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CrowdControl/Assets/Scripts/AI/HuntersAI/HuntersAI.cs

97 lines
3.6 KiB
C#

2 months ago
/*using D2D.AI.Ghost;
using D2D.Gameplay;
using D2D.Utilities;
using UnityEngine;
namespace D2D.AI.Hunter
{
public class HuntersAI : AIBase
{
[SerializeField] private HuntersAISettings _settings;
[SerializeField] private Gameplay.Hunter _hunter;
private CharacterController _cc;
private void Start()
{
_hasher = this.FindLazy<UnitHub>();
_fsm = new StateMachine();
_hunter = GetComponent<Gameplay.Hunter>();
_cc = GetComponent<CharacterController>();
var map = FindObjectOfType<Map>();
var runSpeed = _settings.movement.runSpeed;
#region Transitions
var wander = new WanderState(_settings.movement, transform, _cc, map);
var runForGhost = new MoveTowardsTargetState(transform, _cc, GetNearestGhost, runSpeed, 1, "RunForGhost");
var runForHunter = new MoveTowardsTargetState(transform, _cc, GetNearestEatableHunter, runSpeed, 1, "RunForHunter");
var runAwayHunter = new MoveTowardsTargetState(transform, _cc, GetNearestDangerousHunter, runSpeed, -1, "RunAwayHunter");
#endregion
#region At
At(wander, runForGhost, IsGhostNear);
At(wander, runForHunter, IsHunterToEatNear);
At(wander, runAwayHunter, IsDangerousHunterNear);
At(runForGhost, wander, CanWander);
At(runForGhost, runForHunter, IsHunterToEatNear);
At(runForGhost, runAwayHunter, IsDangerousHunterNear);
At(runForHunter, wander, CanWander);
At(runForHunter, runAwayHunter, IsDangerousHunterNear);
At(runAwayHunter, wander, CanWander);
#endregion
_fsm.SetState(wander);
}
protected override string GetAdditionalFsmDebugInfo()
{
return $"\nG:{GetNearestGhost()?.GetInstanceID()}" +
$"\nE:{GetNearestEatableHunter()?.GetInstanceID()}" +
$"\nIsGhostFar:{IsGhostFar()}" +
$"\nIsHunterToEatNear:{IsHunterToEatNear()}" +
$"\nIsDangerousHunterNear:{IsDangerousHunterNear()}" +
$"\nD:{GetNearestDangerousHunter()?.GetInstanceID()}";
}
private bool CanWander() => IsGhostFar() && IsDangerousHunterFar() && IsHunterToEatFar();
private bool IsGhostFar()
=> IsOutOfVision(_hasher.Ghosts, _settings.runForGhost);
private Transform GetNearestGhost()
=> GetNearest(_hasher.Ghosts, _settings.runForGhost.Distance,
g => _hunter.Level >= g.Level);
private bool IsGhostNear()
=> GetNearestGhost() != null;
private Transform GetNearestEatableHunter()
=> GetNearest(_hasher.Hunters, _settings.runForHunter.Distance,
h => _hunter.Level >= h.Level + GameplaySettings.Instance.eatLevelDistance);
private bool IsHunterToEatFar()
=> IsOutOfVision(_hasher.Hunters, _settings.runForHunter);
private bool IsHunterToEatNear()
=> GetNearestEatableHunter() != null;
private Transform GetNearestDangerousHunter()
=> GetNearest(_hasher.Hunters, _settings.runAwayHunter.Distance,
h => _hunter.Level <= h.Level - GameplaySettings.Instance.eatLevelDistance);
private bool IsDangerousHunterFar()
=> IsOutOfVision(_hasher.Hunters, _settings.runAwayHunter);
private bool IsDangerousHunterNear()
=> GetNearestDangerousHunter() != null;
}
}*/