Join the status processor of the AI escape.

加入AI逃跑的状态处理器。
This commit is contained in:
Cold-Mint 2024-07-18 22:45:39 +08:00
parent 7812d9c570
commit 9401913779
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
11 changed files with 221 additions and 92 deletions

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@ -28,9 +28,7 @@ log_loot_list_has_no_entries,ID为{0}的战利品表,没有指定条目。,"Lo
log_not_within_the_loot_spawn_range,给定的数值{0}没有在战利品{1}的生成范围{2}内。,The given value {0} is not within the spawn range {2} of loot {1}.,与えられた数値{0}は戦利品{1}の生成範囲{2}内にありません。
log_loot_data_quantity,有{0}个战利品数据被返回。,{0} loot data was returned.,{0}個の戦利品データが返されます。
log_loot_data_add,生成战利品{0},Add loot {0},戦利品{0}を生成する
log_warning_node_cannot_cast_to,创建的物品{0}无法被转型为类型{1},Created items {0} cannot be cast into type {1},作成されたアイテム {0} をタイプ {1} にキャストすることはできません。
log_start_item_register_from_file,开始从文件注册物品信息,Start registering item information from files,アイテム情報をファイルから登録開始
log_found_files,找到{0}个文件,Found {0} files,{0}ファイルが見つかりました
log_found_item_types,从文件中找到{0}个物品类型,Found {0} item types in files,ファイルから{0}個のアイテム・タイプが見つかった
@ -84,3 +82,8 @@ log_no_weapon_detected,没有检测到武器。,No weapon detected.,武器が検
log_weapon_lost,武器丢失。,Weapon lost.,武器が失われました。
log_nearest_node_is_null,最近的节点为空。,The nearest node is null.,最も近いノードが空です。
log_node_is_not_WeaponTemplate,节点不是WeaponTemplate。,The node is not a WeaponTemplate.,ードはWeaponTemplateではありません。
log_weapon_not_in_pickup_range,武器不在拾取范围内。,The weapon is not within the pickup range.,武器は拾い取り範囲内にありません。
log_weapon_picked_up,武器被拾取。,Weapon picked up.,武器が拾い取られました。
log_weapon_pickup_failed,武器拾取失败。,Weapon pickup failed.,武器の拾い取りに失敗しました。
log_enter_the_picking_range_body,进入拾取范围。,Enter the picking range.,拾い取り範囲に入ります。
log_search_for_weapon_timeout,搜索武器超时。,Search for weapon timeout.,武器の検索がタイムアウトしました。
1 id zh en ja
28 log_not_within_the_loot_spawn_range 给定的数值{0}没有在战利品{1}的生成范围{2}内。 The given value {0} is not within the spawn range {2} of loot {1}. 与えられた数値{0}は戦利品{1}の生成範囲{2}内にありません。
29 log_loot_data_quantity 有{0}个战利品数据被返回。 {0} loot data was returned. {0}個の戦利品データが返されます。
30 log_loot_data_add 生成战利品{0} Add loot {0} 戦利品{0}を生成する
log_warning_node_cannot_cast_to 创建的物品{0}无法被转型为类型{1} Created items {0} cannot be cast into type {1} 作成されたアイテム {0} をタイプ {1} にキャストすることはできません。
31 log_start_item_register_from_file log_warning_node_cannot_cast_to 开始从文件注册物品信息 创建的物品{0}无法被转型为类型{1} Start registering item information from files Created items {0} cannot be cast into type {1} アイテム情報をファイルから登録開始 作成されたアイテム {0} をタイプ {1} にキャストすることはできません。
log_found_files 找到{0}个文件 Found {0} files {0}ファイルが見つかりました
32 log_found_item_types log_start_item_register_from_file 从文件中找到{0}个物品类型 开始从文件注册物品信息 Found {0} item types in files Start registering item information from files ファイルから{0}個のアイテム・タイプが見つかった アイテム情報をファイルから登録開始
33 log_register_item log_found_files 注册物品类型{0}结果为{1} 找到{0}个文件 Registered item type {0}; results in {1} Found {0} files 登録されたアイテム・タイプ {0} の結果は {1} です。 {0}ファイルが見つかりました
34 log_error_when_open_item_regs_dir log_found_item_types 尝试打开物品信息目录时发生错误,错误代码:{1} 从文件中找到{0}个物品类型 An error occurred when trying to open the item information directory, error code: {1} Found {0} item types in files アイテム情報ディレクトリを開こうとしてエラーが発生しました、エラーコード:{1} ファイルから{0}個のアイテム・タイプが見つかった
82 log_node_is_not_WeaponTemplate log_weapon_lost 节点不是WeaponTemplate。 武器丢失。 The node is not a WeaponTemplate. Weapon lost. ノードはWeaponTemplateではありません。 武器が失われました。
83 log_nearest_node_is_null 最近的节点为空。 The nearest node is null. 最も近いノードが空です。
84 log_node_is_not_WeaponTemplate 节点不是WeaponTemplate。 The node is not a WeaponTemplate. ノードはWeaponTemplateではありません。
85 log_weapon_not_in_pickup_range 武器不在拾取范围内。 The weapon is not within the pickup range. 武器は拾い取り範囲内にありません。
86 log_weapon_picked_up 武器被拾取。 Weapon picked up. 武器が拾い取られました。
87 log_weapon_pickup_failed 武器拾取失败。 Weapon pickup failed. 武器の拾い取りに失敗しました。
88 log_enter_the_picking_range_body 进入拾取范围。 Enter the picking range. 拾い取り範囲に入ります。
89 log_search_for_weapon_timeout 搜索武器超时。 Search for weapon timeout. 武器の検索がタイムアウトしました。

