Finished AI, need tests

This commit is contained in:
AlexMamontow 2021-09-17 22:10:18 +03:00
parent 50db4f5e7c
commit fbc0dca031
68 changed files with 18871 additions and 175 deletions

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@ -8,7 +8,7 @@ public class AI_BotController : MonoBehaviour
public bool isAIActive = true;
public BotState botState = BotState.Patrol;
public Vector2 leftInput, rightInput;
public Vector2 leftInput, rightInput;
public float agressiveTime = 5f;
public float attackTime = 2f;
@ -17,11 +17,15 @@ public class AI_BotController : MonoBehaviour
public float detectDistance = 4f;
public float bonusDetectDistance = 4f;
public float attackPlayerDistance = 4f;
public float bonusPlaceColdown = 4f;
public float protectionDistance = 4f;
public Action OnTouchDown, OnTouchUp;
public Action OnCurrentPathFinished, OnAttack;
public PlayerState _currentEnemy;
public TileInfo _currentTargetTile;
private Bonus _currentBonus;
private List<TileInfo> _currentFollowingPath = new List<TileInfo>();
private PlayerState _playerState;
@ -29,12 +33,14 @@ public class AI_BotController : MonoBehaviour
private ActionTriggerSystem _actionTriggerSystem;
private PlayerBonusController _playerBonuses;
private BonusSpawner _bonusController;
private CaptureController _captureController;
//private PlayerActionManager _actionManager;
//private Attack _attack;
private Vector3 _startBotPoint;
private bool isAttackedOnce = false;
private bool isUseBonusEnabled = true;
private int _maxTriesToCalculatePath = 15;
private int _triesToCalculatePath = 15;
@ -46,19 +52,64 @@ public class AI_BotController : MonoBehaviour
_actionTriggerSystem = GetComponent<ActionTriggerSystem>();
_playerBonuses = GetComponent<PlayerBonusController>();
_bonusController = FindObjectOfType<BonusSpawner>();
_captureController = GetComponent<CaptureController>();
_captureController.OnCaptureEnemyTile += TryToSuperJump;
_playerState.OnDefaultAction += RemoveCurrentBonus;
if (isAIActive)
{
_playerState.OnInitializied += ActivateAI;
_playerState.OnCharStateChanged += ChangeBotBehaviour;
}
}
OnCurrentPathFinished += StartPatrolBehaviour;
}
private void RemoveCurrentBonus()
{
if (_currentBonus != null && _playerState.prevState == CharacterState.Action)
{
_playerBonuses.RemoveBonus(_currentBonus);
_currentBonus = null;
}
}
private void TryToSuperJump(TileInfo current)
{
//Debug.Log("try SJ");
if (!isUseBonusEnabled)
{
return;
}
List<TileInfo> adjTiles = TileManagment.GetOtherTiles(current, _playerState.ownerIndex);
if (adjTiles.Count == 0 || _playerBonuses.attackBonuses.Count == 0)
{
return;
}
Debug.Log("try SJ");
TileInfo targetTile = adjTiles[UnityEngine.Random.Range(0, adjTiles.Count)];
Bonus chosenBonus;
chosenBonus = _playerBonuses.attackBonuses[UnityEngine.Random.Range(0, _playerBonuses.attackBonuses.Count)];
botState = BotState.AttackBonusUsage;
isUseBonusEnabled = false;
_actionTriggerSystem.TriggerAction(targetTile, chosenBonus.bonusAction);
_currentBonus = chosenBonus;
StartCoroutine(WaitTillBonusReset(chosenBonus.bonusAction.duration + bonusPlaceColdown));
}
private IEnumerator WaitTillBonusReset(float time)
{
yield return new WaitForSeconds(time);
isUseBonusEnabled = true;
StartPatrolBehaviour();
}
private void Start()
{
//ActivateAI();
/* TileInfo currentTile = _playerState.currentTile;
