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