Traveller/scripts/character/AiCharacter.cs
Cold-Mint 7812d9c570
Remove useless dependencies and add logic for AI to find weapons.
移除无用依赖,加入AI查找武器的逻辑。
2024-07-17 22:54:42 +08:00

487 lines
14 KiB
C#
Raw Blame History

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using System;
using System.Collections.Generic;
using ColdMint.scripts.bubble;
using ColdMint.scripts.camp;
using ColdMint.scripts.inventory;
using ColdMint.scripts.stateMachine;
using ColdMint.scripts.utils;
using ColdMint.scripts.weapon;
using Godot;
namespace ColdMint.scripts.character;
/// <summary>
/// <para>The role played by computers</para>
/// <para>由电脑扮演的角色</para>
/// </summary>
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;
/// <summary>
/// <para>Reconnaissance area</para>
/// <para>侦察区域</para>
/// </summary>
/// <remarks>
///<para>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.</para>
///<para>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。</para>
/// </remarks>
private Area2D? _scoutArea;
/// <summary>
/// <para>All enemies within striking distance</para>
/// <para>在攻击范围内的所有敌人</para>
/// </summary>
private List<CharacterTemplate>? _enemyInTheAttackRange;
/// <summary>
/// <para>Scout all enemies within range</para>
/// <para>在侦察范围内所有的敌人</para>
/// </summary>
private List<CharacterTemplate>? _enemyInTheScoutRange;
/// <summary>
/// <para>Every weapon in the recon area</para>
/// <para>在侦察范围内所有的武器</para>
/// </summary>
private List<WeaponTemplate>? _weaponInTheScoutRange;
/// <summary>
/// <para>Obstacle detection ray during attack</para>
/// <para>攻击时的障碍物检测射线</para>
/// </summary>
/// <remarks>
///<para></para>
///<para>检测与目标点直接是否间隔墙壁</para>
/// </remarks>
private RayCast2D? _attackObstacleDetection;
private VisibleOnScreenEnabler2D? _screenEnabler2D;
/// <summary>
/// <para>Navigation agent</para>
/// <para>导航代理</para>
/// </summary>
public NavigationAgent2D? NavigationAgent2D { get; set; }
public IStateMachine? StateMachine { get; set; }
public RayCast2D? AttackObstacleDetection => _attackObstacleDetection;
/// <summary>
/// <para>Exclamation bubble Id</para>
/// <para>感叹气泡Id</para>
/// </summary>
private const int plaintBubbleId = 0;
/// <summary>
/// <para>Query bubble Id</para>
/// <para>疑问气泡Id</para>
/// </summary>
private const int queryBubbleId = 1;
/// <summary>
/// <para>BubbleMarker</para>
/// <para>气泡标记</para>
/// </summary>
/// <remarks>
///<para>Subsequent production of dialogue bubbles can be put into the parent class for players to use.</para>
///<para>后续制作对话泡时可进其放到父类,供玩家使用。</para>
/// </remarks>
private BubbleMarker? _bubbleMarker;
/// <summary>
/// <para>The initial weapons scene</para>
/// <para>初始的武器场景</para>
/// </summary>
[Export] public string? InitWeaponRes;
public override void _Ready()
{
base._Ready();
_enemyInTheAttackRange = new List<CharacterTemplate>();
_enemyInTheScoutRange = new List<CharacterTemplate>();
_weaponInTheScoutRange = new List<WeaponTemplate>();
_screenEnabler2D = GetNode<VisibleOnScreenEnabler2D>("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>("BubbleMarker");
if (_bubbleMarker != null)
{
using var plaintScene = GD.Load<PackedScene>("res://prefab/ui/plaint.tscn");
var plaint = NodeUtils.InstantiatePackedScene<Control>(plaintScene);
if (plaint != null)
{
_bubbleMarker.AddBubble(plaintBubbleId, plaint);
}
using var queryScene = GD.Load<PackedScene>("res://prefab/ui/query.tscn");
var query = NodeUtils.InstantiatePackedScene<Control>(queryScene);
if (query != null)
{
_bubbleMarker.AddBubble(queryBubbleId, query);
}
}
_wallDetection = GetNode<RayCast2D>("WallDetection");
_attackArea = GetNode<Area2D>("AttackArea2D");
_scoutArea = GetNode<Area2D>("ScoutArea2D");
NavigationAgent2D = GetNode<NavigationAgent2D>("NavigationAgent2D");
if (ItemMarker2D != null)
{
_attackObstacleDetection = ItemMarker2D.GetNode<RayCast2D>("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();
}
//You must create an item container for the character before you can pick up the item.
//必须为角色创建物品容器后才能拾起物品。
var universalItemContainer = new UniversalItemContainer();
var itemSlotNode = universalItemContainer.AddItemSlot(this);
itemSlotNode?.Hide();
ProtectedItemContainer = universalItemContainer;
//Add initial weapon
//添加初始武器
AddInitialWeapon(InitWeaponRes);
}
/// <summary>
/// <para>Adds an initial weapon to the character</para>
/// <para>为角色添加初始的武器</para>
/// </summary>
private void AddInitialWeapon(string? initWeaponRes)
{
if (initWeaponRes == null)
{
return;
}
//Set the resource path of the initial weapon and try to create the object of the initial weapon.
