183 lines
6.4 KiB
C#
183 lines
6.4 KiB
C#
using System;
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using System.Collections.Generic;
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using ColdMint.scripts.character;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.utils;
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using ColdMint.scripts.weapon;
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using Godot;
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namespace ColdMint.scripts.stateMachine.StateProcessor;
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/// <summary>
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/// <para>Weapon seeking condition</para>
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/// <para>寻找武器状态</para>
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/// </summary>
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public class LookForWeaponProcessor : StateProcessorTemplate
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{
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private WeaponTemplate? _targetWeapon;
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/// <summary>
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///<para></para>
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///<para>停止寻找武器的时间</para>
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/// </summary>
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/// <remarks>
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/// <para>If you don't find a weapon in a while, give up looking</para>
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/// <para>如果在一段时间内没找到武器,那么放弃寻找</para>
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/// </remarks>
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private DateTime _endTime;
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/// <summary>
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/// <para>When no weapon was found, how long did they give up looking</para>
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/// <para>当没有找到武器,多长时间放弃寻找</para>
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/// </summary>
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public TimeSpan RecoveryTimeSpan { get; set; } = TimeSpan.FromMilliseconds(150);
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public override void Enter(StateContext context)
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{
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UpdateEndTime();
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}
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/// <summary>
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/// <para>Update end time</para>
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/// <para>更新结束时间</para>
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/// </summary>
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private void UpdateEndTime()
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{
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_endTime = DateTime.Now + RecoveryTimeSpan;
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}
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protected override void OnExecute(StateContext context, Node owner)
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{
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if (owner is not AiCharacter aiCharacter)
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{
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LogCat.LogError("owner_is_not_AiCharacter", LogCat.LogLabel.LookForWeaponProcessor);
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return;
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}
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if (_targetWeapon == null)
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{
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if (DateTime.Now > _endTime)
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{
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//The search for the weapon ran out of time
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//寻找武器时超时
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LogCat.Log("search_for_weapon_timeout", LogCat.LogLabel.LookForWeaponProcessor);
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context.CurrentState = State.Flee;
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return;
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}
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}
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else
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{
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if (_targetWeapon.Picked)
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{
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//If the weapon we're looking for gets picked up, we find a new one.
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//如果我们要拿的武器被别人捡了,那么重新找新的武器。
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_targetWeapon = null;
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UpdateEndTime();
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return;
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}
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//If the nearest weapon is found, move the character to the weapon.
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//如果有最近的武器被找到了,那么将角色移动到武器旁边。
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var weaponTemplates = aiCharacter.GetCanPickedWeapon();
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//Weapons are not in the range of the pickup.
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//武器没在拾捡范围内。
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if (weaponTemplates.Length == 0)
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{
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LogCat.Log("weapon_not_in_pickup_range", LogCat.LogLabel.LookForWeaponProcessor);
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aiCharacter.SetTargetPosition(_targetWeapon.GlobalPosition);
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}
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else
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{
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var haveWeapon = false;
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foreach (var weaponTemplate in weaponTemplates)
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{
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if (weaponTemplate == _targetWeapon)
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{
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haveWeapon = true;
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}
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}
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if (haveWeapon)
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{
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var pickResult = aiCharacter.PickItem(_targetWeapon);
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if (pickResult)
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{
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context.CurrentState = context.PreviousState;
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//Successfully picked up the weapon.
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//成功拾起武器。
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LogCat.Log("weapon_picked_up", LogCat.LogLabel.LookForWeaponProcessor);
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}
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else
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{
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_targetWeapon = null;
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UpdateEndTime();
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//Weapon failed to pick up.
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//武器捡起时失败。
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LogCat.Log("weapon_pickup_failed", LogCat.LogLabel.LookForWeaponProcessor);
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}
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}
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else
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{
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//No weapons are included in the pickup area.
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//拾捡范围内不包含武器。
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LogCat.Log("weapon_not_in_pickup_range", LogCat.LogLabel.LookForWeaponProcessor);
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aiCharacter.SetTargetPosition(_targetWeapon.GlobalPosition);
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}
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}
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return;
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}
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if (aiCharacter.ScoutWeaponDetected())
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{
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//Weapons were found in the character's recon area.
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//在角色的侦察范围内发现了武器。
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//We search for the nearest weapon.
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//我们搜索最近的武器。
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LogCat.Log("weapon_detected", LogCat.LogLabel.LookForWeaponProcessor);
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var weaponTemplates = aiCharacter.GetWeaponInScoutArea();
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if (weaponTemplates == null || weaponTemplates.Length == 0)
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{
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//The weapon may have been lost or taken by someone else.
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//武器可能已丢失,或被他人占用。
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LogCat.Log("weapon_lost", LogCat.LogLabel.LookForWeaponProcessor);
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return;
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}
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var nodes = new List<Node>();
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foreach (var weapon in weaponTemplates)
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{
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if (weapon is Node newNode)
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{
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nodes.Add(newNode);
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}
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}
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var node = NodeUtils.GetTheNearestNode(aiCharacter, nodes.ToArray());
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if (node == null)
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{
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//When looking for the nearest node, return null.
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//查找最近的节点时,返回null。
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LogCat.Log("nearest_node_is_null", LogCat.LogLabel.LookForWeaponProcessor);
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return;
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}
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if (node is WeaponTemplate weaponTemplate)
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{
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_targetWeapon = weaponTemplate;
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}
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else
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{
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LogCat.LogError("node_is_not_WeaponTemplate", LogCat.LogLabel.LookForWeaponProcessor);
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}
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}
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else
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{
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//No weapons detected
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//没有检测到武器
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LogCat.Log("no_weapon_detected", LogCat.LogLabel.LookForWeaponProcessor);
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}
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}
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public override State State => State.LookForWeapon;
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} |