Ejemplo n.º 1
0
    public override void Calculate(RoamingNPC t)
    {
        if (t.rootDuration > 0)
        {
            t.rootDuration--;
        }
        else if (t.rooted)
        {
            t.rooted = false;
        }

        if (t.sleeping)
        {
            return;
        }

        if (!t.gameObject.transform.parent.gameObject.activeSelf)
        {
            return;
        }

        t.CurrentTarget      = t.playerStats;
        t.LastKnownTargetPos = t.playerStats.pos;

        t.TriggerEffectTasks();
        if (t.CurrentTarget != null && t.CurrentTarget.currHp == 0)
        {
            t.CurrentTarget = null;
        }

        if (t.CurrentTarget != null)
        {
            if (t.runCounter > 0)
            {
                Vector2Int runCell = t.__position + t.runDirection;

                t.runCounter--;

                MoveTo(t, runCell.x, runCell.y);
            }
            else
            {
                t.path = null;

                t.path = AStar.CalculatePathNoCollisions(t.__position, t.CurrentTarget.pos);

                MoveTo(t, t.path[0].x, t.path[0].y);
            }
        }
    }
Ejemplo n.º 2
0
    public override void Calculate(RoamingNPC t)
    {
        if (t.rootDuration > 0)
        {
            t.rootDuration--;
        }
        else if (t.rooted)
        {
            t.rooted = false;
        }

        //t.playerDetected = false;

        if (t.sleeping)
        {
            return;
        }

        if (!t.gameObject.transform.parent.gameObject.activeSelf)
        {
            return;
        }

        t.TriggerEffectTasks();
        if (t.CurrentTarget != null && t.CurrentTarget.currHp == 0)
        {
            t.CurrentTarget = null;
        }

        // check for out of sight enemy
        if (!(t.CurrentTarget == null))
        {
            if (!FoV.InLineOfSight(t.pos, t.CurrentTarget.pos))
            {
                // out of sight out of mind i guess
                t.LastKnownTargetPos = t.CurrentTarget.pos;

                t.CurrentTarget = null;
                // TODO: make enemy run to last known position
            }
        }


        // check if current target is still valid
        if (!(t.CurrentTarget == null))
        {
            // we are targeting something
            // range here
            if (MapUtility.MoveDistance(t.pos, t.CurrentTarget.pos) == 1)
            {
                // the target is in attackrange so we dont change anything
            }
            else
            {
                // target may be running away. we are looking at other potential targets that are near us
                if (t.RetailiationList.Count > 0)
                {
                    // we have recently been attacked by somebody
                    var alt = t.RetailiationList.ToArray().Check((u) => MapUtility.MoveDistance(u.pos, t.pos) == 1);
                    if (alt.Length > 0)
                    {
                        t.CurrentTarget = alt.GetRandom();
                    }
                }
            }
        }
        else
        {
            // look for possible target
            var view = FoV.GetEnemyFoV(t.__position).ToArray().Check((p) => MapManager.map[p.x, p.y].hasPlayer || MapManager.map[p.x, p.y].enemy != null);

            if (view.Length > 0)
            {
                List <IUnit> possibleTargets = new List <IUnit>();

                IUnit nt = null;


                foreach (var pos in view)
                {
                    if (MapManager.map[pos.x, pos.y].enemy != null && MapManager.map[pos.x, pos.y].enemy.GetComponent <RoamingNPC>().enemySO.MyTurnAI is HelperTurnBehaviour)
                    {
                        // we found a doggo to attack
                        if (nt == null)
                        {
                            nt = MapManager.map[pos.x, pos.y].enemy.GetComponent <RoamingNPC>();
                            t.LastKnownTargetPos = nt.pos;
                        }
                        else
                        {
                            if (MapUtility.MoveDistance(t.pos, nt.pos) > MapUtility.MoveDistance(t.pos, pos))
                            {
                                nt = MapManager.map[pos.x, pos.y].enemy.GetComponent <RoamingNPC>();
                                t.LastKnownTargetPos = nt.pos;
                            }
                        }
                    }
                    if (MapManager.map[pos.x, pos.y].hasPlayer)
                    {
                        if (nt == null)
                        {
                            nt = t.playerStats;
                            t.LastKnownTargetPos = nt.pos;
                        }
                        else
                        {
                            if (MapUtility.MoveDistance(t.pos, nt.pos) > MapUtility.MoveDistance(t.pos, pos))
                            {
                                nt = t.playerStats;
                                t.LastKnownTargetPos = nt.pos;
                            }
                        }
                    }
                }
                if (nt != null)
                {
                    // found the closest possible target:
                    t.CurrentTarget      = nt;
                    t.LastKnownTargetPos = nt.pos;
                }
            }
        }

        if (t.CurrentTarget != null)
        {
            var att = GetAttack(t);
            if (att.BlobInRange(t.__position, t.CurrentTarget.pos))
            {
                att.Calculate((t, t.CurrentTarget));
                return;
            }

            t.path = null;

            t.path = AStar.CalculatePath(t.__position, t.CurrentTarget.pos);