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@ -26,7 +26,6 @@ animations = [{
collision_layer = 4
collision_mask = 34
script = ExtResource("1_1dlls")
LootListId = null
metadata/CampId = "Default"
metadata/MaxHp = 32

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@ -10,8 +10,8 @@
radius = 20.0
height = 52.0
[sub_resource type="CircleShape2D" id="CircleShape2D_vmqbt"]
radius = 34.5398
[sub_resource type="RectangleShape2D" id="RectangleShape2D_a3myh"]
size = Vector2(46, 65)
[sub_resource type="SpriteFrames" id="SpriteFrames_qumby"]
animations = [{
@ -25,10 +25,10 @@ animations = [{
}]
[sub_resource type="CircleShape2D" id="CircleShape2D_c61vr"]
radius = 185.132
radius = 153.0
[sub_resource type="CircleShape2D" id="CircleShape2D_fowd5"]
radius = 233.808
radius = 172.29
[node name="DelivererOfDarkMagic" type="CharacterBody2D"]
collision_layer = 64
@ -48,7 +48,8 @@ collision_layer = 0
collision_mask = 8
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2DPickingArea"]
shape = SubResource("CircleShape2D_vmqbt")
position = Vector2(0, 5.5)
shape = SubResource("RectangleShape2D_a3myh")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
sprite_frames = SubResource("SpriteFrames_qumby")

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@ -8,19 +8,6 @@ namespace ColdMint.scripts;
public static class Config
{
/// <summary>
/// <para>ID of the behavior tree</para>
/// <para>行为树的ID</para>
/// </summary>
public static class BehaviorTreeId
{
/// <summary>
/// <para>巡逻</para>
/// <para>Patrol</para>
/// </summary>
public const string Patrol = "Patrol";
}
/// <summary>
/// <para>Loot table ID</para>
/// <para>战利品表ID</para>
@ -34,31 +21,6 @@ public static class Config
public const string Test = "test";
}
/// <summary>
/// <para>BehaviorTreeResult</para>
/// <para>行为树的结果</para>
/// </summary>
public static class BehaviorTreeResult
{
/// <summary>
/// <para>Running</para>
/// <para>运行中</para>
/// </summary>
public const int Running = 0;
/// <summary>
/// <para>Success</para>
/// <para>成功</para>
/// </summary>
public const int Success = 1;
/// <summary>
/// <para>Failure</para>
/// <para>失败</para>
/// </summary>
public const int Failure = 2;
}
/// <summary>
/// <para>Camp ID</para>

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@ -347,9 +347,12 @@ public sealed partial class AiCharacter : CharacterTemplate
private void EnterTheScoutArea(Node node)
{
if (node is WeaponTemplate weaponTemplate)
{
if (CanPickItem(weaponTemplate))
{
_weaponInTheScoutRange?.Add(weaponTemplate);
}
}
CanCauseHarmNode(node, (canCause, characterTemplate) =>
{

