예제 #1
0
        public override IEnumerable <IActionEffect> Execute()
        {
            float chanceToSucceed = ActorData.Accuracy;
            bool  success         = _rng.Check(chanceToSucceed);

            yield return(new BumpEffect(ActorData, _targetEnemy.LogicalPosition));

            if (success)
            {
                _targetEnemy.Energy -= 1.2f;
                --ActorData.Swords;

                Vector2Int direction = _targetEnemy.LogicalPosition - ActorData.LogicalPosition;

                Assert.IsTrue(Vector2IntUtilities.IsOneStep(direction));

                Vector2Int previousPosition = _targetEnemy.LogicalPosition;
                _targetEnemy.LogicalPosition += direction;
                yield return(new MoveEffect(_targetEnemy, previousPosition, _gridInfoProvider, _entityDetector, _uiConfig));
            }
        }
예제 #2
0
        private IGameAction ResolveActionForAggresion(ActorData actorData)
        {
            if (_rng.Check(0.04f))
            {
                if (_gameContext.PlayerActor.ActorData.Health <= 0)
                {
                    if (_rng.Check(0.07f))
                    {
                        string text = _rng.Choice(new[] { "Ha, ha!", "I got him!", "I know my strength!", "Got what he deserved!",
                                                          "Guess what we'll cook for dinner..." });
                        _textEffectPresenter.ShowTextEffect(actorData.LogicalPosition, text);
                    }
                }
                else if (actorData.ActorType == ActorType.Dog && actorData.Team != Team.Beasts)
                {
                    string text = _rng.Choice(new[] { "Woof", "Wrrrr!" });
                    _textEffectPresenter.ShowTextEffect(actorData.LogicalPosition, text);
                }
                else if (actorData.ActorType == ActorType.LastMonster)
                {
                    var potential = new[] { "Whshsh!", "Rrrruv!" }.ToList();
                    if (!actorData.Entity.IsVisible)
                    {
                        potential.AddRange(new[] { "[THUD!]", "[THUD!]", "[THUD!]" });
                    }
                    string text = _rng.Choice(potential);
                    _textEffectPresenter.ShowTextEffect(actorData.LogicalPosition, text, text == "[THUD!]" ? Color.white
                                                : Color.magenta, true);
                }
                else if (actorData.ActorType == ActorType.Friend || actorData.ActorType == ActorType.Buddy)
                {
                    string text = _rng.Choice(new[] { "Ma-uluh, ruv!", "Suku bgeve lir...", "Alir tak rettenekopast!" });
                    _textEffectPresenter.ShowTextEffect(actorData.LogicalPosition, text, new Color(0.7f, 0.8f, 1f));
                }
                else if (actorData.ActorType != ActorType.Basher && actorData.ActorType != ActorType.LastMonster)
                {
                    string text = _rng.Choice(new[] { "Back to your ward!", "Squeak!", "You're mine!", "Comrades, help me!", "Aah!" });
                    _textEffectPresenter.ShowTextEffect(actorData.LogicalPosition, text);
                }
            }

            List <ActorData> enemiesClose = _entityDetector.DetectActors(actorData.LogicalPosition, actorData.VisionRayLength)
                                            .Where(a => a.Team != actorData.Team && a.Entity.IsVisible)
                                            .ToList();

            enemiesClose.Sort((first, second) =>
                              Vector2IntUtilities.WalkDistance(first.LogicalPosition, actorData.LogicalPosition)
                              .CompareTo(Vector2IntUtilities.WalkDistance(second.LogicalPosition, actorData.LogicalPosition))
                              );
            ActorData closestEnemy = enemiesClose.FirstOrDefault();

            if (closestEnemy != null)
            {
                Vector2Int toEnemy = closestEnemy.LogicalPosition - actorData.LogicalPosition;

                // mam nadzieje, ze zadziala
                if (Vector2IntUtilities.WalkDistance(closestEnemy.LogicalPosition, actorData.LogicalPosition) == 2)
                {                 // move towards player if possible and desired
                    bool possible = false;

