2022-03-29 19:13:27 +02:00

114 lines
4.0 KiB
C#

using System;
using System.Linq;
using Data;
using DefaultNamespace.AI;
using Items;
using UnityEngine;
namespace AI
{
public sealed class Unit : AIManager
{
public Unit(AIData data) : base(data)
{
}
protected override void SetBehaviour(BotState state, AIBase agent, int dist)
{
switch (state)
{
case BotState.Patrol:
StartPatrolBehaviour(agent);
break;
case BotState.Agressive:
MoveToEnemy(agent, dist);
break;
case BotState.Attack:
AttackEnemy(agent);
break;
case BotState.CollectingBonus:
StartPatrolBehaviour(agent);
break;
case BotState.ProtectBonusUsage:
StartPatrolBehaviour(agent);
break;
case BotState.AttackBonusUsage:
StartPatrolBehaviour(agent);
break;
case BotState.Dead:
break;
case BotState.Retreet:
Retreet(agent);
break;
default:
throw new ArgumentOutOfRangeException(nameof(state), state, null);
}
}
protected override void InitAI(AIBase agent)
{
SetBehaviour(BotState.Patrol, agent, 500);
}
public override BotState GetNewBehaviour(AIBase agent)
{
var attack = agent.UnitBase.Inventory.Where(x => x.Item is Bonus { BonusType: BonusType.Attack }).ToList();
if (agent.CurentState is BotState.Attack && agent.UnitBase.AttackBonus == 0 && attack.Count > 0)
{
SetBehaviour(BotState.AttackBonusUsage, agent, 500);
return BotState.AttackBonusUsage;
}
var enemy = GetNearestUnit(_data.DistanceToAgr, agent.UnitBase);
if (enemy != null && agent.UnitBase.Hp > agent.UnitBase.maxHP * _data.PercentToRetreet && enemy.IsAlive)
{
if (agent.UnitBase.Hp <= agent.UnitBase.maxHP * _data.PercentToRetreet ||
agent.UnitBase.BaseView.AvailableShots == 0)
{
SetBehaviour(BotState.Retreet, agent, 500);
return BotState.Retreet;
}
if (Vector3.Distance(agent.UnitBase.Instance.transform.position, enemy.Instance.transform.position) <=
agent.UnitBase.Weapon.disnatce)
{
SetBehaviour(BotState.Attack, agent, 500);
return BotState.Attack;
}
SetBehaviour(BotState.Agressive, agent, 500);
return BotState.Agressive;
}
var item = GetNearestItem(agent);
if (item.hex != null)
{
if ((item.dist <= _data.DistaceToCollectBonus ||
agent.UnitBase.Mana <= agent.UnitBase.maxMana * _data.ManaPercentToCollectBonus) &&
(item.hex.Item.Item.Type == ItemType.DEFENCE
? agent.UnitBase.InventoryDefence.Count
: agent.UnitBase.Inventory.Count) < agent.UnitBase.InventoryCapacity / 2)
{
SetBehaviour(BotState.CollectingBonus, agent, 500);
return BotState.CollectingBonus;
}
}
var protect = agent.UnitBase.InventoryDefence.Where(x => x.Item is Bonus { BonusType: BonusType.Defence })
.ToList();
if (protect.Count > 0 && agent.UnitBase.Hp <= agent.UnitBase.maxHP * _data.PercentToUseProtectBonus &&
agent.UnitBase.DefenceBonus == 0)
{
SetBehaviour(BotState.ProtectBonusUsage, agent, 500);
return BotState.ProtectBonusUsage;
}
SetBehaviour(BotState.Patrol, agent, 500);
return BotState.Patrol;
}
}
}