270 lines
9.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Data;
using DefaultNamespace;
using DefaultNamespace.AI;
using HexFiled;
using Items;
using Units;
using UnityEngine;
using Random = UnityEngine.Random;
namespace AI
{
public class AIManager
{
private int _triesToCalculatePath = 0;
private int _maxTriesToCalculatePath = 5;
private AIData _data;
private static AIManager _instance;
public static AIManager Instance
{
get => _instance;
private set => _instance ??= value;
}
public AIManager(AIData data)
{
_data = data;
Instance = this;
HexManager.agents = new Dictionary<GameObject, AIAgent>();
}
public void AddAgent(AIAgent agent)
{
agent.OnAgentInited += InitAI;
}
public void RemoveAgent(AIAgent agent)
{
agent.OnAgentInited -= InitAI;
}
private void InitAI(AIAgent agent)
{
SetBehaviour(BotState.Patrol, agent);
}
private void StartPatrolBehaviour(AIAgent agent)
{
HexManager.GetNearestDifferCell(agent.Unit.Color, agent.currentPath);
while (agent.currentPath.Count == 0 && _triesToCalculatePath < _maxTriesToCalculatePath)
{
HexManager.GetNearestDifferCell(agent.Unit.Color, agent.currentPath);
_triesToCalculatePath++;
}
_triesToCalculatePath = 0;
}
public static Unit GetNearestUnit(int cellDist, Unit agent)
{
List<(float dist, Unit unit)> res = new List<(float, Unit)>();
try
{
res.AddRange(from color in (UnitColor[])Enum.GetValues(typeof(UnitColor))
where HexManager.UnitCurrentCell.ContainsKey(color) &&
HexManager.UnitCurrentCell[color].unit.IsVisible &&
HexManager.UnitCurrentCell[color] != (null, null) &&
Vector3.Distance(HexManager.UnitCurrentCell[color].unit.Instance.transform.position,
agent.Instance.transform.position) <= cellDist * HexGrid.HexDistance &&
HexManager.UnitCurrentCell[color].unit.Color != agent.Color
select (
Vector3.Distance(HexManager.UnitCurrentCell[color].unit.Instance.transform.position,
agent.Instance.transform.position), HexManager.UnitCurrentCell[color].unit));
return res.Count > 0 ? res.OrderBy(x => x.Item1).First().unit : null;
}
catch (Exception e)
{
Debug.Log(e.Message + " " + agent.Color + " ");
return null;
}
}
public BotState GetNewBehaviour(AIAgent agent)
{
var attack = agent.Unit.Inventory.Where(x => x.Item is Bonus { BonusType: BonusType.Attack }).ToList();
if (agent.CurentState is BotState.Attack && agent.Unit.AttackBonus == 0 && attack.Count > 0)
{
SetBehaviour(BotState.AttackBonusUsage, agent);
return BotState.AttackBonusUsage;
}
var enemy = GetNearestUnit(_data.DistanceToAgr, agent.Unit);
if (enemy != null && agent.Unit.Hp > agent.Unit.Data.maxHP * _data.PercentToRetreet && enemy.IsAlive)
{
if (agent.Unit.Hp <= agent.Unit.Data.maxHP * _data.PercentToRetreet ||
agent.Unit.UnitView.AvailableShots == 0)
{
SetBehaviour(BotState.Retreet, agent);
return BotState.Retreet;
}
if (Vector3.Distance(agent.Unit.Instance.transform.position, enemy.Instance.transform.position) <=
agent.Unit.Weapon.disnatce)
{
SetBehaviour(BotState.Attack, agent);
return BotState.Attack;
}
SetBehaviour(BotState.Agressive, agent);
return BotState.Agressive;
}
var item = GetNearestItem(agent);
if (item.hex != null)
{
if ((item.dist <= _data.DistaceToCollectBonus ||
agent.Unit.Mana <= agent.Unit.Data.maxMana * _data.ManaPercentToCollectBonus) &&
(item.hex.Item.Item.Type == ItemType.DEFENCE
? agent.Unit.InventoryDefence.Count
: agent.Unit.Inventory.Count) < agent.Unit.InventoryCapacity / 2)