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@ -240,14 +240,12 @@ public partial class CharacterTemplate : CharacterBody2D
foreach (var pickingRangeBody in PickingRangeBodies)
{
if (pickingRangeBody is not WeaponTemplate weaponTemplate) continue;
if (weaponTemplate.Owner != null)
if (weaponTemplate.Picked)
{
continue;
}
weaponTemplates.Add(weaponTemplate);
}
return weaponTemplates.ToArray();
}
@ -308,7 +306,7 @@ public partial class CharacterTemplate : CharacterBody2D
/// </summary>
/// <param name="node"></param>
/// <returns></returns>
private bool CanPickItem(Node node)
protected bool CanPickItem(Node node)
{
if (_currentItem != null && node == _currentItem)
{
@ -336,7 +334,7 @@ public partial class CharacterTemplate : CharacterBody2D
///<para>Whether successfully picked up</para>
///<para>是否成功拾起</para>
/// </returns>
protected bool PickItem(Node2D? pickAbleItemNode2D)
public bool PickItem(Node2D? pickAbleItemNode2D)
{
//Empty reference checking is implicitly performed here.
//此处隐式的执行了空引用检查。
@ -612,6 +610,7 @@ public partial class CharacterTemplate : CharacterBody2D
return;
}
LogCat.Log("enter_the_picking_range_body");
PickingRangeBodiesList?.Add(node);
}

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@ -14,17 +14,17 @@ namespace ColdMint.scripts.projectile;
/// </summary>
public partial class ProjectileTemplate : CharacterBody2D
{
protected long Life;
private long _life;
//The durability of the projectile
//抛射体的耐久度
//When the projectile hits the object, the durability will be reduced, and when the durability is less than or equal to 0, the projectile will be destroyed
//当抛射体撞击到物体时会减少耐久度当耐久度小于等于0时销毁抛射体
protected double Durability;
private double _durability;
protected int MaxDamage;
protected int MinDamage;
protected int DamageType;
private int _maxDamage;
private int _minDamage;
private int _damageType;
/// <summary>
/// <para>After this time destroy the projectile</para>
@ -37,7 +37,7 @@ public partial class ProjectileTemplate : CharacterBody2D
/// <para>The impact area of the bullet</para>
/// <para>子弹的碰撞区域</para>
/// </summary>
protected Area2D? Area2D;
private Area2D? _area2D;
/// <summary>
/// <para>knockback</para>
@ -47,7 +47,7 @@ public partial class ProjectileTemplate : CharacterBody2D
///<para>How much force does it have when hitting the character? Unit: Number of cellsThe X direction of the force is inferred automatically.</para>
///<para>当击中角色时带有多大的力单位格数力的X方向是自动推断的。</para>
/// </remarks>
protected Vector2 KnockbackForce;
private Vector2 _knockbackForce;
public float Speed => GetMeta("Speed", "15").AsSingle();
@ -61,26 +61,26 @@ public partial class ProjectileTemplate : CharacterBody2D
{
//The bullet's impact detection area
//子弹的碰撞检测区域
Area2D = GetNode<Area2D>("CollisionDetectionArea");
Area2D.Monitoring = true;
Area2D.BodyEntered += OnBodyEnter;
Area2D.BodyExited += OnBodyExited;
Durability = GetMeta("Durability", "1").AsDouble();
MaxDamage = GetMeta("MaxDamage", "7").AsInt32();
MinDamage = GetMeta("MinDamage", "5").AsInt32();
DamageType = GetMeta("DamageType", Config.DamageType.Physical).AsInt32();
KnockbackForce = GetMeta("Knockback", Vector2.Zero).AsVector2();
_area2D = GetNode<Area2D>("CollisionDetectionArea");
_area2D.Monitoring = true;
_area2D.BodyEntered += OnBodyEnter;
_area2D.BodyExited += OnBodyExited;
_durability = GetMeta("Durability", "1").AsDouble();
_maxDamage = GetMeta("MaxDamage", "7").AsInt32();
_minDamage = GetMeta("MinDamage", "5").AsInt32();
_damageType = GetMeta("DamageType", Config.DamageType.Physical).AsInt32();
_knockbackForce = GetMeta("Knockback", Vector2.Zero).AsVector2();
//life(ms)
//子弹的存在时间(毫秒)
Life = GetMeta("Life", "10000").AsInt64();
_life = GetMeta("Life", "10000").AsInt64();
//If the existence time is less than or equal to 0, then it is set to exist for 10 seconds, and projectiles that exist indefinitely are prohibited
//如果存在时间小于等于0那么设置为存在10秒禁止无限期存在的抛射体
if (Life <= 0)
if (_life <= 0)
{
Life = 10000;
_life = 10000;
}
_destructionTime = DateTime.Now.AddMilliseconds(Life);
_destructionTime = DateTime.Now.AddMilliseconds(_life);
}
@ -148,19 +148,19 @@ public partial class ProjectileTemplate : CharacterBody2D
var damage = new Damage
{
Attacker = owner,
MaxDamage = MaxDamage,
MinDamage = MinDamage
MaxDamage = _maxDamage,
MinDamage = _minDamage
};
damage.CreateDamage();
damage.MoveLeft = Velocity.X < 0;
damage.Type = DamageType;
damage.Type = _damageType;
characterTemplate.Damage(damage);
if (KnockbackForce != Vector2.Zero)
if (_knockbackForce != Vector2.Zero)
{
//If we set the attack force, then apply the force to the object
//如果我们设置了攻退力,那么将力应用到对象上
var force = new Vector2();
var forceX = Math.Abs(KnockbackForce.X);
var forceX = Math.Abs(_knockbackForce.X);
if (Velocity.X < 0)
{
//Beat back to port
@ -169,18 +169,18 @@ public partial class ProjectileTemplate : CharacterBody2D
}
force.X = forceX * Config.CellSize;
force.Y = KnockbackForce.Y * Config.CellSize;
force.Y = _knockbackForce.Y * Config.CellSize;
characterTemplate.AddForce(force);
}
}
else if (target is PickAbleTemplate pickAbleTemplate)
{
if (KnockbackForce != Vector2.Zero)
if (_knockbackForce != Vector2.Zero)
{
//If we set the attack force, then apply the force to the object
//如果我们设置了攻退力,那么将力应用到对象上
var force = new Vector2();
var forceX = Math.Abs(KnockbackForce.X);
var forceX = Math.Abs(_knockbackForce.X);
if (Velocity.X < 0)
{
//Beat back to port
@ -189,7 +189,7 @@ public partial class ProjectileTemplate : CharacterBody2D
}
force.X = forceX * Config.CellSize;
force.Y = KnockbackForce.Y * Config.CellSize;
force.Y = _knockbackForce.Y * Config.CellSize;
pickAbleTemplate.ApplyImpulse(force);
}
}
@ -215,8 +215,8 @@ public partial class ProjectileTemplate : CharacterBody2D
//请在Mask内配置子弹会和谁碰撞
//When a bullet hits an object, its durability decreases
//子弹撞击到物体时,耐久度减少
Durability--;
if (Durability <= 0)
_durability--;
if (_durability <= 0)
{
//When the durability is less than or equal to 0, destroy the bullet
//当耐久度小于等于0时销毁子弹