            BlobMoveTo(t, t.path[0].x, t.path[0].y);
        }
        else
        {
            if (t._x > 0)
            {
                t._x--;

                t.path = null;

                t.path = AStar.CalculatePath(t.__position, MapManager.playerPos);

                BlobMoveTo(t, t.path[0].x, t.path[0].y);
            }
            else
            {
                //BlobMoveTo(t, t.__position.x + Random.Range(-1, 2), t.__position.y + Random.Range(-1, 2)); //move to random direction
            }
        }
    }
Ejemplo n.º 3
0
    public override void Calculate(RoamingNPC t)
    {
        if (t.rootDuration > 0)
        {
            t.rootDuration--;
        }
        else if (t.rooted)
        {
            t.rooted = false;
        }

        if (t.enemySO._Behaviour != EnemiesScriptableObject.E_behaviour.npc)
        {
            if (t.sleeping)
            {
                int distance = Mathf.Max(Mathf.Abs(PlayerMovement.playerMovement.position.x - t.__position.x), Mathf.Abs(PlayerMovement.playerMovement.position.y - t.__position.y));
                if (distance < 7)
                {
                    t.sleeping = false;
                }
                else
                {
                    //Debug.Log("I am sleeping");
                    return;
                }
            }


            if (!t.gameObject.transform.parent.gameObject.activeSelf)
            {
                return;
            }

            t.TriggerEffectTasks();

            bool searchEnemy = true;

            if (t.Board.ContainsKey("Target"))
            {
                if (t.Board["Target"] != null && t.Board["Target"] is RoamingNPC)
                {
                    //Debug.Log("Has Target");
                    RoamingNPC testNPC = (RoamingNPC)t.Board["Target"];
                    if ((testNPC == null) || Vector2Int.Distance(PlayerMovement.playerMovement.position, testNPC.__position) > 5 || testNPC.gameObject == null)
                    {
                        t.Board["Target"] = null;
                    }
                    else
                    {
                        searchEnemy = false;
                    }
                }
            }
            if (searchEnemy)
            {
                //Debug.Log("Has to search enemy");
                Vector2Int enemyPos = new Vector2Int(-100, -100);
                float      minDis   = 10000;
                bool       found    = false;
                foreach (Vector2Int pos in FoV.GetEnemyFoV(t.__position))
                {
                    try
                    {
                        int dis = Mathf.Max(Mathf.Abs(PlayerMovement.playerMovement.position.x - pos.x), Mathf.Abs(PlayerMovement.playerMovement.position.y - pos.y));
                        if (MapManager.map[pos.x, pos.y].enemy != null &&
                            MapManager.map[pos.x, pos.y].enemy != t.gameObject &&
                            MapManager.map[pos.x, pos.y].enemy.GetComponent <RoamingNPC>().enemySO.MyTurnAI != t.enemySO.MyTurnAI &&
                            dis <= 4)
                        {
                            if (dis < minDis)
                            {
                                minDis   = dis;
                                enemyPos = pos;
                                found    = true;
                            }
                        }
                    }
                    catch { }
                }

                if (found)
                {
                    //Debug.Log("Found enemy");
                    t.Board["Target"] = MapManager.map[enemyPos.x, enemyPos.y].enemy.GetComponent <RoamingNPC>();
                }
            }
            if (t.Board.ContainsKey("Target"))
            {
                //Debug.Log("Has enemy missing: " + (t.Board["Target"] == null));
            }
            if (t.Board.ContainsKey("Target") && t.Board["Target"] != null && t.Board["Target"] is RoamingNPC npc)
            {
                //Debug.Log("Target aquired");

                int distance = Mathf.Max(Mathf.Abs(npc.__position.x - t.__position.x), Mathf.Abs(npc.__position.y - t.__position.y));
                // move to target and attack

                var att = GetAttack(t);
                if (att.InRange(t.__position, npc.pos))
                {
                    att.Calculate((t, npc));
                    return;
                }
                else
                {
                    t.path = null;
                    t.path = AStar.CalculatePath(t.__position, npc.__position);
                    Debug.Log(t.path.Count);
                    if (!(PlayerMovement.playerMovement.position == t.path[0] || PlayerMovement.playerMovement.position == t.path[1]))
                    {
                        // Debug.Log("Move to enemy");
                        t.MoveTo(t.path[0].x, t.path[0].y);
                        return;
                    }
                }
            }


