Finished AI, need tests
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--- !u!1001 &807330786
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PrefabInstance:
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GameObject:
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GameObject:
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@ -12618,7 +12697,7 @@ Transform:
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--- !u!1001 &965368894
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PrefabInstance:
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bounsPrefs:
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activeBonuses: []
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--- !u!114 &1102420995
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MonoBehaviour:
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@ -15387,7 +15457,7 @@ PrefabInstance:
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MonoBehaviour:
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@ -20619,7 +20689,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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maxBonusCount: 3
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maxBonusCount: 2
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attackBonuses: []
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protectBonuses: []
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currentSelectedBonus: {fileID: 0}
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@ -20788,7 +20858,7 @@ Transform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &1503763737
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MonoBehaviour:
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@ -20813,6 +20883,8 @@ MonoBehaviour:
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detectDistance: 4
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bonusDetectDistance: 8
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attackPlayerDistance: 4
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bonusPlaceColdown: 4
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protectionDistance: 4
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_currentEnemy: {fileID: 0}
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_currentTargetTile: {fileID: 0}
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--- !u!114 &1503763738
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--- !u!1001 &1639545075
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PrefabInstance:
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--- !u!114 &1801060023
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MonoBehaviour:
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@ -25568,7 +25640,7 @@ RectTransform:
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@ -29211,7 +29283,7 @@ Transform:
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m_Father: {fileID: 0}
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--- !u!1 &2036756630 stripped
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GameObject:
|
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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
|
||||
}
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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()
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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));
|
||||
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user