202 lines
5.7 KiB
C#
202 lines
5.7 KiB
C#
using System.Collections.Generic;
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using ColdMint.scripts.camp;
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using ColdMint.scripts.stateMachine;
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using Godot;
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namespace ColdMint.scripts.character;
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/// <summary>
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/// <para>The role played by computers</para>
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/// <para>由电脑扮演的角色</para>
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/// </summary>
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public sealed partial class AiCharacter : CharacterTemplate
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{
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//Used to detect rays on walls
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//用于检测墙壁的射线
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private RayCast2D? _wallDetection;
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public RayCast2D? WallDetection => _wallDetection;
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private Vector2 _wallDetectionOrigin;
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private Area2D? _attackArea;
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/// <summary>
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/// <para>All enemies within striking distance</para>
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/// <para>在攻击范围内的所有敌人</para>
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/// </summary>
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private List<CharacterTemplate>? _enemyInTheAttackRange;
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/// <summary>
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/// <para>Obstacle detection ray during attack</para>
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/// <para>攻击时的障碍物检测射线</para>
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/// </summary>
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/// <remarks>
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///<para></para>
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///<para>检测与目标点直接是否间隔墙壁</para>
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/// </remarks>
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private RayCast2D? _attackObstacleDetection;
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/// <summary>
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/// <para>Navigation agent</para>
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/// <para>导航代理</para>
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/// </summary>
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public NavigationAgent2D? NavigationAgent2D { get; set; }
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public IStateMachine? StateMachine { get; set; }
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public RayCast2D? AttackObstacleDetection => _attackObstacleDetection;
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public override void _Ready()
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{
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base._Ready();
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_enemyInTheAttackRange = new List<CharacterTemplate>();
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_wallDetection = GetNode<RayCast2D>("WallDetection");
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_attackArea = GetNode<Area2D>("AttackArea2D");
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NavigationAgent2D = GetNode<NavigationAgent2D>("NavigationAgent2D");
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if (ItemMarker2D != null)
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{
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_attackObstacleDetection = ItemMarker2D.GetNode<RayCast2D>("AttackObstacleDetection");
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}
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if (_attackArea != null)
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{
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//If true, the zone will detect objects or areas entering and leaving the zone.
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//如果为true,该区域将检测进出该区域的物体或区域。
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_attackArea.Monitoring = true;
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//Other areas can't detect our attack zone
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//其他区域不能检测到我们的攻击区域
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_attackArea.Monitorable = false;
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_attackArea.BodyEntered += EnterTheAttackArea;
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_attackArea.BodyExited += ExitTheAttackArea;
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}
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_wallDetectionOrigin = _wallDetection.TargetPosition;
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StateMachine = new PatrolStateMachine();
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StateMachine.Context = new StateContext
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{
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CurrentState = State.Patrol,
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Owner = this
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};
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if (StateMachine != null)
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{
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StateMachine.Start();
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}
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}
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/// <summary>
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/// <para>EnemyDetected</para>
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/// <para>是否发现敌人</para>
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/// </summary>
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/// <returns>
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///<para>Have you spotted the enemy?</para>
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///<para>是否发现敌人</para>
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/// </returns>
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public bool EnemyDetected()
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{
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if (_enemyInTheAttackRange == null)
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{
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return false;
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}
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return _enemyInTheAttackRange.Count > 0;
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}
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/// <summary>
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/// <para>Get the first enemy to enter range</para>
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/// <para>获取第一个进入范围的敌人</para>
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/// </summary>
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/// <returns></returns>
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public CharacterTemplate? GetFirstEnemy()
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{
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if (_enemyInTheAttackRange == null || _enemyInTheAttackRange.Count == 0)
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{
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return null;
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}
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return _enemyInTheAttackRange[0];
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}
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protected override void HookPhysicsProcess(ref Vector2 velocity, double delta)
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{
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StateMachine?.Execute();
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if (NavigationAgent2D != null && IsOnFloor())
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{
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var nextPathPosition = NavigationAgent2D.GetNextPathPosition();
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var direction = (nextPathPosition - GlobalPosition).Normalized();
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velocity = direction * Config.CellSize * Speed;
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}
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}
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private void EnterTheAttackArea(Node node)
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{
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if (node == this)
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{
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//The target can't be yourself.
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//攻击目标不能是自己。
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return;
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}
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if (node is CharacterTemplate characterTemplate)
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{
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//Determine if damage can be done between factions
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//判断阵营间是否可造成伤害
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var camp = CampManager.GetCamp(CampId);
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var enemyCamp = CampManager.GetCamp(characterTemplate.CampId);
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if (enemyCamp != null && camp != null)
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{
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var canCause = CampManager.CanCauseHarm(camp, enemyCamp);
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if (canCause)
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{
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_enemyInTheAttackRange?.Add(characterTemplate);
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}
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}
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}
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}
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private void ExitTheAttackArea(Node node)
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{
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if (node == this)
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{
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return;
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}
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if (node is CharacterTemplate characterTemplate)
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{
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_enemyInTheAttackRange?.Remove(characterTemplate);
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}
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}
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/// <summary>
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/// <para>Set target location</para>
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/// <para>设置目标位置</para>
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/// </summary>
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/// <param name="targetPosition"></param>
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public void SetTargetPosition(Vector2 targetPosition)
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{
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if (NavigationAgent2D == null)
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{
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return;
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}
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NavigationAgent2D.TargetPosition = targetPosition;
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}
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public override void _ExitTree()
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{
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base._ExitTree();
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if (_attackArea != null)
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{
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_attackArea.BodyEntered -= EnterTheAttackArea;
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_attackArea.BodyExited -= ExitTheAttackArea;
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}
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if (StateMachine != null)
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{
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StateMachine.Stop();
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}
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}
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} |