{
SetBehaviour(BotState.CollectingBonus, agent);
return BotState.CollectingBonus;
}
}
var protect = agent.Unit.InventoryDefence.Where(x => x.Item is Bonus { BonusType: BonusType.Defence })
.ToList();
if (protect.Count > 0 && agent.Unit.Hp <= agent.Unit.Data.maxHP * _data.PercentToUseProtectBonus &&
agent.Unit.DefenceBonus == 0)
{
SetBehaviour(BotState.ProtectBonusUsage, agent);
return BotState.ProtectBonusUsage;
}
SetBehaviour(BotState.Patrol, agent);
return BotState.Patrol;
}
private void SetBehaviour(BotState state, AIAgent agent)
{
switch (state)
{
case BotState.Patrol:
StartPatrolBehaviour(agent);
break;
case BotState.Agressive:
MoveToEnemy(agent);
break;
case BotState.Attack:
AttackEnemy(agent);
break;
case BotState.CollectingBonus:
MoveToBonus(agent);
break;
case BotState.ProtectBonusUsage:
UseBonus(agent, BonusType.Defence);
break;
case BotState.AttackBonusUsage:
UseBonus(agent, BonusType.Attack);
break;
case BotState.Dead:
break;
case BotState.Retreet:
Retreet(agent);
break;
default:
throw new ArgumentOutOfRangeException(nameof(state), state, null);
}
}
private void UseBonus(AIAgent agent, BonusType type)
{
var attack = agent.Unit.Inventory.Where(x => x.Item is Bonus bonus && bonus.BonusType == type).ToList();
if (attack.Count == 0 || !agent.Unit.IsAlive)
{
GetNewBehaviour(agent);
return;
}
((Bonus)attack.First().Item).Invoke(agent.Unit);
}
private void Retreet(AIAgent agent)
{
var enemy = GetNearestUnit(6, agent.Unit)?.Instance.transform;
if (enemy == null)
{
return;
}
var dir = -DirectionHelper.DirectionTo(agent.Unit.Instance.transform.position,
enemy.position);
agent.currentPath.Clear();
agent.currentPath.Enqueue(DirectionHelper.VectorToDirection(new Vector2(dir.x, dir.z)));
}
private (int dist, HexCell hex) GetNearestItem(AIAgent agent)
{
var itemsToMove =
(from entry in ItemFabric.Items
where Vector3.Distance(agent.Unit.Instance.transform.position, entry.Value.transform.position) <
10 * HexGrid.HexDistance
orderby Vector3.Distance(agent.Unit.Instance.transform.position, entry.Value.transform.position)
select entry).ToList();
if (itemsToMove.Count == 0)
{
return (0, null);
}
var itemToMove = itemsToMove.First();
return (
(int)(Vector3.Distance(itemToMove.Value.transform.position, agent.Unit.Instance.transform.position) /
HexGrid.HexDistance), itemToMove.Value);
}
private void MoveToBonus(AIAgent agent)
{
if (HexManager.UnitCurrentCell.TryGetValue(agent.Unit.Color, out var value))
Pathfinding.FindPath(value.cell, GetNearestItem(agent).hex,
agent.currentPath);
}
private void AttackEnemy(AIAgent agent)
{
var enemy = GetNearestUnit(agent.Unit.Weapon.disnatce, agent.Unit);
var dir = DirectionHelper.DirectionTo(agent.Unit.Instance.transform.position,
enemy.Instance.transform.position);
agent.AttackTarget(new Vector2(dir.x, dir.z));
}
private void MoveToEnemy(AIAgent agent)
{
var enemies = HexManager.UnitCurrentCell
.Where(unit =>
unit.Value.unit.Color != agent.Unit.Color &&
Vector3.Distance(unit.Value.unit.Instance.transform.position,
agent.Unit.Instance.transform.position) <= 6 * HexGrid.HexDistance).ToList();
Pathfinding.FindPath(HexManager.UnitCurrentCell[agent.Unit.Color].cell,
enemies[Random.Range(0, enemies.Count)].Value.cell, agent.currentPath);
}
}
public enum BotState
{
Patrol,
Agressive,
Attack,
CollectingBonus,
AttackBonusUsage,
ProtectBonusUsage,
Dead,
Retreet
}
}