using System;
using System.Collections.Generic;
using ColdMint.scripts.bubble;
using ColdMint.scripts.camp;
using ColdMint.scripts.stateMachine;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.character;
///
/// The role played by computers
/// 由电脑扮演的角色
///
public sealed partial class AiCharacter : CharacterTemplate
{
//Used to detect rays on walls
//用于检测墙壁的射线
private RayCast2D? _wallDetection;
public RayCast2D? WallDetection => _wallDetection;
private Vector2 _wallDetectionOrigin;
private Area2D? _attackArea;
///
/// Reconnaissance area
/// 侦察区域
///
///
///Most of the time, when the enemy enters the reconnaissance area, the character will issue a "question mark" and try to move slowly towards the event point.
///大多数情况下,当敌人进入侦察区域后,角色会发出“疑问(问号)”,并尝试向事件点缓慢移动。
///
private Area2D? _scoutArea;
///
/// All enemies within striking distance
/// 在攻击范围内的所有敌人
///
private List? _enemyInTheAttackRange;
///
/// Scout all enemies within range
/// 在侦察范围内所有的敌人
///
private List? _enemyInTheScoutRange;
///
/// Obstacle detection ray during attack
/// 攻击时的障碍物检测射线
///
///
///
///检测与目标点直接是否间隔墙壁
///
private RayCast2D? _attackObstacleDetection;
private VisibleOnScreenEnabler2D? _screenEnabler2D;
///
/// Navigation agent
/// 导航代理
///
public NavigationAgent2D? NavigationAgent2D { get; set; }
public IStateMachine? StateMachine { get; set; }
public RayCast2D? AttackObstacleDetection => _attackObstacleDetection;
///
/// Exclamation bubble Id
/// 感叹气泡Id
///
private const int plaintBubbleId = 0;
///
/// Query bubble Id
/// 疑问气泡Id
///
private const int queryBubbleId = 1;
///
/// BubbleMarker
/// 气泡标记
///
///
///Subsequent production of dialogue bubbles can be put into the parent class for players to use.
///后续制作对话泡时可进其放到父类,供玩家使用。
///
private BubbleMarker? _bubbleMarker;
public override void _Ready()
{
base._Ready();
_enemyInTheAttackRange = new List();
_enemyInTheScoutRange = new List();
_screenEnabler2D = GetNode("VisibleOnScreenEnabler2D");
_screenEnabler2D.ScreenEntered += () =>
{
//When the character enters the screen.
//当角色进入屏幕。
ProcessMode = ProcessModeEnum.Disabled;
};
_screenEnabler2D.ScreenExited += () =>
{
//When the character leaves the screen.
//当角色离开屏幕。
ProcessMode = ProcessModeEnum.Inherit;
};
_bubbleMarker = GetNode("BubbleMarker");
if (_bubbleMarker != null)
{
using var plaintScene = GD.Load("res://prefab/ui/plaint.tscn");
var plaint = NodeUtils.InstantiatePackedScene(plaintScene);
if (plaint != null)
{
_bubbleMarker.AddBubble(plaintBubbleId, plaint);
}
using var queryScene = GD.Load("res://prefab/ui/query.tscn");
var query = NodeUtils.InstantiatePackedScene(queryScene);
if (query != null)
{
_bubbleMarker.AddBubble(queryBubbleId, query);
}
}
_wallDetection = GetNode("WallDetection");
_attackArea = GetNode("AttackArea2D");
_scoutArea = GetNode("ScoutArea2D");
NavigationAgent2D = GetNode("NavigationAgent2D");
if (ItemMarker2D != null)
{
_attackObstacleDetection = ItemMarker2D.GetNode("AttackObstacleDetection");
}
if (_attackArea != null)
{
//If true, the zone will detect objects or areas entering and leaving the zone.
//如果为true,该区域将检测进出该区域的物体或区域。
_attackArea.Monitoring = true;
//Other areas can't detect our attack zone
//其他区域不能检测到我们的攻击区域
_attackArea.Monitorable = false;
_attackArea.BodyEntered += EnterTheAttackArea;
_attackArea.BodyExited += ExitTheAttackArea;
}
if (_scoutArea != null)
{
_scoutArea.Monitoring = true;
_scoutArea.Monitorable = false;
_scoutArea.BodyEntered += EnterTheScoutArea;
_scoutArea.BodyExited += ExitTheScoutArea;
}
_wallDetectionOrigin = _wallDetection.TargetPosition;
StateMachine = new PatrolStateMachine();
StateMachine.Context = new StateContext
{
CurrentState = State.Patrol,
Owner = this
};
if (StateMachine != null)
{
StateMachine.Start();
}
}
///
/// Display exclamation marks
/// 显示感叹号
///
public void DispladyPlaint()
{
_bubbleMarker?.ShowBubble(plaintBubbleId);
}
public void HidePlaint()
{
_bubbleMarker?.HideBubble(plaintBubbleId);
}
///
/// Displady Query
/// 显示疑问
///
public void DispladyQuery()
{
_bubbleMarker?.ShowBubble(queryBubbleId);
}
public void HiddenQuery()
{
_bubbleMarker?.HideBubble(queryBubbleId);
}
///
/// Whether the enemy has been detected in the reconnaissance area
/// 侦察范围是否发现敌人
///
///
///Have you spotted the enemy?
