498 lines
15 KiB
C#
498 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using ColdMint.scripts.bubble;
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using ColdMint.scripts.camp;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.stateMachine;
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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.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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private Vector2 _wallDetectionOrigin;
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private Area2D? _attackArea;
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/// <summary>
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/// <para>Reconnaissance area</para>
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/// <para>侦察区域</para>
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/// </summary>
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/// <remarks>
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///<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>
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///<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>
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/// </remarks>
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private Area2D? _scoutArea;
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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>Scout all enemies within range</para>
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/// <para>在侦察范围内所有的敌人</para>
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/// </summary>
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private List<CharacterTemplate>? _enemyInTheScoutRange;
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/// <summary>
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/// <para>Every weapon in the recon area</para>
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/// <para>在侦察范围内所有的武器</para>
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/// </summary>
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private List<WeaponTemplate>? _weaponInTheScoutRange;
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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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private VisibleOnScreenEnabler2D? _screenEnabler2D;
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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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private NavigationAgent2D? NavigationAgent2D { get; set; }
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/// <summary>
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/// <para>State machine</para>
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/// <para>状态机</para>
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/// </summary>
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private IStateMachine? StateMachine { get; set; }
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/// <summary>
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/// <para>Attack obstacle detection</para>
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/// <para>攻击障碍物检测</para>
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/// </summary>
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private RayCast2D? AttackObstacleDetection => _attackObstacleDetection;
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/// <summary>
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/// <para>Exclamation bubble id</para>
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/// <para>感叹气泡Id</para>
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/// </summary>
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private const int PlaintBubbleId = 0;
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/// <summary>
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/// <para>Query bubble id</para>
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/// <para>疑问气泡Id</para>
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/// </summary>
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private const int QueryBubbleId = 1;
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/// <summary>
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/// <para>BubbleMarker</para>
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/// <para>气泡标记</para>
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/// </summary>
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/// <remarks>
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///<para>Subsequent production of dialogue bubbles can be put into the parent class for players to use.</para>
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///<para>后续制作对话泡时可进其放到父类,供玩家使用。</para>
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/// </remarks>
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private BubbleMarker? _bubbleMarker;
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/// <summary>
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/// <para>The initial weapons scene</para>
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/// <para>初始的武器场景</para>
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/// </summary>
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[Export] public string? InitWeaponRes;
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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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_enemyInTheScoutRange = new List<CharacterTemplate>();
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_weaponInTheScoutRange = new List<WeaponTemplate>();
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_screenEnabler2D = GetNode<VisibleOnScreenEnabler2D>("VisibleOnScreenEnabler2D");
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_screenEnabler2D.ScreenEntered += () =>
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{
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//When the character enters the screen.
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//当角色进入屏幕。
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ProcessMode = ProcessModeEnum.Disabled;
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};
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_screenEnabler2D.ScreenExited += () =>
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{
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//When the character leaves the screen.
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//当角色离开屏幕。
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ProcessMode = ProcessModeEnum.Inherit;
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};
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_bubbleMarker = GetNode<BubbleMarker>("BubbleMarker");
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if (_bubbleMarker != null)
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{
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using var plaintScene = GD.Load<PackedScene>("res://prefab/ui/plaint.tscn");
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var plaint = NodeUtils.InstantiatePackedScene<Control>(plaintScene);
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if (plaint != null)
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{
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_bubbleMarker.AddBubble(PlaintBubbleId, plaint);
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}
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using var queryScene = GD.Load<PackedScene>("res://prefab/ui/query.tscn");
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var query = NodeUtils.InstantiatePackedScene<Control>(queryScene);
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if (query != null)
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{
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_bubbleMarker.AddBubble(QueryBubbleId, query);
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}
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}
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_wallDetection = GetNode<RayCast2D>("WallDetection");
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_attackArea = GetNode<Area2D>("AttackArea2D");
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_scoutArea = GetNode<Area2D>("ScoutArea2D");
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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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if (_scoutArea != null)
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{
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_scoutArea.Monitoring = true;
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_scoutArea.Monitorable = false;
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_scoutArea.BodyEntered += EnterTheScoutArea;
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_scoutArea.BodyExited += ExitTheScoutArea;
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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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//You must create an item container for the character before you can pick up the item.
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//必须为角色创建物品容器后才能拾起物品。
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var universalItemContainer = new UniversalItemContainer();
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var itemSlotNode = universalItemContainer.AddItemSlot(this);
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itemSlotNode?.Hide();
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ProtectedItemContainer = universalItemContainer;
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//Add initial weapon
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//添加初始武器
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AddInitialWeapon(InitWeaponRes);
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}
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/// <summary>
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/// <para>Adds an initial weapon to the character</para>
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/// <para>为角色添加初始的武器</para>
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/// </summary>
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private void AddInitialWeapon(string? initWeaponRes)
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{
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if (initWeaponRes == null)
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{
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return;
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}
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//Set the resource path of the initial weapon and try to create the object of the initial weapon.
