Esempio n. 1
0
    public override void Execute()
    {
        if (CurrentBehaviour != null)
        {
            Transform playerTransform = Target.transform;
            Behaviour aiBehaviour     = current;

            float dist = Vector2.Distance(playerTransform.position, transform.position);

            if (CurrentBehaviour.GetType() == typeof(Aggro) && dist <= activeRange)
            {
                CurrentBehaviour.Execute(playerTransform.position);
            }
            else if (CurrentBehaviour.GetType() == typeof(Patrol) && dist <= activeRange)
            {
                CurrentBehaviour.Execute(patrolPath);

                if (Vector2.Distance(patrolPath, transform.position) <= relativeRange)
                {
                    patrolPath = GenerateRandom(Camera.main);

                    CurrentBehaviour.Execute(patrolPath, cooldownTimer.GetDownTime());

                    if (dist <= activeRange)
                    {
                        CurrentBehaviour = new Aggro("aggro", this, activeRange, attackRange);
                    }
                }
            }
        }
    }
Esempio n. 2
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    public void Damaged(GameObject playerObject, float damage)
    {
        if (!enemyActive)
        {
            return;
        }

        Player player      = playerObject.GetComponent <Player>();
        Aggro  playerAggro = _playersInside.Find(x => x.player == player);

        if (playerAggro != null) // player is already in list
        {
            // just add the aggro
            playerAggro.AddAggro(damage * _aggroPerDamage);
        }
        else
        {
            // add to list
            _playersInside.Add(new Aggro(player));
            _playersInside[_playersInside.Count - 1].AddAggro(damage * _aggroPerDamage);
            _playersInside[_playersInside.Count - 1].SetAsSeen();
            CalculateHighestAggro();
        }

        // not sure why this is here 9/12/20
        foreach (Aggro p in _playersInside)
        {
            if (player == p.player)
            {
                // player already being tracked
                return;
            }
        }
    }
Esempio n. 3
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    private void Awake()
    {
        // x defecto
        _currentState = EnemyStates.Idle;

        aggroState = GetComponent <Aggro>();
        idleState  = GetComponent <Idle>();
    }
Esempio n. 4
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    void CalculateHighestAggro()
    {
        if (_playersInside.Count == 0)
        {
            return;
        }

        float highestVal   = -1;
        int   highestIndex = -1;

        foreach (Aggro playerAggro in _playersInside)
        {
            if (playerAggro.aggro > highestVal)
            {
                highestIndex = _playersInside.IndexOf(playerAggro);
            }
        }

        currentTarget = _playersInside[highestIndex];
    }
Esempio n. 5
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    private void FixedUpdate()
    {
        if (!enemyActive)
        {
            return;
        }

        for (int i = 0; i < _playersInside.Count; i++)
        {
            if (!_playersInside[i].hasSeenInLOS)
            {
                RaycastHit hit;
                if (Physics.Raycast(transform.position,
                                    (_playersInside[i].player.transform.position - transform.position).normalized, out hit,
                                    Mathf.Infinity, ~playerMask) && hit.transform.tag == "Player")
                {
                    _playersInside[i].SetAsSeen();

                    if (currentTarget.player == null)      // this is the first player
                    {
                        currentTarget = _playersInside[0]; // make them the current target
                    }
                }
            }
        }

        // turn to face player
        if (currentTarget.player != null)
        {
            Vector3 dir = (currentTarget.player.transform.position - transform.position).normalized;
            dir.y = 0; // keep it horizontal

            if (dir != Vector3.zero)
            {
                Quaternion rot = Quaternion.LookRotation(dir);
                transform.rotation = Quaternion.Slerp(transform.rotation, rot, _rotationSpeed);
            }
        }
    }
Esempio n. 6
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    private void OnTriggerEnter(Collider other)
    {
        Aggro newTarget = other.GetComponent <Aggro>();

        // Null Check
        if (newTarget == null)
        {
            return;
        }

        if (Target == null)
        {
            Target = newTarget;
        }
        else
        {
            if (Target.GetValue() < newTarget.GetValue())
            {
                Target = newTarget;
            }
        }
    }
Esempio n. 7
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    public void OnAggroEnter(Collider other)
    {
        if (other.tag != "Player")
        {
            return;
        }

        Player player = other.gameObject.GetComponent <Player>();

        // start following player if not already in
        foreach (Aggro p in _playersInside)
        {
            if (player.GetInstanceID() == p.player.GetInstanceID())
            {
                // player already being tracked
                return;
            }
        }

        // add the player to tracking
        _playersInside.Add(new Aggro(player));

