedTime){ |
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if(h.IsPlayerControlled){ |
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h.HandlePlayerControls(); |
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}else{ |
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//TODO: NPC controls.
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h.HandleNPCControls(); |
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} |
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} |
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}break; |
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@ -664,4 +664,58 @@ const bool Hamster::CanMove()const{ |
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const bool Hamster::FlyingInTheAir()const{ |
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return GetState()==FLYING&&hamsterJet.value().GetZ()>0.5f&&GetZ()>0.5f; |
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} |
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void Hamster::HandleNPCControls(){ |
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vf2d aimingDir{}; |
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const HamsterAI::ActionOptRef¤tAction{ai.GetCurrentAction()}; |
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if(!currentAction.has_value())return; |
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const HamsterAI::Action&action{currentAction.value().get()}; |
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vf2d diff{action.pos-GetPos()}; |
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if(diff.mag()<16.f){ |
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if(action.type==HamsterAI::Action::LAUNCH_JET){ |
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if(HasPowerup(Powerup::JET)){ |
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SetState(FLYING); |
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lastSafeLocation.reset(); |
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if(IsPlayerControlled)HamsterAI::OnJetLaunch(this->pos); |
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hamsterJet.emplace(*this); |
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}else{ |
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//TODO
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//If we don't have a Jet and it's required at this point, we must backtrack nodes until we get to a location where one is placed...
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//This will be a separate behavioral AI node later on...
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} |
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} |
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ai.AdvanceToNextAction(); |
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} |
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const float moveThreshold{4.f}; |
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if(diff.y<-moveThreshold){ |
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aimingDir+=vf2d{0,-1}; |
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} |
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if(diff.x>moveThreshold){ |
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aimingDir+=vf2d{1,0}; |
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} |
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if(diff.y>moveThreshold){ |
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aimingDir+=vf2d{0,1}; |
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} |
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if(diff.x<-moveThreshold){ |
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aimingDir+=vf2d{-1,0}; |
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} |
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if(aimingDir!=vf2d{}){ |
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targetRot=aimingDir.norm().polar().y; |
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const vf2d currentVel{vel}; |
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vel=vf2d{currentVel.polar().x+((GetMaxSpeed()/GetTimeToMaxSpeed())*HamsterGame::Game().GetElapsedTime()),rot}.cart(); |
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vel=vf2d{std::min(GetMaxSpeed(),vel.polar().x),vel.polar().y}.cart(); |
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frictionEnabled=false; |
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} |
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/* Initiating Flight
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if(HasPowerup(Powerup::JET)){ |
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SetState(FLYING); |
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lastSafeLocation.reset(); |
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if(IsPlayerControlled)HamsterAI::OnJetLaunch(this->pos); |
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hamsterJet.emplace(*this); |
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} |
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*/ |
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} |