//设置了初始武器的资源路径,尝试创建初始武器的对象。
var packedScene = GD.Load<PackedScene>(initWeaponRes);
var weaponTemplate = NodeUtils.InstantiatePackedScene<WeaponTemplate>(packedScene);
if (weaponTemplate == null)
{
return;
}
NodeUtils.CallDeferredAddChild(this, weaponTemplate);
PickItem(weaponTemplate);
}
/// <summary>
/// <para>Display exclamation marks</para>
/// <para>显示感叹号</para>
/// </summary>
public void DispladyPlaint()
{
_bubbleMarker?.ShowBubble(plaintBubbleId);
}
public void HidePlaint()
{
_bubbleMarker?.HideBubble(plaintBubbleId);
}
/// <summary>
/// <para>Displady Query</para>
/// <para>显示疑问</para>
/// </summary>
public void DispladyQuery()
{
_bubbleMarker?.ShowBubble(queryBubbleId);
}
public void HideQuery()
{
_bubbleMarker?.HideBubble(queryBubbleId);
}
/// <summary>
/// <para>Whether the enemy has been detected in the reconnaissance area</para>
/// <para>侦察范围是否发现敌人</para>
/// </summary>
/// <returns>
///<para>Have you spotted the enemy?</para>
///<para>是否发现敌人</para>
/// </returns>
public bool ScoutEnemyDetected()
{
if (_enemyInTheScoutRange == null)
{
return false;
}
return _enemyInTheScoutRange.Count > 0;
}
/// <summary>
/// <para>Any weapons found in the recon area</para>
/// <para>侦察范围内是否发现武器</para>
/// </summary>
/// <returns></returns>
public bool ScoutWeaponDetected()
{
if (_weaponInTheScoutRange == null)
{
return false;
}
return _weaponInTheScoutRange.Count > 0;
}
/// <summary>
/// <para>Get weapons in the recon area</para>
/// <para>获取侦察范围内的武器</para>
/// </summary>
/// <returns></returns>
public WeaponTemplate[]? GetWeaponInScoutArea()
{
if (_weaponInTheScoutRange == null)
{
return null;
}
return _weaponInTheScoutRange.ToArray();
}
/// <summary>
/// <para>Get the first enemy in range</para>
/// <para>获取第一个进入侦察范围的敌人</para>
/// </summary>
/// <returns></returns>
public CharacterTemplate? GetFirstEnemyInScoutArea()
{
if (_enemyInTheScoutRange == null || _enemyInTheScoutRange.Count == 0)
{
return null;
}
return _enemyInTheScoutRange[0];
}
/// <summary>
/// <para>Get the first enemy within striking range</para>
/// <para>获取第一个进入攻击范围的敌人</para>
/// </summary>
/// <returns></returns>
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;
}
}
/// <summary>
/// <para>When the node enters the reconnaissance area</para>
/// <para>当节点进入侦察区域后</para>
/// </summary>
/// <param name="node"></param>
private void EnterTheScoutArea(Node node)
{
if (node is WeaponTemplate weaponTemplate)
{
_weaponInTheScoutRange?.Add(weaponTemplate);
}
CanCauseHarmNode(node, (canCause, characterTemplate) =>
{
if (canCause && characterTemplate != null)
{
_enemyInTheScoutRange?.Add(characterTemplate);
}
});
}
/// <summary>
/// <para>When the node exits the reconnaissance area</para>
/// <para>当节点退出侦察区域后</para>
/// </summary>
/// <param name="node"></param>
private void ExitTheScoutArea(Node node)
{
if (node == this)
{
return;
}
if (node is WeaponTemplate weaponTemplate)
{
_weaponInTheScoutRange?.Remove(weaponTemplate);
}
if (node is CharacterTemplate characterTemplate)
{
_enemyInTheScoutRange?.Remove(characterTemplate);
}
}
/// <summary>
/// <para>When a node enters the attack zone</para>
/// <para>当节点进入攻击区域后</para>
/// </summary>
/// <param name="node"></param>
private void EnterTheAttackArea(Node node)
{
CanCauseHarmNode(node, (canCause, characterTemplate) =>
{
if (canCause && characterTemplate != null)
{
_enemyInTheAttackRange?.Add(characterTemplate);
}
});
}
/// <summary>
/// <para>CanCauseHarmNode</para>
/// <para>是否可伤害某个节点</para>
/// </summary>
/// <param name="node"></param>
/// <param name="action"></param>
private void CanCauseHarmNode(Node node, Action<bool, CharacterTemplate?> 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);
}
}
/// <summary>
/// <para>Set target location</para>
/// <para>设置目标位置</para>
/// </summary>
/// <param name="targetPosition"></param>
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();
}
}
}