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); } } }
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 } } }
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); } } } } }
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 } } }