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170 lines
5.8 KiB
C#
170 lines
5.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.BossRoom.Gameplay.Actions;
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using UnityEngine;
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using Action = Unity.BossRoom.Gameplay.Actions.Action;
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using Random = UnityEngine.Random;
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namespace Unity.BossRoom.Gameplay.GameplayObjects.Character.AI
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{
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public class AttackAIState : AIState
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{
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private AIBrain m_Brain;
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private ServerActionPlayer m_ServerActionPlayer;
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private ServerCharacter m_Foe;
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private Action m_CurAttackAction;
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List<Action> m_AttackActions;
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public AttackAIState(AIBrain brain, ServerActionPlayer serverActionPlayer)
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{
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m_Brain = brain;
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m_ServerActionPlayer = serverActionPlayer;
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}
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public override bool IsEligible()
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{
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return m_Foe != null || ChooseFoe() != null;
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}
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public override void Initialize()
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{
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m_AttackActions = new List<Action>();
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if (m_Brain.CharacterData.Skill1 != null)
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{
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m_AttackActions.Add(m_Brain.CharacterData.Skill1);
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}
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if (m_Brain.CharacterData.Skill2 != null)
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{
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m_AttackActions.Add(m_Brain.CharacterData.Skill2);
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}
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if (m_Brain.CharacterData.Skill3 != null)
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{
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m_AttackActions.Add(m_Brain.CharacterData.Skill3);
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}
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// pick a starting attack action from the possible
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m_CurAttackAction = m_AttackActions[Random.Range(0, m_AttackActions.Count)];
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// clear any old foe info; we'll choose a new one in Update()
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m_Foe = null;
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}
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public override void Update()
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{
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if (!m_Brain.IsAppropriateFoe(m_Foe))
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{
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// time for a new foe!
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m_Foe = ChooseFoe();
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// whatever we used to be doing, stop that. New plan is coming!
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m_ServerActionPlayer.ClearActions(true);
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}
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// if we're out of foes, stop! IsEligible() will now return false so we'll soon switch to a new state
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if (!m_Foe)
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{
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return;
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}
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// see if we're already chasing or attacking our active foe!
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if (m_ServerActionPlayer.GetActiveActionInfo(out var info))
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{
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if (GameDataSource.Instance.GetActionPrototypeByID(info.ActionID).IsChaseAction)
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{
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if (info.TargetIds != null && info.TargetIds[0] == m_Foe.NetworkObjectId)
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{
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// yep we're chasing our foe; all set! (The attack is enqueued after it)
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return;
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}
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}
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else if (info.ActionID == m_CurAttackAction.ActionID)
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{
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if (info.TargetIds != null && info.TargetIds[0] == m_Foe.NetworkObjectId)
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{
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// yep we're attacking our foe; all set!
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return;
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}
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}
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else if (GameDataSource.Instance.GetActionPrototypeByID(info.ActionID).IsStunAction)
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{
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// we can't do anything right now. We're stunned!
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return;
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}
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}
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// choose the attack to use
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m_CurAttackAction = ChooseAttack();
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if (m_CurAttackAction == null)
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{
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// no actions are usable right now
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return;
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}
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// attack!
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var attackData = new ActionRequestData
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{
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ActionID = m_CurAttackAction.ActionID,
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TargetIds = new ulong[] { m_Foe.NetworkObjectId },
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ShouldClose = true,
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Direction = m_Brain.GetMyServerCharacter().physicsWrapper.Transform.forward
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};
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m_ServerActionPlayer.PlayAction(ref attackData);
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}
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/// <summary>
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/// Picks the most appropriate foe for us to attack right now, or null if none are appropriate
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/// (Currently just chooses the foe closest to us in distance)
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/// </summary>
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/// <returns></returns>
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private ServerCharacter ChooseFoe()
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{
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Vector3 myPosition = m_Brain.GetMyServerCharacter().physicsWrapper.Transform.position;
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float closestDistanceSqr = int.MaxValue;
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ServerCharacter closestFoe = null;
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foreach (var foe in m_Brain.GetHatedEnemies())
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{
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float distanceSqr = (myPosition - foe.physicsWrapper.Transform.position).sqrMagnitude;
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if (distanceSqr < closestDistanceSqr)
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{
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closestDistanceSqr = distanceSqr;
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closestFoe = foe;
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}
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}
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return closestFoe;
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}
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/// <summary>
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/// Randomly picks a usable attack. If no actions are usable right now, returns null.
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/// </summary>
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/// <returns>Action to attack with, or null</returns>
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private Action ChooseAttack()
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{
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// make a random choice
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int idx = Random.Range(0, m_AttackActions.Count);
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// now iterate through our options to find one that's currently usable
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bool anyUsable;
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do
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{
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anyUsable = false;
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foreach (var attack in m_AttackActions)
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{
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if (m_ServerActionPlayer.IsReuseTimeElapsed(attack.ActionID))
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{
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anyUsable = true;
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if (idx == 0)
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{
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return attack;
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}
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--idx;
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}
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}
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} while (anyUsable);
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// none of our actions are available now
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return null;
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}
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}
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}
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