Traveller/scripts/behaviorTree/ai/AIAttackNode.cs
2024-04-28 21:55:19 +08:00

79 lines
2.5 KiB
C#

using ColdMint.scripts.camp;
using ColdMint.scripts.character;
using Godot;
namespace ColdMint.scripts.behaviorTree.ai;
public class AIAttackNode : BehaviorTreeNodeTemplate
{
public AICharacter Character { get; set; }
public override int Execute(bool isPhysicsProcess, double delta)
{
if (Character == null)
{
return Config.BehaviorTreeResult.Failure;
}
var nodesInTheAttackRange = Character.NodesInTheAttackRange;
if (nodesInTheAttackRange.Length == 0)
{
//No nodes are in range of the attack
//没有节点在攻击范围内
return Config.BehaviorTreeResult.Failure;
}
//Save the nearest enemy
//保存最近的敌人
CharacterTemplate closestEnemy = null;
var closestDistance = float.MaxValue;
var selfCamp = CampManager.GetCamp(Character.CampId);
foreach (var node in nodesInTheAttackRange)
{
if (node is CharacterTemplate characterTemplate)
{
if (node == Character)
{
continue;
}
var characterCamp = CampManager.GetCamp(characterTemplate.CampId);
var canCause = CampManager.CanCauseHarm(selfCamp, characterCamp);
if (!canCause)
{
continue;
}
if (selfCamp.ID == characterCamp.ID)
{
//如果是同一阵营,不攻击
continue;
}
var distance = characterTemplate.GlobalPosition - Character.GlobalPosition;
var distanceLength = distance.Length();
if (distanceLength < closestDistance)
{
closestDistance = distanceLength;
closestEnemy = characterTemplate;
}
}
}
if (closestEnemy != null)
{
//There are the closest enemies
//有距离最近的敌人
var distance = closestEnemy.GlobalPosition - Character.GlobalPosition;
Character.AttackObstacleDetection.TargetPosition = distance;
if (Character.AttackObstacleDetection.GetCollider() == null)
{
Character.StopMoving();
Character.AimTheCurrentItemAtAPoint(closestEnemy.GlobalPosition);
Character.UseItem(closestEnemy.GlobalPosition);
}
}
return Config.BehaviorTreeResult.Success;
}
}