        // if in line of sight, start tracking
        RaycastHit hit;

        if (Physics.Raycast(transform.position,
                            (other.transform.position - transform.position).normalized, out hit,
                            Mathf.Infinity, ~playerMask) && hit.transform.tag == "Player")
        {
            if (_playersInside.Count == 1)         // this is the first player
            {
                currentTarget = _playersInside[0]; // make them the current target
            }
            _playersInside[_playersInside.Count - 1].SetAsSeen();
        }
    }
Esempio n. 8
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 private void OnTriggerExit(Collider other)
 {
     Target = null;
 }
 static Weights()
 {
     ItemCache = new SimpleCache <float> {
         MaxAge = MinCaching
     };
     LongCache = new SimpleCache <float> {
         MaxAge = 3000
     };
     InvertedPrefix = "[i]";
     CustomPrefix   = "[c]";
     PItems         = new List <Item>();
     PItems.AddRange(
         new List <Item>
     {
         new Item(
             "killable", "AA Killable", 20, false,
             t => t.Health < ObjectManager.Player.GetAutoAttackDamage(t, true) ? 1 : 0,
             "Checks if target is killable with one auto attack."),
         new Item(
             "attack-damage", "Attack Damage", 15, false, delegate(Obj_AI_Hero t)
         {
             var ad       = t.FlatPhysicalDamageMod;
             var infinity = LongCache.GetOrAdd(
                 "infinity-edge-" + t.ChampionName,
                 () => ItemData.Infinity_Edge.GetItem().IsOwned(t) ? 2.5f : 2);
             ad += ad / 100 * (t.Crit * 100) * (infinity ?? 1f);
             var averageArmor = LongCache.GetOrAdd(
                 "average-armor",
                 delegate
             {
                 return(HeroManager.Allies.Select(a => a.Armor).DefaultIfEmpty(0).Average() *
                        t.PercentArmorPenetrationMod - t.FlatArmorPenetrationMod);
             });
             return(ad * (100 / (100 + (averageArmor ?? 0))) *
                    (1f / ObjectManager.Player.AttackDelay));
         }, "AD + Pen + Crit + Speed = Higher Weight"),
         new Item(
             "ability-power", "Ability Power", 15, false, delegate(Obj_AI_Hero t)
         {
             var averageMr = LongCache.GetOrAdd(
                 "average-magic-resist",
                 delegate
             {
                 return
                 (HeroManager.Allies.Select(a => a.SpellBlock).DefaultIfEmpty(0).Average() *
                  t.PercentMagicPenetrationMod - t.FlatMagicPenetrationMod);
             });
             return(t.FlatMagicDamageMod * (100 / (100 + (averageMr ?? 0))));
         }, "AP + Pen = Higher Weight"),
         new Item(
             "low-resists", "Resists", 0, true,
             t =>
             ObjectManager.Player.FlatPhysicalDamageMod >= ObjectManager.Player.FlatMagicDamageMod
                         ? t.Armor
                         : t.SpellBlock, "Low Armor / Magic-Resist = Higher Weight"),
         new Item("low-health", "Health", 20, true, t => t.Health, "Low Health = Higher Weight"),
         new Item(
             "short-distance-player", "Distance to Player", 5, true,
             t => t.Distance(ObjectManager.Player), "Close to Player = Higher Weight"),
         new Item(
             "short-distance-cursor", "Distance to Cursor", 0, true, t => t.Distance(Game.CursorPos),
             "Close to Cursor = Higher Weight"),
         new Item(
             "crowd-control", "Crowd Control", 0, false, delegate(Obj_AI_Hero t)
         {
             var buffs =
                 t.Buffs.Where(
                     x =>
                     x.Type == BuffType.Charm || x.Type == BuffType.Knockback ||
                     x.Type == BuffType.Suppression || x.Type == BuffType.Fear ||
                     x.Type == BuffType.Taunt || x.Type == BuffType.Stun ||
                     x.Type == BuffType.Slow || x.Type == BuffType.Silence ||
                     x.Type == BuffType.Snare || x.Type == BuffType.Polymorph).ToList();
             return(buffs.Any() ? buffs.Select(x => x.EndTime).DefaultIfEmpty(0).Max() : 0);
         }, "Checks if the target suffers from any form of crowd control."),
         new Item(
             "gold", "Acquired Gold", 0, false,
             t =>
             (t.MinionsKilled + t.NeutralMinionsKilled) * 27.35f + t.ChampionsKilled * 300f +
             t.Assists * 85f, "Calculates the approx. amount of Gold."),
         new Item(
             "team-focus", "Team Focus", 0, false,
             t =>
             Aggro.Items.Where(a => a.Value.Target.Hero.NetworkId == t.NetworkId)
             .Select(a => a.Value.Value)
             .DefaultIfEmpty(0)
             .Sum(), "Checks who your allies are targeting."),
         new Item(
             "focus-me", "Focus Me", 0, false, delegate(Obj_AI_Hero t)
         {
             var entry = Aggro.GetSenderTargetItem(t, ObjectManager.Player);
             return(entry != null ? entry.Value : 0);
         }, "Checks who is targeting you.")
     });
 }
Esempio n. 10
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    protected override void Awake()
    {
        base.Awake();

