void FixedUpdate() { if (GameManager.Instance.DisableAI) { return; } targetPosPredictTimer += Time.deltaTime; if (targetPosPredictTimer >= predictionInterval) { targetPosPredictTimer = 0f; targetPosPredict = true; } else { targetPosPredict = false; } // Update whether enemy would be spawned or not in classic. // Only check if within the maximum possible distance (Just under 1094 classic units) if (GameManager.ClassicUpdate) { if (distanceToPlayer < 1094 * MeshReader.GlobalScale) { float upperXZ = 0; float upperY = 0; float lowerY = 0; bool playerInside = GameManager.Instance.PlayerGPS.GetComponent <PlayerEnterExit>().IsPlayerInside; if (!playerInside) { upperXZ = classicSpawnDespawnExterior; } else { if (!wouldBeSpawnedInClassic) { upperXZ = classicSpawnXZDist; upperY = classicSpawnYDistUpper; lowerY = classicSpawnYDistLower; } else { upperXZ = classicDespawnXZDist; upperY = classicDespawnYDist; } } float YDiffToPlayer = transform.position.y - Player.transform.position.y; float YDiffToPlayerAbs = Mathf.Abs(YDiffToPlayer); float distanceToPlayerXZ = Mathf.Sqrt(distanceToPlayer * distanceToPlayer - YDiffToPlayerAbs * YDiffToPlayerAbs); wouldBeSpawnedInClassic = true; if (distanceToPlayerXZ > upperXZ) { wouldBeSpawnedInClassic = false; } if (playerInside) { if (lowerY == 0) { if (YDiffToPlayerAbs > upperY) { wouldBeSpawnedInClassic = false; } } else if (YDiffToPlayer < lowerY || YDiffToPlayer > upperY) { wouldBeSpawnedInClassic = false; } } } else { wouldBeSpawnedInClassic = false; } } if (GameManager.ClassicUpdate) { classicTargetUpdateTimer += Time.deltaTime / systemTimerUpdatesDivisor; if (target != null && target.Entity.CurrentHealth <= 0) { target = null; } // Non-hostile mode if (GameManager.Instance.PlayerEntity.NoTargetMode || !motor.IsHostile) { if (target == Player) { target = null; } if (secondaryTarget == Player) { secondaryTarget = null; } } // Reset these values if no target if (target == null) { lastKnownTargetPos = ResetPlayerPos; predictedTargetPos = ResetPlayerPos; directionToTarget = ResetPlayerPos; lastDistanceToTarget = 0; targetRateOfApproach = 0; distanceToTarget = 0; targetSenses = null; // If we have a valid secondary target that we acquired when we got the primary, switch to it. // There will only be a secondary target if using enhanced combat AI. if (secondaryTarget != null && secondaryTarget.Entity.CurrentHealth > 0) { target = secondaryTarget; // If the secondary target was actually seen, use the last place we saw it to begin pursuit. if (sawSecondaryTarget) { lastKnownTargetPos = secondaryTargetPos; } awareOfTargetForLastPrediction = false; } } // Compare change in target position to give AI some ability to read opponent's movements if (target != null && target == targetOnLastUpdate) { if (DaggerfallUnity.Settings.EnhancedCombatAI) { targetRateOfApproach = (lastDistanceToTarget - distanceToTarget); } } else { lastDistanceToTarget = 0; targetRateOfApproach = 0; } if (target != null) { lastDistanceToTarget = distanceToTarget; targetOnLastUpdate = target; } } if (Player != null) { // Get distance to player Vector3 toPlayer = Player.transform.position - transform.position; distanceToPlayer = toPlayer.magnitude; // If out of classic spawn range, still check for direct LOS to player so that enemies who see player will // try to attack. if (!wouldBeSpawnedInClassic) { distanceToTarget = distanceToPlayer; directionToTarget = toPlayer.normalized; playerInSight = CanSeeTarget(Player); } if (classicTargetUpdateTimer > 5) { classicTargetUpdateTimer = 0f; // Is enemy in area around player or can see player? if (wouldBeSpawnedInClassic || playerInSight) { GetTargets(); if (target != null && target != Player) { targetSenses = target.GetComponent <EnemySenses>(); } else { targetSenses = null; } } // Make targeted character also target this character if it