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//设置了初始武器的资源路径,尝试创建初始武器的对象。
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var packedScene = GD.Load<PackedScene>(initWeaponRes);
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var weaponTemplate = NodeUtils.InstantiatePackedScene<WeaponTemplate>(packedScene);
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if (weaponTemplate == null)
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{
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return;
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}
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NodeUtils.CallDeferredAddChild(this, weaponTemplate);
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PickItem(weaponTemplate);
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}
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/// <summary>
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/// <para>Display exclamation marks</para>
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/// <para>显示感叹号</para>
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/// </summary>
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public void DispladyPlaint()
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{
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_bubbleMarker?.ShowBubble(PlaintBubbleId);
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}
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public void HidePlaint()
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{
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_bubbleMarker?.HideBubble(PlaintBubbleId);
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}
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/// <summary>
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/// <para>Displady Query</para>
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/// <para>显示疑问</para>
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/// </summary>
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public void DispladyQuery()
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{
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_bubbleMarker?.ShowBubble(QueryBubbleId);
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}
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public void HideQuery()
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{
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_bubbleMarker?.HideBubble(QueryBubbleId);
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}
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/// <summary>
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/// <para>Whether the enemy has been detected in the reconnaissance area</para>
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/// <para>侦察范围是否发现敌人</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 ScoutEnemyDetected()
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{
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if (_enemyInTheScoutRange == null)
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{
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return false;
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}
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return _enemyInTheScoutRange.Count > 0;
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}
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/// <summary>
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/// <para>Any weapons found in the recon area</para>
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/// <para>侦察范围内是否发现武器</para>
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/// </summary>
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/// <returns></returns>
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public bool ScoutWeaponDetected()
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{
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if (_weaponInTheScoutRange == null)
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{
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return false;
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}
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return _weaponInTheScoutRange.Count > 0;
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}
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/// <summary>
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/// <para>Get weapons in the recon area</para>
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/// <para>获取侦察范围内的武器</para>
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/// </summary>
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/// <returns></returns>
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public WeaponTemplate[]? GetWeaponInScoutArea()
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{
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if (_weaponInTheScoutRange == null)
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{
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return null;
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}
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return _weaponInTheScoutRange.ToArray();
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}
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/// <summary>
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/// <para>Get the first enemy in range</para>
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/// <para>获取第一个进入侦察范围的敌人</para>
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/// </summary>
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/// <returns></returns>
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public CharacterTemplate? GetFirstEnemyInScoutArea()
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{
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if (_enemyInTheScoutRange == null || _enemyInTheScoutRange.Count == 0)
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{
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return null;
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}
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return _enemyInTheScoutRange[0];
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}
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/// <summary>
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/// <para>Get the first enemy within striking range</para>
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/// <para>获取第一个进入攻击范围的敌人</para>
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/// </summary>
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/// <returns></returns>
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public CharacterTemplate? GetFirstEnemyInAttackArea()
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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 * ProtectedSpeedScale;
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}
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}
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/// <summary>
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/// <para>When the node enters the reconnaissance area</para>
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/// <para>当节点进入侦察区域后</para>
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/// </summary>
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/// <param name="node"></param>
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private void EnterTheScoutArea(Node node)
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{
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if (node is WeaponTemplate weaponTemplate)
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{
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if (CanPickItem(weaponTemplate))
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{
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_weaponInTheScoutRange?.Add(weaponTemplate);
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}
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}
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CanCauseHarmNode(node, (canCause, characterTemplate) =>
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{
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if (canCause && characterTemplate != null)
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{
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_enemyInTheScoutRange?.Add(characterTemplate);
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}
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});
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}
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/// <summary>
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/// <para>When the node exits the reconnaissance area</para>
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/// <para>当节点退出侦察区域后</para>
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/// </summary>
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/// <param name="node"></param>
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private void ExitTheScoutArea(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 WeaponTemplate weaponTemplate)
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{
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_weaponInTheScoutRange?.Remove(weaponTemplate);
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}
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if (node is CharacterTemplate characterTemplate)
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{
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_enemyInTheScoutRange?.Remove(characterTemplate);
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}
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}
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/// <summary>
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/// <para>When a node enters the attack zone</para>
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/// <para>当节点进入攻击区域后</para>
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/// </summary>
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/// <param name="node"></param>
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private void EnterTheAttackArea(Node node)
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{
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CanCauseHarmNode(node, (canCause, characterTemplate) =>
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{
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if (canCause && characterTemplate != null)
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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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/// <summary>
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/// <para>CanCauseHarmNode</para>
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/// <para>是否可伤害某个节点</para>
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/// </summary>
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/// <param name="node"></param>
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/// <param name="action"></param>
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private void CanCauseHarmNode(Node node, Action<bool, CharacterTemplate?> action)
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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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action.Invoke(false, null);
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return;
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}
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if (node is not CharacterTemplate characterTemplate)
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{
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action.Invoke(false, null);
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return;
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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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action.Invoke(CampManager.CanCauseHarm(camp, enemyCamp), characterTemplate);
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return;
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}
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action.Invoke(false, characterTemplate);
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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 (_scoutArea != null)
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{
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_scoutArea.BodyEntered -= EnterTheScoutArea;
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_scoutArea.BodyExited -= ExitTheScoutArea;
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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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}
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