_startBotPoint = currentTile.tilePosition;
TileInfo targetPathTile = TileManagment.GetClosestOtherTile(currentTile, _playerState.ownerIndex, _startBotPoint);
@ -81,14 +132,14 @@ public class AI_BotController : MonoBehaviour
case CharacterState.Move:
leftInput = Vector2.zero;
return;
/*case CharacterState.Idle:
/*case CharacterState.Idle:
return;
case CharacterState.Build:
return;
case CharacterState.Build:
break;
default:
return;*/
break;
default:
return;*/
}
}
@ -101,7 +152,7 @@ public class AI_BotController : MonoBehaviour
StartCoroutine(CheckBotState(updateBehaviourIn));
}
private void StartPatrolBehaviour() //looking for available tiles, calculating path and set patrol state
{
@ -125,7 +176,7 @@ public class AI_BotController : MonoBehaviour
botState = BotState.Patrol;
_triesToCalculatePath = 0;
}
}
private void SetInitialBotParams()
@ -148,14 +199,18 @@ public class AI_BotController : MonoBehaviour
private void CheckBotState()
{
Debug.Log("CheckState");
//Debug.Log("CheckState");
BotState newBotState;
if (IsBonusDetected())
if (CanPlaceProtectBonus())
{
newBotState = BotState.ProtectBonusUsage;
}
else if (IsBonusDetected())
{
newBotState = BotState.CollectingBonus;
Debug.Log("CollectBonus");
//Debug.Log("CollectBonus");
}
else if(IsEnemyEnabledForAttack())
else if (IsEnemyEnabledForAttack())
{
newBotState = BotState.Attack;
}
@ -169,7 +224,33 @@ public class AI_BotController : MonoBehaviour
}
SetNewBotState(newBotState);
SetBehaviour(newBotState);
SetBehaviour(newBotState);
}
private bool CanPlaceProtectBonus()
{
if (botState == BotState.ProtectBonusUsage || botState == BotState.AttackBonusUsage)
{
return false;
}
if (_playerBonuses.protectBonuses.Count == 0 || !isUseBonusEnabled)
{
return false;
}
foreach (var enemy in _playerState.enemies)
{
if (!enemy.gameObject.activeSelf)
{
continue;
}
if (Vector3.Distance(_playerState.transform.position, enemy.transform.position) < protectionDistance)
{
Debug.Log("can place");
return true;
}
}
return false;
}
private bool IsBonusDetected()
@ -227,6 +308,10 @@ public class AI_BotController : MonoBehaviour
for (int i = 1; i <= attackPlayerDistance; i++)
{
TileInfo checkTile = TileManagment.GetTile(_playerState.currentTile.tilePosition, dir, i);
if (checkTile == null || checkTile.tileOwnerIndex == TileOwner.Neutral)
{
break;
}
if (enemy.currentTile == checkTile)
{
_currentEnemy = enemy;
@ -308,10 +393,24 @@ public class AI_BotController : MonoBehaviour
case BotState.CollectingBonus:
MoveToBonus(_currentTargetTile);
break;
case BotState.ProtectBonusUsage:
PlaceProtectBonus(_playerState.currentTile);
break;
}
}
private void PlaceProtectBonus(TileInfo currentTile)
{
Debug.Log("try protect");
Bonus chosenBonus = _playerBonuses.protectBonuses[UnityEngine.Random.Range(0, _playerBonuses.protectBonuses.Count)];
List<TileInfo> targets = TileManagment.GetOwnerAdjacentTiles(currentTile, _playerState.ownerIndex);
TileInfo target = targets[UnityEngine.Random.Range(0, targets.Count)];
_actionTriggerSystem.TriggerAction(target, chosenBonus.bonusAction);
isUseBonusEnabled = false;
_currentBonus = chosenBonus;
StartCoroutine(WaitTillBonusReset(chosenBonus.bonusAction.duration + bonusPlaceColdown));
}
private void Move(TileInfo tile)
{
@ -439,5 +538,7 @@ public enum BotState
Agressive,
Attack,
CollectingBonus,
AttackBonusUsage,
ProtectBonusUsage,
Dead
}