doesn't have a target yet. if (target != null && targetSenses && targetSenses.Target == null) { targetSenses.Target = entityBehaviour; } } if (target == null) { targetInSight = false; detectedTarget = false; return; } if (!wouldBeSpawnedInClassic && target == Player) { distanceToTarget = distanceToPlayer; directionToTarget = toPlayer.normalized; targetInSight = playerInSight; } else { Vector3 toTarget = ResetPlayerPos; toTarget = target.transform.position - transform.position; if (toTarget != ResetPlayerPos) { distanceToTarget = toTarget.magnitude; directionToTarget = toTarget.normalized; } targetInSight = CanSeeTarget(target); } // Classic stealth mechanics would be interfered with by hearing, so only enable // hearing if the enemy has detected the target. If target is visible we can omit hearing. if (detectedTarget && !targetInSight) { targetInEarshot = CanHearTarget(target); } else { targetInEarshot = false; } // Note: In classic an enemy can continue to track the player as long as their // giveUpTimer is > 0. Since the timer is reset to 200 on every detection this // would make chameleon and shade essentially useless, since the enemy is sure // to detect the player during one of the many AI updates. Here, the enemy has to // successfully see through the illusion spell each classic update to continue // to know where the player is. if (GameManager.ClassicUpdate) { blockedByIllusionEffect = BlockedByIllusionEffect(); if (lastHadLOSTimer > 0) { lastHadLOSTimer--; } } if (!blockedByIllusionEffect && (targetInSight || targetInEarshot)) { detectedTarget = true; lastKnownTargetPos = target.transform.position; lastHadLOSTimer = 200f; } else if (!blockedByIllusionEffect && StealthCheck()) { detectedTarget = true; // Only get the target's location from the stealth check if we haven't had // actual LOS for a while. This gives better pursuit behavior since enemies // will go to the last spot they saw the player instead of walking into walls. if (lastHadLOSTimer <= 0) { lastKnownTargetPos = target.transform.position; } } else { detectedTarget = false; } if (oldLastKnownTargetPos == ResetPlayerPos) { oldLastKnownTargetPos = lastKnownTargetPos; } if (predictedTargetPos == ResetPlayerPos || !DaggerfallUnity.Settings.EnhancedCombatAI) { predictedTargetPos = lastKnownTargetPos; } // Predict target's next position if (targetPosPredict && lastKnownTargetPos != ResetPlayerPos) { // Be sure to only take difference of movement if we've seen the target for two consecutive prediction updates if (!blockedByIllusionEffect && (targetInSight || targetInEarshot)) { if (awareOfTargetForLastPrediction) { lastPositionDiff = lastKnownTargetPos - oldLastKnownTargetPos; } // Store current last known target position for next prediction update oldLastKnownTargetPos = lastKnownTargetPos; awareOfTargetForLastPrediction = true; } else { awareOfTargetForLastPrediction = false; } if (DaggerfallUnity.Settings.EnhancedCombatAI) { float moveSpeed = (enemyEntity.Stats.LiveSpeed + PlayerSpeedChanger.dfWalkBase) * MeshReader.GlobalScale; predictedTargetPos = PredictNextTargetPos(moveSpeed); } } if (detectedTarget && !hasEncounteredPlayer && target == Player) { hasEncounteredPlayer = true; // Check appropriate language skill to see if player can pacify enemy if (!questBehaviour && entityBehaviour && motor && (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)) { DFCareer.Skills languageSkill = enemyEntity.GetLanguageSkill(); if (languageSkill != DFCareer.Skills.None) { PlayerEntity player = GameManager.Instance.PlayerEntity; if (FormulaHelper.CalculateEnemyPacification(player, languageSkill)) { motor.IsHostile = false; DaggerfallUI.AddHUDText(HardStrings.languagePacified.Replace("%e", enemyEntity.Name).Replace("%s", languageSkill.ToString()), 5); player.TallySkill(languageSkill, 3); // BCHG: increased skill uses from 1 in classic on success to make raising language skills easier } else if (languageSkill != DFCareer.Skills.Etiquette && languageSkill != DFCareer.Skills.Streetwise) { player.TallySkill(languageSkill, 1); } } } } } }