                    Vector2Int?legalMove        = null;
                    Vector2Int directionToEnemy = Vector2IntUtilities.Normalized(toEnemy);
                    IEnumerable <Vector2Int> candidateMovesToEnemy = Vector2IntUtilities.GetCone(directionToEnemy)
                                                                     .Select(coneVector => coneVector - directionToEnemy)
                                                                     .Where(fixedConeVector => fixedConeVector != actorData.LogicalPosition);

                    IList <Vector2Int> candidateMovesShuffled = _rng.Shuffle(candidateMovesToEnemy);
                    foreach (var cand in candidateMovesShuffled)
                    {
                        if (!_entityDetector.DetectActors(actorData.LogicalPosition + cand).Any() &&
                            _gridInfoProvider.IsWalkable(actorData.LogicalPosition + cand))
                        {
                            legalMove = cand;
                            break;
                        }
                    }
                    if (legalMove.HasValue)
                    {
                        int closeCombatAdvantage = actorData.WeaponWeld.WeaponDefinition.CloseCombatModifier -
                                                   closestEnemy.WeaponWeld.WeaponDefinition.CloseCombatModifier;
                        if (closeCombatAdvantage < 0)
                        {
                            closeCombatAdvantage = 0;
                        }
                        float chanceToMove = .1f + 0.2f * closeCombatAdvantage;
                        if (_rng.Check(chanceToMove))
                        {
                            return(_actionFactory.CreateMoveAction(actorData, legalMove.Value));
                        }
                    }
                }

                if (Vector2IntUtilities.IsOneStep(toEnemy) ||
                    (actorData.WeaponWeld.WeaponDefinition.AllowsFarCombat && Vector2IntUtilities.IsOneOrTwoSteps(toEnemy) &&
                     _clearWayBetweenTwoPointsDetector.ClearWayExists(actorData.LogicalPosition, closestEnemy.LogicalPosition)))
                {
                    IGameAction actionToPerform;

                    bool pushingIsPossible = actorData.AiTraits.Contains(AiTrait.Pusher) && Vector2IntUtilities.IsOneStep(toEnemy) &&
                                             _gridInfoProvider.IsWalkable(closestEnemy.LogicalPosition + toEnemy);
                    bool pushingIsDesired = false;
                    if (pushingIsPossible)
                    {
                        float pushingChanceScore = 0.08f;
                        if (actorData.WeaponWeld.WeaponDefinition.CloseCombatModifier < closestEnemy.WeaponWeld.WeaponDefinition.CloseCombatModifier)
                        {
                            pushingChanceScore += .25f;
                        }
                        if (!_gridInfoProvider.IsWalkable(closestEnemy.LogicalPosition + toEnemy + toEnemy))
                        {
                            pushingChanceScore += .2f;
                        }

                        if (_rng.Check(pushingChanceScore))
                        {
                            pushingIsDesired = true;
                        }
                    }

                    if (pushingIsPossible && pushingIsDesired)
                    {
                        actionToPerform = _actionFactory.CreatePushAction(actorData, closestEnemy);
                    }
                    else
                    {
                        bool isInGoodPosition = Vector2IntUtilities.IsOneStep(toEnemy) && actorData.WeaponWeld.WeaponDefinition.CloseCombatModifier
                                                > closestEnemy.WeaponWeld.WeaponDefinition.CloseCombatModifier;
                        if (Vector2IntUtilities.IsOneOrTwoSteps(toEnemy) && !isInGoodPosition)                        // && actorData.AiTraits.Contains(AiTrait.Careful)))
                        {
                            float chanceToStepBack = 0f;
                            float healthFactor     = (1 - actorData.HealthProgress) * .15f;
                            float swordsFactor     = (closestEnemy.Swords - actorData.Swords) * .15f;
                            chanceToStepBack = healthFactor + swordsFactor;
                            if (_rng.Check(chanceToStepBack))
                            {
                                Vector2Int directionFromEnemy = Vector2IntUtilities.Normalized(toEnemy) * -1;
                                IEnumerable <Vector2Int> positionsToStepBack = Vector2IntUtilities.GetCone(directionFromEnemy)
                                                                               .Select(coneVector => actorData.LogicalPosition + coneVector - directionFromEnemy)
                                                                               .Where(position => position != actorData.LogicalPosition);
                                foreach (var conePosition in positionsToStepBack)
                                {
                                    if (!_gridInfoProvider.IsWalkable(conePosition) ||
                                        _entityDetector.DetectEntities(conePosition).Any())
                                    {
                                        continue;
                                    }
                                    Vector2Int stepBackMoveVector = conePosition - actorData.LogicalPosition;
                                    return(_actionFactory.CreateMoveAction(actorData, stepBackMoveVector));
                                }
                            }
                        }