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@ -26,5 +26,7 @@ public class PatrolStateMachine : StateMachineTemplate
RegisterProcessor(chaseStateProcessor);
var lookForWeaponProcessor = new LookForWeaponProcessor();
RegisterProcessor(lookForWeaponProcessor);
var fleeProcessor = new FleeProcessor();
RegisterProcessor(fleeProcessor);
}
}

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@ -0,0 +1,63 @@
using System;
using ColdMint.scripts.character;
using Godot;
namespace ColdMint.scripts.stateMachine.StateProcessor;
/// <summary>
/// <para>Escape state processor</para>
/// <para>逃跑状态处理器</para>
/// </summary>
public class FleeProcessor : StateProcessorTemplate
{
/// <summary>
/// <para>When to return to enemy free status</para>
/// <para>何时恢复到没有敌人的状态</para>
/// </summary>
private DateTime? _endTime;
/// <summary>
/// <para>When away from the enemy, how long to return to normal state</para>
/// <para>当远离敌人后,多长时间恢复到正常状态</para>
/// </summary>
public TimeSpan RecoveryTimeSpan { get; set; } = TimeSpan.FromMilliseconds(300);
protected override void OnExecute(StateContext context, Node owner)
{
if (owner is not AiCharacter aiCharacter)
{
return;
}
var enemy = aiCharacter.GetFirstEnemyInScoutArea();
if (enemy == null)
{
//There are no enemies left.
//没有敌人了
if (_endTime == null)
{
_endTime = DateTime.Now + RecoveryTimeSpan;
return;
}
if (DateTime.Now > _endTime)
{
//Recovery time, end status.
//恢复时间,结束状态。
context.CurrentState = State.Patrol;
}
}
else
{
//Enemies
//有敌人
//To calculate the escape direction, the vector of the enemy pointing to the character is the escape direction.
//计算逃跑方向,敌人指向角色的向量为逃跑方向。
_endTime = null;
var direction = aiCharacter.GlobalPosition - enemy.GlobalPosition;
aiCharacter.SetTargetPosition(aiCharacter.GlobalPosition + direction);
}
}
public override State State => State.Flee;
}