            // move to player
            // check if next to player
            int pDistance = Mathf.Max(Mathf.Abs(PlayerMovement.playerMovement.position.x - t.__position.x), Mathf.Abs(PlayerMovement.playerMovement.position.y - t.__position.y));


            //Debug.Log(pDistance);
            if (pDistance == 1)
            {
                // we are too close
                Vector2Int diff = t.__position - PlayerMovement.playerMovement.position;

                // we move away from the player
                if (MapUtility.IsMoveable(t.__position.x + diff.x, t.__position.y + diff.y))
                {
                    t.MoveTo(t.__position.x + diff.x, t.__position.y + diff.y);
                }
                else
                {
                    // find another way
                    Vector2Int[] alternatives = MapUtility.Box1
                                                .Copy()
                                                .Check((pos) => MapUtility.IsMoveable(pos) && MapUtility.MoveDistance(pos, PlayerMovement.playerMovement.position) == 2);
                    if (alternatives.Length > 0)
                    {
                        Vector2Int target = alternatives.GetRandom();
                        t.MoveTo(target.x, target.y);
                    }
                }
            }
            else
            {
                // check how far away
                // if far away follow
                if (pDistance > 2)
                {
                    t.path = null;
                    //Debug.Log("Follow");
                    t.path = AStar.CalculatePath(t.__position, PlayerMovement.playerMovement.position);
                    //Debug.Log(t.path.Count);
                    t.MoveTo(t.path[0].x, t.path[0].y);
                }
                else
                {
                    // else go random
                    Vector2Int[] alternatives = MapUtility.Box1
                                                .Copy().Combine(MapUtility.Origin.Copy())
                                                .MoveCenter(t.__position)
                                                .Check((pos) => MapUtility.IsMoveable(pos) && MapUtility.MoveDistance(pos, PlayerMovement.playerMovement.position) > 1);
                    if (alternatives.Length > 0)
                    {
                        Vector2Int target = alternatives.GetRandom();
                        t.MoveTo(target.x, target.y);
                    }
                }
            }
        }
    }
Ejemplo n.º 4
0
    public override void Calculate(RoamingNPC t)
    {
        if (t.rootDuration > 0)
        {
            t.rootDuration--;
        }
        else if (t.rooted)
        {
            t.rooted = false;
        }

        if (t.enemySO._Behaviour != EnemiesScriptableObject.E_behaviour.npc)
        {
            if (t.sleeping)
            {
                return;
            }

            if (!t.gameObject.transform.parent.gameObject.activeSelf)
            {
                return;
            }

            t.TriggerEffectTasks();
            if (t.CurrentTarget != null && t.CurrentTarget.currHp == 0)
            {
                t.CurrentTarget = null;
            }

            // check for out of sight enemy
            if (!(t.CurrentTarget == null))
            {
                if (!FoV.InLineOfSight(t.pos, t.CurrentTarget.pos))
                {
                    // out of sight out of mind i guess
                    t.CurrentTarget = null;
                }
            }

            // check if current target is still valid
            if (!(t.CurrentTarget == null))
            {
                // we are targeting something
                // range here
                if (MapUtility.MoveDistance(t.pos, t.CurrentTarget.pos) == 1)
                {
                    // the target is in attackrange so we dont change anything
                }
                else
                {
                    // target may be running away. we are looking at other potential targets that are near us
                    if (t.RetailiationList.Count > 0)
                    {
                        // we have recently been attacked by somebody
                        var alt = t.RetailiationList.ToArray().Check((u) => MapUtility.MoveDistance(u.pos, t.pos) == 1);
                        if (alt.Length > 0)
                        {
                            t.CurrentTarget = alt.GetRandom();
                        }
                    }
                }
            }
            else
            {
                // look for possible target
                var view = FoV.GetEnemyFoV(t.__position).ToArray().Check((p) => MapManager.map[p.x, p.y].hasPlayer || MapManager.map[p.x, p.y].enemy != null);

                if (view.Length > 0)
                {
                    List <IUnit> possibleTargets = new List <IUnit>();