        aggroScript = GetComponentInChildren <Aggro>();
    }
Esempio n. 11
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 private void FixedUpdate()
 {
     aggro = (Aggro)GameObject.Find("_GM").GetComponent <_GM_Script>().aggro;
 }
Esempio n. 12
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 private void Start()
 {
     aggro   = Aggro.NONE;
     state   = EnemyState.NONE;
     flashOn = false;
 }
Esempio n. 13
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 public SeekingAggroAIState(AbstractEnemyAI stateMachine, Aggro target)
     : base(stateMachine)
 {
     stateMachine.navigation.SeekQueen();
     this.target = target;
 }
 // Use this for initialization
 void Start()
 {
     origin = transform.position;
     navAgent = gameObject.GetComponent<NavMeshAgent>();
     aggro = gameObject.GetComponent<Aggro> ();
 }
Esempio n. 15
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    public override void OnInspectorGUI()
    {
        serializedObject.Update();
        //base.OnInspectorGUI();

        statsDisplay = EditorGUILayout.Foldout(statsDisplay, "Stats");
        if (statsDisplay)
        {
            EditorGUILayout.BeginVertical("box");
            enemy.maxHealthPoints = EditorGUILayout.FloatField("Max HP", enemy.maxHealthPoints);
            EditorGUILayout.PropertyField(attackDmg);
            EditorGUILayout.PropertyField(defencePwr);
            EditorGUILayout.PropertyField(normalSpeed);
            EditorGUILayout.PropertyField(chaseSpeed);
            EditorGUILayout.PropertyField(lockedSpeed);
            EditorGUILayout.PropertyField(turnSpeed);
            EditorGUILayout.PropertyField(paralysisRes);
            EditorGUILayout.PropertyField(burnRes);
            EditorGUILayout.PropertyField(breakRes);
            EditorGUILayout.PropertyField(recoveryRate);
            EditorGUILayout.EndVertical();
        }

        enemy.AttackType       = (Enemy.RhythmAttackType)EditorGUILayout.EnumPopup("Attack Mode", enemy.AttackType);
        enemy.attackDamageType = (Character.TypeOfDamage)EditorGUILayout.EnumPopup("Damage Type", enemy.attackDamageType);
        if (enemy.AttackType == Enemy.RhythmAttackType.NOTES)
        {
            EditorGUILayout.BeginVertical("box");
            EditorGUILayout.PropertyField(attackPeriodList, true);
            EditorGUILayout.PropertyField(waitToAttackPeriodList, true);
            EditorGUILayout.EndVertical();
        }
        else
        {
            EditorGUILayout.BeginVertical("box");
            enemy.beatsToAttack = EditorGUILayout.IntField("Beats To Attack", enemy.beatsToAttack);
            EditorGUILayout.EndVertical();
        }

        HasTargetPriority = EditorGUILayout.Toggle("Has Target Priority", HasTargetPriority);
        if (HasTargetPriority)
        {
            EditorGUILayout.BeginVertical("box");
            enemy.priorities[0] = (Enemy.PriorityTarget)EditorGUILayout.EnumPopup("Primary Target", firstTarget);
            enemy.priorities[1] = (Enemy.PriorityTarget)EditorGUILayout.EnumPopup("Secondary Target", enemy.priorities[1]);
            enemy.priorities[2] = (Enemy.PriorityTarget)EditorGUILayout.EnumPopup("Third Target", enemy.priorities[2]);
            enemy.priorities[3] = (Enemy.PriorityTarget)EditorGUILayout.EnumPopup("Fourth Target", enemy.priorities[3]);
            EditorGUILayout.EndVertical();
            firstTarget = enemy.priorities[0];
        }
        else
        {
            enemy.priorities[0] = Enemy.PriorityTarget.NONE;
        }

        aggro = (Aggro)EditorGUILayout.EnumPopup("Aggro", aggro);
        if (aggro != previousTier)
        {
            switch (aggro)
            {
            case Aggro.TIER1:
                aggroLvl     = Random.Range(1, 20);
                previousTier = aggro;
                break;

            case Aggro.TIER2:
                aggroLvl     = Random.Range(20, 50);
                previousTier = aggro;
                break;

            case Aggro.TIER3:
                aggroLvl     = Random.Range(50, 80);
                previousTier = aggro;
                break;

            case Aggro.TIER4:
                aggroLvl     = Random.Range(80, 100);
                previousTier = aggro;
                break;

            case Aggro.BOSS:
                aggroLvl     = 100;
                previousTier = aggro;
                break;
            }
            enemy.aggro = aggroLvl;
        }
        //EditorGUILayout.HelpBox(enemy.aggro.ToString(), MessageType.None);

        enemy.lockPosition = (Transform)EditorGUILayout.ObjectField("Player Lock Position", enemy.lockPosition, typeof(Transform), true);
        serializedObject.ApplyModifiedProperties();
    }
Esempio n. 16
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    public virtual void AddTarget(GameObject obj)
    {
        Aggro aggro = new Aggro();

        targets.Add(obj, aggro);
    }
Esempio n. 17
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 void OnEnable()
 {
     aggro = (Aggro)target;
 }