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@ -1,4 +1,5 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using ColdMint.scripts.character;
using ColdMint.scripts.debug;
using ColdMint.scripts.utils;
@ -13,7 +14,37 @@ namespace ColdMint.scripts.stateMachine.StateProcessor;
/// </summary>
public class LookForWeaponProcessor : StateProcessorTemplate
{
protected WeaponTemplate? TargetWeapon;
private WeaponTemplate? _targetWeapon;
/// <summary>
///<para></para>
///<para>停止寻找武器的时间</para>
/// </summary>
/// <remarks>
/// <para>If you don't find a weapon in a while, give up looking</para>
/// <para>如果在一段时间内没找到武器,那么放弃寻找</para>
/// </remarks>
private DateTime _endTime;
/// <summary>
/// <para>When no weapon was found, how long did they give up looking</para>
/// <para>当没有找到武器,多长时间放弃寻找</para>
/// </summary>
public TimeSpan RecoveryTimeSpan { get; set; } = TimeSpan.FromMilliseconds(150);
public override void Enter(StateContext context)
{
UpdateEndTime();
}
/// <summary>
/// <para>Update end time</para>
/// <para>更新结束时间</para>
/// </summary>
private void UpdateEndTime()
{
_endTime = DateTime.Now + RecoveryTimeSpan;
}
protected override void OnExecute(StateContext context, Node owner)
{
@ -23,11 +54,77 @@ public class LookForWeaponProcessor : StateProcessorTemplate
return;
}
if (TargetWeapon != null)
if (_targetWeapon == null)
{
if (DateTime.Now > _endTime)
{
//The search for the weapon ran out of time
//寻找武器时超时
LogCat.Log("search_for_weapon_timeout", LogCat.LogLabel.LookForWeaponProcessor);
context.CurrentState = State.Flee;
return;
}
}
else
{
if (_targetWeapon.Picked)
{
//If the weapon we're looking for gets picked up, we find a new one.
//如果我们要拿的武器被别人捡了,那么重新找新的武器。
_targetWeapon = null;
UpdateEndTime();
return;
}
//If the nearest weapon is found, move the character to the weapon.
//如果有最近的武器被找到了,那么将角色移动到武器旁边。
aiCharacter.SetTargetPosition(TargetWeapon.GlobalPosition);
var weaponTemplates = aiCharacter.GetCanPickedWeapon();
//Weapons are not in the range of the pickup.
//武器没在拾捡范围内。
if (weaponTemplates.Length == 0)
{
LogCat.Log("weapon_not_in_pickup_range", LogCat.LogLabel.LookForWeaponProcessor);
aiCharacter.SetTargetPosition(_targetWeapon.GlobalPosition);
}
else
{
var haveWeapon = false;
foreach (var weaponTemplate in weaponTemplates)
{
if (weaponTemplate == _targetWeapon)
{
haveWeapon = true;
}
}
if (haveWeapon)
{
var pickResult = aiCharacter.PickItem(_targetWeapon);
if (pickResult)
{
context.CurrentState = context.PreviousState;
//Successfully picked up the weapon.
//成功拾起武器。
LogCat.Log("weapon_picked_up", LogCat.LogLabel.LookForWeaponProcessor);
}
else
{
_targetWeapon = null;
UpdateEndTime();
//Weapon failed to pick up.
//武器捡起时失败。
LogCat.Log("weapon_pickup_failed", LogCat.LogLabel.LookForWeaponProcessor);
}
}
else
{
//No weapons are included in the pickup area.
//拾捡范围内不包含武器。
LogCat.Log("weapon_not_in_pickup_range", LogCat.LogLabel.LookForWeaponProcessor);
aiCharacter.SetTargetPosition(_targetWeapon.GlobalPosition);
}
}
return;
}
@ -67,7 +164,7 @@ public class LookForWeaponProcessor : StateProcessorTemplate
if (node is WeaponTemplate weaponTemplate)
{
TargetWeapon = weaponTemplate;
_targetWeapon = weaponTemplate;
}
else
{