                        bool isDaringBlow = false;
                        if (actorData.Traits.Contains(Trait.DaringBlow) && actorData.Swords >= 2)
                        {
                            float daringBlowChance = actorData.AiTraits.Contains(AiTrait.Aggressive) ? .5f : .2f;
                            if (actorData.ActorType == ActorType.Basher)
                            {
                                daringBlowChance += .2f;
                            }
                            if (_rng.Check(daringBlowChance))
                            {
                                isDaringBlow = true;
                            }
                        }
                        actionToPerform = _actionFactory.CreateAttackAction(actorData, closestEnemy, isDaringBlow);
                    }
                    if (DateTime.UtcNow < closestEnemy.BlockedUntil)
                    {
                        actorData.StoredAction = actionToPerform;
                        actorData.BlockedUntil = closestEnemy.BlockedUntil;
                        return(null);
                    }
                    return(actionToPerform);
                }
                int        moveX      = toEnemy.x.CompareTo(0);
                int        moveY      = toEnemy.y.CompareTo(0);
                Vector2Int moveVector = new Vector2Int(moveX, moveY);

                Func <Vector2Int, bool> isWalkableAndFree = position =>
                                                            _gridInfoProvider.IsWalkable(position) &&
                                                            !_entityDetector.DetectActors(position).Any();

                if (!isWalkableAndFree(actorData.LogicalPosition + moveVector))
                {
                    Vector2Int?finalMoveVector = null;
                    Vector2Int alternativeMoveVector1;
                    Vector2Int alternativeMoveVector2;

                    // trying to find best alternative vectors to move
                    if (moveVector.x == 0)
                    {
                        alternativeMoveVector1 = new Vector2Int(+1, moveVector.y);
                        alternativeMoveVector2 = new Vector2Int(-1, moveVector.y);
                    }
                    else if (moveVector.y == 0)
                    {
                        alternativeMoveVector1 = new Vector2Int(moveVector.x, -1);
                        alternativeMoveVector2 = new Vector2Int(moveVector.x, +1);
                    }
                    else
                    {
                        alternativeMoveVector1 = new Vector2Int(moveVector.x, 0);
                        alternativeMoveVector2 = new Vector2Int(0, moveVector.y);
                    }

                    if (isWalkableAndFree(actorData.LogicalPosition + alternativeMoveVector1))
                    {
                        finalMoveVector = alternativeMoveVector1;
                    }
                    else if (isWalkableAndFree(actorData.LogicalPosition + alternativeMoveVector2))
                    {
                        finalMoveVector = alternativeMoveVector2;
                    }
                    if (finalMoveVector.HasValue)
                    {
                        return(_actionFactory.CreateMoveAction(actorData, finalMoveVector.Value));
                    }
                    return(_actionFactory.CreatePassAction(actorData));
                }
                return(_actionFactory.CreateMoveAction(actorData, moveVector));
            }
            else if (actorData.Team == Team.Beasts)
            {
                ActorData playerClose = _entityDetector.DetectActors(actorData.LogicalPosition, actorData.VisionRayLength).FirstOrDefault(
                    f => f != actorData && f.ActorType == ActorType.Player);
                if (playerClose != null)
                {
                    Vector2Int toFriend          = playerClose.LogicalPosition - actorData.LogicalPosition;
                    Vector2Int directionToFriend = Vector2IntUtilities.Normalized(toFriend);
                    Vector2Int legalMove         = new Vector2Int();

                    IEnumerable <Vector2Int> candidateMovesToFriend = Vector2IntUtilities.GetCone(directionToFriend)
                                                                      .Select(coneVector => coneVector - directionToFriend)
                                                                      .Where(fixedConeVector => fixedConeVector != actorData.LogicalPosition);