                    IUnit nt = null;


                    foreach (var pos in view)
                    {
                        if (MapManager.map[pos.x, pos.y].enemy != null)
                        {
                            // we found somebody to attack
                            if (nt == null)
                            {
                                nt = MapManager.map[pos.x, pos.y].enemy.GetComponent <RoamingNPC>();
                                t.LastKnownTargetPos = nt.pos;
                            }
                            else
                            {
                                if (MapUtility.MoveDistance(t.pos, nt.pos) > MapUtility.MoveDistance(t.pos, pos))
                                {
                                    nt = MapManager.map[pos.x, pos.y].enemy.GetComponent <RoamingNPC>();
                                    t.LastKnownTargetPos = nt.pos;
                                }
                            }
                        }
                        if (MapManager.map[pos.x, pos.y].hasPlayer)
                        {
                            if (nt == null)
                            {
                                nt = t.playerStats;
                                t.LastKnownTargetPos = nt.pos;
                            }
                            else
                            {
                                if (MapUtility.MoveDistance(t.pos, nt.pos) > MapUtility.MoveDistance(t.pos, pos))
                                {
                                    nt = t.playerStats;
                                    t.LastKnownTargetPos = nt.pos;
                                }
                            }
                        }
                    }
                    if (nt != null)
                    {
                        // found the closest possible target:
                        t.CurrentTarget      = nt;
                        t.LastKnownTargetPos = nt.pos;
                    }
                }
            }



            switch (t.enemySO._Behaviour)
            {
            case EnemiesScriptableObject.E_behaviour.cowardly:
                if (t.__currentHp <= (t.maxHp / 2) && (int)Random.Range(0, 2) == 1 && t.runCounter > 0 || (t.runCounter > 0 && t.runCounter < 5))     //RUN FROM PLAYER
                {
                    t.runDirection = t.__position - MapManager.playerPos;

                    Vector2Int runCell = t.__position + t.runDirection;

                    t.runCounter--;

                    t.path = null;

                    t.path = AStar.CalculatePath(t.__position, runCell);

                    t.MoveTo(t.path[0].x, t.path[0].y);
                    return;
                }
                else
                {
                    t.runCounter = 5;
                }
                break;

            case EnemiesScriptableObject.E_behaviour.recovers:
                if (t.__currentHp <= (t.maxHp / 2) && t.hpRegenCooldown == 0)
                {
                    t.hpRegenCooldown--;
                    t.__currentHp += Mathf.FloorToInt(t.maxHp * .25f);
                    return;
                }
                else if (t.hpRegenCooldown < 10 && t.hpRegenCooldown > 0)
                {
                    t.hpRegenCooldown--;
                }
                break;
            }

            if (t.CurrentTarget != null)
            {
                var att = GetAttack(t);
                if (att.InRange(t.__position, t.CurrentTarget.pos))
                {
                    att.Calculate((t, t.CurrentTarget));
                    return;
                }

                /*
                 * if (new Vector2Int(t.__position.x - 1, t.__position.y) == MapManager.playerPos)
                 * {
                 *  GetAttack(t).Attack(t, t.playerStats);
                 *  return;
                 * }
                 * else if (new Vector2Int(t.__position.x + 1, t.__position.y) == MapManager.playerPos)
                 * {
                 *  GetAttack(t).Attack(t, t.playerStats);
                 *  return;
                 * }
                 * else if (new Vector2Int(t.__position.x, t.__position.y - 1) == MapManager.playerPos)
                 * {
                 *  GetAttack(t).Attack(t, t.playerStats);
                 *  return;
                 * }
                 * else if (new Vector2Int(t.__position.x, t.__position.y + 1) == MapManager.playerPos)
                 * {
                 *  GetAttack(t).Attack(t, t.playerStats);
                 *  return;
                 * }
                 * else if (new Vector2Int(t.__position.x - 1, t.__position.y - 1) == MapManager.playerPos)
                 * {
                 *  GetAttack(t).Attack(t, t.playerStats);
                 *  return;
                 * }
                 * else if (new Vector2Int(t.__position.x + 1, t.__position.y - 1) == MapManager.playerPos)
                 * {
                 *  GetAttack(t).Attack(t, t.playerStats);
                 *  return;
                 * }
                 * else if (new Vector2Int(t.__position.x - 1, t.__position.y + 1) == MapManager.playerPos)
                 * {
                 *  GetAttack(t).Attack(t, t.playerStats);
                 *  return;
                 * }
                 * else if (new Vector2Int(t.__position.x + 1, t.__position.y + 1) == MapManager.playerPos)
                 * {
                 *  GetAttack(t).Attack(t, t.playerStats);
                 *  return;
                 * }
                 */

                t.path = null;

                t.path = AStar.CalculatePath(t.__position, t.CurrentTarget.pos);

                t.MoveTo(t.path[0].x, t.path[0].y);
            }
            else
            {
                t.MoveTo(t.__position.x + Random.Range(-1, 2), t.__position.y + Random.Range(-1, 2)); //move to random direction
            }
        }
        else
        {
            if (!t.gameObject.transform.parent.gameObject.activeSelf)
            {
                return;
            }

            if (t.enemySO.finishedDialogue)
            {
                t.MoveTo(t.__position.x + (int)Random.Range(-1, 2), t.__position.y + (int)Random.Range(-1, 2)); //move to random direction
            }
        }
    }