void FixedUpdate() { classicUpdateTimer += Time.deltaTime; if (classicUpdateTimer >= PlayerEntity.ClassicUpdateInterval) { classicUpdateTimer = 0; classicUpdate = true; } else { classicUpdate = false; } // Reset whether enemy would be spawned or not in classic. if (classicUpdate) { wouldBeSpawnedInClassic = false; } // Update whether enemy would be spawned or not in classic. // Only check if within the maximum possible distance (Just under 1094 classic units) if (classicUpdate && distanceToPlayer < 1094 * MeshReader.GlobalScale) { float upperXZ = 0; float upperY = 0; float lowerY = 0; bool playerInside = GameManager.Instance.PlayerGPS.GetComponent <PlayerEnterExit>().IsPlayerInside; if (!playerInside) { upperXZ = classicSpawnDespawnExterior; } else { if (!wouldBeSpawnedInClassic) { upperXZ = classicSpawnXZDist; upperY = classicSpawnYDistUpper; lowerY = classicSpawnYDistLower; } else { upperXZ = classicDespawnXZDist; upperY = classicDespawnYDist; } } float YDiffToPlayer = transform.position.y - Player.transform.position.y; float YDiffToPlayerAbs = Mathf.Abs(YDiffToPlayer); float distanceToPlayerXZ = Mathf.Sqrt(distanceToPlayer * distanceToPlayer - YDiffToPlayerAbs * YDiffToPlayerAbs); wouldBeSpawnedInClassic = true; if (distanceToPlayerXZ > upperXZ) { wouldBeSpawnedInClassic = false; } if (playerInside) { if (lowerY == 0) { if (YDiffToPlayerAbs > upperY) { wouldBeSpawnedInClassic = false; } } else if (YDiffToPlayer < lowerY || YDiffToPlayer > upperY) { wouldBeSpawnedInClassic = false; } } } if (classicUpdate) { classicTargetUpdateTimer += Time.deltaTime / systemTimerUpdatesDivisor; if (entityBehaviour.Target != null && entityBehaviour.Target.Entity.CurrentHealth <= 0) { entityBehaviour.Target = null; } // NoTarget mode if ((GameManager.Instance.PlayerEntity.NoTargetMode || !motor.IsHostile) && entityBehaviour.Target == Player) { entityBehaviour.Target = null; } if (entityBehaviour.Target == null) { lastKnownTargetPos = ResetPlayerPos; } if ((motor.IsHostile && entityBehaviour.Target == null) || classicTargetUpdateTimer > 10) // Timing is 200 in classic, about 10 seconds. { classicTargetUpdateTimer = 0f; // Is enemy in area around player or can see player? if (wouldBeSpawnedInClassic || playerInSight) { entityBehaviour.Target = GetTarget(); } // Make targeted character also target this character if it doesn't have a target yet. if (entityBehaviour.Target != null && entityBehaviour.Target.Target == null) { entityBehaviour.Target.Target = entityBehaviour; } } } if (Player != null) { // Get distance to player Vector3 toPlayer = Player.transform.position - transform.position; distanceToPlayer = toPlayer.magnitude; // If out of classic spawn range, still check for direct LOS to player so that enemies who see player will // try to attack. if (!wouldBeSpawnedInClassic) { distanceToTarget = distanceToPlayer; directionToTarget = toPlayer.normalized; playerInSight = CanSeeTarget(Player); } Vector3 toTarget = ResetPlayerPos; if (entityBehaviour.Target != null) { toTarget = entityBehaviour.Target.transform.position - transform.position; } if (toTarget != ResetPlayerPos) { distanceToTarget = toTarget.magnitude; directionToTarget = toTarget.normalized; } if (entityBehaviour.Target == null) { targetInSight = false; detectedTarget = false; return; } targetInSight = CanSeeTarget(entityBehaviour.Target); // Classic stealth mechanics would be interfered with by hearing, so only enable // hearing if the enemy has detected the target. If target is visible we can omit hearing. if (detectedTarget && !targetInSight) { targetInEarshot = CanHearTarget(entityBehaviour.Target); } else { targetInEarshot = false; } // Note: In classic an enemy can continue to track the player as long as their // giveUpTimer is > 0. Since the timer is reset to 200 on every detection this // would make chameleon and shade essentially useless, since the enemy is sure // to detect the player during one of the many AI updates. Here, the enemy has to // successfully see through the illusion spell each classic update to continue // to know where the player is. if (classicUpdate) { blockedByIllusionEffect = BlockedByIllusionEffect(); if (lastHadLOSTimer > 0) { lastHadLOSTimer--; } } if (!blockedByIllusionEffect && (targetInSight || targetInEarshot)) { detectedTarget = true; lastKnownTargetPos = entityBehaviour.Target.transform.position; lastHadLOSTimer = 200f; } else if (!blockedByIllusionEffect && StealthCheck()) { detectedTarget = true; // Only get the target's location from the stealth check if we haven't had // actual LOS for a while. This gives better pursuit behavior since enemies // will go to the last spot they saw the player instead of walking into walls. if (lastHadLOSTimer <= 0) { lastKnownTargetPos = entityBehaviour.Target.transform.position; } } else { detectedTarget = false; } if (detectedTarget && !hasEncounteredPlayer && entityBehaviour.Target == Player) { hasEncounteredPlayer = true; // Check appropriate language skill to see if player can pacify enemy DaggerfallEntityBehaviour entityBehaviour = GetComponent <DaggerfallEntityBehaviour>(); if (entityBehaviour && motor && (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)) { DFCareer.Skills languageSkill = enemyEntity.GetLanguageSkill(); if (languageSkill != DFCareer.Skills.None) { PlayerEntity player = GameManager.Instance.PlayerEntity; if (FormulaHelper.CalculateEnemyPacification(player, languageSkill)) { motor.IsHostile = false; DaggerfallUI.AddHUDText(HardStrings.languagePacified.Replace("%e", enemyEntity.Name).Replace("%s", languageSkill.ToString()), 5); player.TallySkill(languageSkill, 3); // BCHG: increased skill uses from (assumed) 1 in classic on success to make raising language skills easier } else if (languageSkill != DFCareer.Skills.Etiquette && languageSkill != DFCareer.Skills.Streetwise) { player.TallySkill(languageSkill, 1); } } } } } }
void FixedUpdate() { classicUpdateTimer += Time.deltaTime; if (classicUpdateTimer >= PlayerEntity.ClassicUpdateInterval) { classicUpdateTimer = 0; classicUpdate = true; } else { classicUpdate = false; } if (Player != null) { Vector3 toPlayer = Player.transform.position - transform.position; directionToPlayer = toPlayer.normalized; distanceToPlayer = toPlayer.magnitude; playerInSight = CanSeePlayer(); // Classic stealth mechanics would be interfered with by hearing, so only enable // hearing if the enemy has detected the player. If player has been seen we can omit hearing. if (detectedPlayer && !playerInSight) { playerInEarshot = CanHearPlayer(); } else { playerInEarshot = false; } // Note: In classic an enemy can continue to track the player as long as their // giveUpTimer is > 0. Since the timer is reset to 200 on every detection this // would make chameleon and shade essentially useless, since the enemy is sure // to detect the player during one of the many AI updates. Here, the enemy has to // successfully see through the illusion spell each classic update to continue // to know where the player is. if (classicUpdate) { blockedByIllusionEffect = BlockedByIllusionEffect(); if (lastHadLOSTimer > 0) { lastHadLOSTimer--; } } if (!blockedByIllusionEffect && (playerInSight || playerInEarshot)) { detectedPlayer = true; lastKnownPlayerPos = Player.transform.position; lastHadLOSTimer = 200f; } else if (!blockedByIllusionEffect && StealthCheck()) { detectedPlayer = true; // Only get the player's location from the stealth check if we haven't had // actual LOS for a while. This gives better pursuit behavior since enemies // will go to the last spot they saw the player instead of walking into walls. if (lastHadLOSTimer <= 0) { lastKnownPlayerPos = Player.transform.position; } } else { detectedPlayer = false; } if (detectedPlayer && !hasEncounteredPlayer) { hasEncounteredPlayer = true; // Check appropriate language skill to see if player can pacify enemy DaggerfallEntityBehaviour entityBehaviour = GetComponent <DaggerfallEntityBehaviour>(); EnemyMotor motor = GetComponent <EnemyMotor>(); if (entityBehaviour && motor && (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)) { EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity; DFCareer.Skills languageSkill = enemyEntity.GetLanguageSkill(); if (languageSkill != DFCareer.Skills.None) { PlayerEntity player = GameManager.Instance.PlayerEntity; if (FormulaHelper.CalculateEnemyPacification(player, languageSkill)) { motor.IsHostile = false; DaggerfallUI.AddHUDText(HardStrings.languagePacified.Replace("%e", enemyEntity.Name).Replace("%s", languageSkill.ToString()), 5); player.TallySkill(languageSkill, 3); // BCHG: increased skill uses from (assumed) 1 in classic on success to make raising language skills easier } else if (languageSkill != DFCareer.Skills.Etiquette && languageSkill != DFCareer.Skills.Streetwise) { player.TallySkill(languageSkill, 1); } } } } } }
/// <summary> /// Heal skill damage by amount. /// Does nothing if this effect does not damage skills. /// Skill will not heal past 0. /// </summary> /// <param name="skill">Skill to heal.</param> /// <param name="amount">Amount to heal. Must be positive value.</param> public virtual void HealSkillDamage(DFCareer.Skills skill, int amount) { if (amount < 0) { Debug.LogWarning("EntityEffect.HealSkillDamage() received a negative value for amount - ignoring."); return; } int result = GetSkillMod(skill) + amount; if (result > 0) { result = 0; } SetSkillMod(skill, result); Debug.LogFormat("Healed {0}'s {1} by {2} points", GetPeeredEntityBehaviour(manager).name, skill.ToString(), amount); }
void FixedUpdate() { if (Player != null) { Vector3 toPlayer = Player.transform.position - transform.position; directionToPlayer = toPlayer.normalized; distanceToPlayer = toPlayer.magnitude; playerInSight = CanSeePlayer(); if (playerInSight) { detectedPlayer = true; } // Classic stealth mechanics would be interfered with by hearing, so only enable // hearing if the enemy has detected the player. If player has been seen we can omit hearing. if (detectedPlayer && !playerInSight) { playerInEarshot = CanHearPlayer(); } else { playerInEarshot = false; } if ((playerInEarshot || playerInSight) && !hasEncounteredPlayer) { hasEncounteredPlayer = true; // Check appropriate language skill to see if player can pacify enemy DaggerfallEntityBehaviour entityBehaviour = GetComponent <DaggerfallEntityBehaviour>(); EnemyMotor motor = GetComponent <EnemyMotor>(); if (entityBehaviour && motor && (entityBehaviour.EntityType == EntityTypes.EnemyMonster || entityBehaviour.EntityType == EntityTypes.EnemyClass)) { EnemyEntity enemyEntity = entityBehaviour.Entity as EnemyEntity; DFCareer.Skills languageSkill = enemyEntity.GetLanguageSkill(); if (languageSkill != DFCareer.Skills.None) { PlayerEntity player = GameManager.Instance.PlayerEntity; if (FormulaHelper.CalculateEnemyPacification(player, languageSkill)) { motor.IsHostile = false; DaggerfallUI.AddHUDText(HardStrings.languagePacified.Replace("%e", enemyEntity.Name).Replace("%s", languageSkill.ToString()), 5); player.TallySkill(languageSkill, 3); // BCHG: increased skill uses from (assumed) 1 in classic on success to make raising language skills easier } else if (languageSkill != DFCareer.Skills.Etiquette && languageSkill != DFCareer.Skills.Streetwise) { player.TallySkill(languageSkill, 1); } } } } } }