                    IList <Vector2Int> candidateMovesShuffled = _rng.Shuffle(candidateMovesToFriend);
                    foreach (var cand in candidateMovesShuffled)
                    {
                        if (!_entityDetector.DetectActors(actorData.LogicalPosition + cand).Any() &&
                            _gridInfoProvider.IsWalkable(actorData.LogicalPosition + cand))
                        {
                            legalMove = cand;
                            break;
                        }
                    }

                    Vector2Int moveVector = legalMove;
                    if (!_entityDetector.DetectActors(actorData.LogicalPosition + moveVector).Any())
                    {
                        return(_actionFactory.CreateMoveAction(actorData, moveVector));
                    }
                }
                return(_actionFactory.CreatePassAction(actorData));
            }
            if (Vector2IntUtilities.WalkDistance(actorData.LogicalPosition, _gameContext.PlayerActor.ActorData.LogicalPosition) < 15 &&
                _gameContext.PlayerActor.ActorData.Health > 0 && actorData.ActorType != ActorType.Basher)
            {
                Vector2Int?farReachablePoint = GetFarReachablePoint(actorData);
                if (farReachablePoint.HasValue)
                {
                    Vector2Int moveVector = Vector2IntUtilities.Normalized(farReachablePoint.Value - actorData.LogicalPosition);
                    return(_actionFactory.CreateMoveAction(actorData, moveVector));
                }
            }
            return(_actionFactory.CreatePassAction(actorData));
        }
예제 #3
0
        public virtual void Process()
        {
            bool visibleEnemiesClose = ActorData.ControlledByPlayer &&
                                       _entityDetector.DetectActors(ActorData.LogicalPosition, 3)
                                       .Count(a => a.Team != Team.Beasts && a.Entity.IsVisible) > 0;

            if (visibleEnemiesClose)
            {
                DateTime potentialBlockedUntil = DateTime.UtcNow + TimeSpan.FromMilliseconds(150);
                ActorData.BlockedUntil = potentialBlockedUntil > ActorData.BlockedUntil
                                        ? potentialBlockedUntil : ActorData.BlockedUntil;
            }

            IGameEntity     entity         = ActorData.Entity;
            IEntityAnimator entityAnimator = entity.EntityAnimator;

            IEnumerable <ActorData> enemiesNearby = _entityDetector.DetectActors(ActorData.LogicalPosition, 3)
                                                    .Where(e => ActorData.Team != e.Team)
                                                    .Where(e => Vector2IntUtilities.IsOneTwoOrThreeSteps(e.LogicalPosition, ActorData.LogicalPosition));

            // this code orientates the actor to face the closest danger, even if it means stepping backwards
            List <Vector2Int> directionsToOneStepEnemiesNearby = enemiesNearby.Select(e => e.LogicalPosition - ActorData.LogicalPosition)
                                                                 .Where(direction => Vector2IntUtilities.IsOneStep(direction))
                                                                 .ToList();
            List <Vector2Int> directionsToAllEnemiesNearby = enemiesNearby.Select(e => e.LogicalPosition - ActorData.LogicalPosition).ToList();
            List <Vector2Int> directionsToRelevantEnemiesNearby
                = directionsToOneStepEnemiesNearby.Any() ? directionsToOneStepEnemiesNearby : directionsToAllEnemiesNearby;

            bool thereAreSomeEnemiesOnOneSide = directionsToRelevantEnemiesNearby.Any()
                                                &&
                                                (directionsToRelevantEnemiesNearby.All(direction => direction.x < 0) ||
                                                 directionsToRelevantEnemiesNearby.All(direction => direction.x > 0));

            if (thereAreSomeEnemiesOnOneSide)
            {
                _actorAligner.AlignActorToDirection(ActorData.Entity, directionsToRelevantEnemiesNearby.First().x);
            }
            else
            {
                _actorAligner.AlignActorToDirection(ActorData.Entity, ActorData.LogicalPosition.x - PreviousPosition.x);
            }

            if (entity.IsVisible)
            {
                entityAnimator.MoveTo(PreviousPosition, ActorData.LogicalPosition);
            }
            else
            {
                Vector3 animationTargetPosition = _gridInfoProvider.GetCellCenterWorld(ActorData.LogicalPosition);