///是否发现敌人
///
public bool ScoutEnemyDetected()
{
if (_enemyInTheScoutRange == null)
{
return false;
}
return _enemyInTheScoutRange.Count > 0;
}
///
/// Get the first enemy in range
/// 获取第一个进入侦察范围的敌人
///
///
public CharacterTemplate? GetFirstEnemyInScoutArea()
{
if (_enemyInTheScoutRange == null || _enemyInTheScoutRange.Count == 0)
{
return null;
}
return _enemyInTheScoutRange[0];
}
///
/// Get the first enemy within striking range
/// 获取第一个进入攻击范围的敌人
///
///
public CharacterTemplate? GetFirstEnemyInAttackArea()
{
if (_enemyInTheAttackRange == null || _enemyInTheAttackRange.Count == 0)
{
return null;
}
return _enemyInTheAttackRange[0];
}
protected override void HookPhysicsProcess(ref Vector2 velocity, double delta)
{
StateMachine?.Execute();
if (NavigationAgent2D != null && IsOnFloor())
{
var nextPathPosition = NavigationAgent2D.GetNextPathPosition();
var direction = (nextPathPosition - GlobalPosition).Normalized();
velocity = direction * Config.CellSize * Speed * ProtectedSpeedScale;
}
}
///
/// When the node enters the reconnaissance area
/// 当节点进入侦察区域后
///
///
private void EnterTheScoutArea(Node node)
{
CanCauseHarmNode(node, (canCause, characterTemplate) =>
{
if (canCause && characterTemplate != null)
{
_enemyInTheScoutRange?.Add(characterTemplate);
}
});
}
///
/// When the node exits the reconnaissance area
/// 当节点退出侦察区域后
///
///
private void ExitTheScoutArea(Node node)
{
if (node == this)
{
return;
}
if (node is CharacterTemplate characterTemplate)
{
_enemyInTheScoutRange?.Remove(characterTemplate);
}
}
///
/// When a node enters the attack zone
/// 当节点进入攻击区域后
///
///
private void EnterTheAttackArea(Node node)
{
CanCauseHarmNode(node, (canCause, characterTemplate) =>
{
if (canCause && characterTemplate != null)
{
_enemyInTheAttackRange?.Add(characterTemplate);
}
});
}
///
/// CanCauseHarmNode
/// 是否可伤害某个节点
///
///
///
private void CanCauseHarmNode(Node node, Action action)
{
if (node == this)
{
//The target can't be yourself.
//攻击目标不能是自己。
action.Invoke(false, null);
return;
}
if (node is not CharacterTemplate characterTemplate)
{
action.Invoke(false, null);
return;
}
//Determine if damage can be done between factions
//判断阵营间是否可造成伤害
var camp = CampManager.GetCamp(CampId);
var enemyCamp = CampManager.GetCamp(characterTemplate.CampId);
if (enemyCamp != null && camp != null)
{
action.Invoke(CampManager.CanCauseHarm(camp, enemyCamp), characterTemplate);
return;
}
action.Invoke(false, characterTemplate);
}
private void ExitTheAttackArea(Node node)
{
if (node == this)
{
return;
}
if (node is CharacterTemplate characterTemplate)
{
_enemyInTheAttackRange?.Remove(characterTemplate);
}
}
///
/// Set target location
/// 设置目标位置
///
///
public void SetTargetPosition(Vector2 targetPosition)
{
if (NavigationAgent2D == null)
{
return;
}
NavigationAgent2D.TargetPosition = targetPosition;
}
public override void _ExitTree()
{
base._ExitTree();
if (_attackArea != null)
{
_attackArea.BodyEntered -= EnterTheAttackArea;
_attackArea.BodyExited -= ExitTheAttackArea;
}
if (_scoutArea != null)
{
_scoutArea.BodyEntered -= EnterTheScoutArea;
_scoutArea.BodyExited -= ExitTheScoutArea;
}
if (StateMachine != null)
{
StateMachine.Stop();
}
}
}