using System;
using System.Collections.Generic;
using ColdMint.scripts.stateMachine;
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;
///
/// Nodes in the attack range
/// 在攻击范围内的节点
///
private List? _nodesInTheAttackRange;
///
/// All nodes in the attack range
/// 在攻击范围内的全部节点
///
public Node[] NodesInTheAttackRange => _nodesInTheAttackRange?.ToArray() ?? Array.Empty();
///
/// 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 float _horizontalMoveVelocity;
///
/// Navigation agent
/// 导航代理
///
public NavigationAgent2D? NavigationAgent2D { get; set; }
public IStateMachine? StateMachine { get; set; }
public RayCast2D? AttackObstacleDetection => _attackObstacleDetection;
public override void _Ready()
{
base._Ready();
_nodesInTheAttackRange = new List();
_wallDetection = GetNode("WallDetection");
_attackArea = GetNode("AttackArea2D");
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;
}
_wallDetectionOrigin = _wallDetection.TargetPosition;
StateMachine = new PatrolStateMachine();
StateMachine.Context = new StateContext
{
CurrentState = State.Patrol,
Owner = this
};
if (StateMachine != null)
{
StateMachine.Start();
}
}
protected override void HookPhysicsProcess(ref Vector2 velocity, double delta)
{
StateMachine?.Execute();
velocity.X = _horizontalMoveVelocity;
}
private void EnterTheAttackArea(Node node)
{
_nodesInTheAttackRange?.Add(node);
}
private void ExitTheAttackArea(Node node)
{
_nodesInTheAttackRange?.Remove(node);
}
///
/// Move left
/// 向左移动
///
public void MoveLeft()
{
if (!IsOnFloor())
{
return;
}
_horizontalMoveVelocity = -Speed * Config.CellSize;
}
///
/// Move right
/// 向右移动
///
public void MoveRight()
{
if (!IsOnFloor())
{
return;
}
_horizontalMoveVelocity = Speed;
}
///
/// Rotor
/// 转头
///
public void Rotor()
{
FacingLeft = !FacingLeft;
Flip();
//Change the direction of the wall detection
//改变墙壁检测的方向
if (_wallDetection == null) return;
var newDirection = _wallDetectionOrigin;
newDirection.X = FacingLeft ? -_wallDetectionOrigin.X : _wallDetectionOrigin.X;
_wallDetection.TargetPosition = newDirection;
}
///
/// stop moving
/// 停止移动
///
public void StopMoving()
{
_horizontalMoveVelocity = 0;
}
public override void _ExitTree()
{
base._ExitTree();
if (_attackArea != null)
{
_attackArea.BodyEntered -= EnterTheAttackArea;
_attackArea.BodyExited -= ExitTheAttackArea;
}
if (StateMachine != null)
{
StateMachine.Stop();
}
}
}