                // The next line makes this class kind of untestable, because ActorData.Entity is a MonoBehaviour. I believe it must be so,
                // so that we can see and assign the reference to it in the inspector window. If this happens more often in other effects,
                // we could maybe extract some kind of proxy class to keep the Entity, so that we can test with fake proxy.
                entity.Position = animationTargetPosition;
            }

            if (!ActorData.ControlledByPlayer)
            {
                return;
            }

            ItemData itemOnTheGround = _entityDetector.DetectItems(ActorData.LogicalPosition).FirstOrDefault();

            if (itemOnTheGround != null)
            {
                _uiConfig.TooltipPresenter.Present(itemOnTheGround.ItemDefinition, false);
            }
        }
예제 #4
0
        public void Heartbeat(ActorData actorData)
        {
            ++actorData.RoundsCount;

            BoundsInt lastLevelBounds       = new BoundsInt(-18, -103, 0, 49, 72, 1);
            BoundsInt almostLastLevelBounds = new BoundsInt(-16, -101, 0, 45, 68, 1);

            if (actorData.ActorType == ActorType.Player && _gameContext.CurrentDungeonIndex >= _gameContext.Dungeons.Count &&
                !almostLastLevelBounds.Contains(actorData.LogicalPosition.ToVector3Int()))
            {
                _textEffectPresenter.ShowTextEffect(actorData.LogicalPosition, "Almost free!", Color.yellow);
            }

            if (actorData.ActorType == ActorType.Player && _gameContext.CurrentDungeonIndex >= _gameContext.Dungeons.Count &&
                !lastLevelBounds.Contains(actorData.LogicalPosition.ToVector3Int()))
            {
                var finisher = _uiConfig.GameFinisher;
                finisher.gameObject.SetActive(true);
                finisher.Initialize(actorData);
            }

            //if (actorData.Health < actorData.MaxHealth)
            //	++actorData.Health;

            IEnumerable <ActorData> enemiesNearby = _entityDetector.DetectActors(actorData.LogicalPosition, 2)
                                                    .Where(a => a.Team != actorData.Team);

            if (enemiesNearby.Any(a => Vector2IntUtilities.IsOneStep(a.LogicalPosition, actorData.LogicalPosition)))
            {
                actorData.IsInCloseCombat = true;
            }
            else
            {
                actorData.IsInCloseCombat = false;
            }

            actorData.HasLittleSpace = _playerSpaceResolver.ResolveIfPlayerHasLittleSpace(actorData);

            int maxSwords = _maxSwordCalculator.Calculate(actorData);

            actorData.MaxSwords = maxSwords;
            if (actorData.Swords > maxSwords)
            {
                actorData.Swords = maxSwords;
            }

            if (actorData.Swords < maxSwords)
            {
                if (actorData.WeaponWeld.WeaponDefinition.RecoveryTime == RecoveryTime.ThreePerSeven)
                {
                    int roundNumber = actorData.RoundsCount % 21;
                    if (new[] { 0, 3, 5, 8, 10, 13, 15, 18, 20 }.Contains(roundNumber))
                    {
                        ++actorData.Swords;
                    }
                }
                else if (actorData.WeaponWeld.WeaponDefinition.RecoveryTime == RecoveryTime.OnePerTwo &&
                         actorData.RoundsCount % 2 == 0)
                {
                    ++actorData.Swords;
                }
                else if (actorData.WeaponWeld.WeaponDefinition.RecoveryTime == RecoveryTime.ThreePerFive)
                {
                    int roundNumber = actorData.RoundsCount % 15;
                    if (new[] { 0, 2, 5, 7, 10, 12 }.Contains(roundNumber))
                    {
                        ++actorData.Swords;
                    }
                }
            }

            if (actorData.Entity.transform.GetComponentInChildren <SwordsIndicator>() == null /*inactive*/)
            {
            }
            else
            {
                actorData.Entity.transform.GetComponentInChildren <SwordsIndicator>().UpdateActiveSwords(actorData.Swords);
                // kind of ugly workaround, but seems to help
            }

            if (actorData.ControlledByPlayer)
            {
                if (actorData.Xp >= _gameConfig.XpForLevels[actorData.Level + 1])
                {
                    ++actorData.Level;
                    _uiConfig.AdvanceManager.gameObject.SetActive(true);
                    GameObject.Find("PlayerLevelIndicator").GetComponent <Text>().text = "Player level: " + actorData.Level;
                }
            }
        }