View File

@ -20,6 +20,8 @@ public class Build : PlayerAction
{
base.StartActionOperations(targetTile, currentPlayer);
var spawnedTower = Instantiate(buildPref, targetTile.tilePosition, buildPref.transform.rotation);
int activeModelIndex = (int)currentPlayer.ownerIndex - 1;
spawnedTower.transform.GetChild(activeModelIndex).gameObject.SetActive(true);
TileManagment.AssignBuildingToTile(targetTile, spawnedTower);
}
}

View File

@ -59,5 +59,10 @@ public class Trap : PlayerAction
spawnedTrap.GetComponent<TrapObj>().SetOwner(currentPlayer.ownerIndex);
TileManagment.AssignBuildingToTile(_target, spawnedTrap);
_target.canMove = true;
if (currentPlayer.controlType != ControlType.Player)
{
spawnedTrap.GetComponentInChildren<ParticleSystem>().Stop();
}
}
}

View File

@ -19,6 +19,8 @@ public class CaptureController : MonoBehaviour
//public Action OnCaptureStart, OnCaptureFailed;
//public Action<TileInfo, float> OnCaptureEnd;
public Action<TileInfo> OnCaptureEnemyTile;
private IEnumerator _currentCoroutine;
private void Awake()
@ -40,7 +42,7 @@ public class CaptureController : MonoBehaviour
break;
case CharacterState.Move:
StopCapturingTile();
break;
break;
default:
return;
}
@ -49,7 +51,7 @@ public class CaptureController : MonoBehaviour
private void TryToCaptureTile()
{
TileInfo tile = _playerState.currentTile;
Debug.Log("try cap");
if (_playerState.ownerIndex != tile.tileOwnerIndex)
{
_playerState.SetNewState(CharacterState.Capture);
@ -57,7 +59,7 @@ public class CaptureController : MonoBehaviour
if (tile.easyCaptureFor.Contains(_playerState.ownerIndex) || tile.easyCaptureForAll)
{
CaptureTile(tile);
_playerState.SetNewState(CharacterState.Idle);
_playerState.SetNewState(CharacterState.Idle);
}
else
@ -78,7 +80,8 @@ public class CaptureController : MonoBehaviour
}
}
}
else
{
@ -131,12 +134,17 @@ public class CaptureController : MonoBehaviour
yield return new WaitForFixedUpdate();
}
_captureProgress = 0f;
TileOwner oldOwner = tile.tileOwnerIndex;
//OnCaptureEnd?.Invoke(tile, captureTime);
CaptureTile(tile);
_playerState.SetNewState(CharacterState.Idle);
StopCapturingTile();
//StopCoroutine(_currentCoroutine);
if (oldOwner != TileOwner.Neutral)
{
OnCaptureEnemyTile?.Invoke(tile);
}
}
public float GetCaptureProgress()

View File

@ -105,6 +105,9 @@ public class TileMovement : MonoBehaviour
{
//Debug.Log("finish movement");
_playerState.currentTile = currentTile;
_playerState.SetNewState(CharacterState.Idle);
if (_playerState.currentState != CharacterState.Frozen)
{
_playerState.SetNewState(CharacterState.Idle);
}
}
}

View File

@ -23,11 +23,11 @@ public class TrapObj : MonoBehaviour
var playerState = other.gameObject.GetComponent<PlayerState>();
if (healthController && owner != playerState.ownerIndex)
{
playerState.SetNewState(CharacterState.Frozen);
if (collisionVFX != null)
{
Instantiate(collisionVFX, collisionVFX.transform.position + transform.position, collisionVFX.transform.rotation);
}
playerState.SetNewState(CharacterState.Frozen);
}
StartCoroutine(WaitToDamage(timeToDamage, healthController, playerState));
}