public override ActivityStep ResolveStep(GameEntity entity) { if (!_targetEntity.hasPosition) { return(Succeed(entity)); } if (Position.Distance(_targetEntity.position.Position, entity.position.Position) >= _giveUpDistance) { return(Fail(entity)); } Position targetCurrentPosition = _targetEntity.position.Position; bool targetIsOneStepAway = PositionUtilities.IsOneStep(entity.position.Position - targetCurrentPosition); if (targetIsOneStepAway) { return(new ActivityStep { State = ActivityState.InProgress, GameAction = _actionFactory.CreateAttackAction(entity, _targetEntity), }); } if (_rng.Check(0.03f)) { return(Fail(entity, _actionFactory.CreatePassAction(entity, 3f))); } bool targetPositionHasChanged = targetCurrentPosition != _lastTargetPosition; if (targetPositionHasChanged) { _lastTargetPosition = targetCurrentPosition; } if (targetPositionHasChanged || _navigationData == null) { // performance: should in fact be done every couple of turns _navigationData = _navigator.GetNavigationData(entity.position.Position, targetCurrentPosition); } Position nextStep; NavigationResult navigationResult = _navigator.ResolveNextStep(_navigationData, entity.position.Position, out nextStep); if (navigationResult == NavigationResult.Finished) { return(Succeed(entity)); } IGameAction moveGameAction = CreateMoveAction(nextStep, entity); return(new ActivityStep { State = ActivityState.InProgress, GameAction = moveGameAction }); }
protected IGameAction ResolveForMove(GameEntity entity, Decision decision) { Position actionVector = GetActionVector(decision); Position targetPosition = actionVector + entity.position.Position; GameEntity blockingEntityAtTargetPosition = _entityDetector.DetectEntities(targetPosition) .FirstOrDefault(e => e.isBlockingPosition); IGameAction gameActionToReturn; if (blockingEntityAtTargetPosition != null) { gameActionToReturn = _friendshipResolver.AreFriends(entity, blockingEntityAtTargetPosition) ? _actionFactory.CreateDisplaceAction(entity, blockingEntityAtTargetPosition) : _actionFactory.CreateAttackAction(entity, blockingEntityAtTargetPosition); } else { gameActionToReturn = _actionFactory.CreateJustMoveAction(actionVector, entity); } return(gameActionToReturn); }
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)); }
public IGameAction GetAction(ActorData actorData) { if (_inputHolder.PlayerInput == PlayerInput.None) { return(null); } if (_inputHolder.PlayerInput != PlayerInput.UseCurrentItem && _inputHolder.PlayerInput != PlayerInput.DropCurrentItem) { _uiConfig.ItemHolder.DeselectItem(); _uiConfig.TooltipPresenter.Panel.gameObject.SetActive(false); _uiConfig.TooltipCurrentWeaponPresenter.gameObject.SetActive(false); _uiConfig.TooltipCurrentWeaponPresenter.GetComponent <CurrentWeaponTooltip>().LabelWearingUpper.gameObject.SetActive(false); var quitButton = GameObject.FindGameObjectWithTag("button_quit"); if (quitButton != null) { quitButton.SetActive(false); } } if (_uiConfig.WalkAbilityButton.GetComponentInChildren <Text>() != null) { _uiConfig.WalkAbilityButton.GetComponentInChildren <Text>().gameObject.SetActive(false); } if (_uiConfig.DaringBlowAbilityButton.GetComponentInChildren <Text>() != null) { _uiConfig.DaringBlowAbilityButton.GetComponentInChildren <Text>().gameObject.SetActive(false); } if (_uiConfig.PushAbilityButton.GetComponentInChildren <Text>() != null) { _uiConfig.PushAbilityButton.GetComponentInChildren <Text>().gameObject.SetActive(false); } IGameAction gameActionToReturn; if (_inputHolder.PlayerInput == PlayerInput.PickUp) { IList <ItemData> items = _entityDetector.DetectItems(actorData.LogicalPosition).ToList(); bool allSlotsOccupied = _uiConfig.ItemHolder.Items.All(i => i != null); if (!items.Any() || allSlotsOccupied) { return(null); } ItemData itemToPickUp = items.First(); _inputHolder.PlayerInput = PlayerInput.None; return(_actionFactory.CreatePickUpAction(actorData, itemToPickUp)); } if (_inputHolder.PlayerInput == PlayerInput.Drop) { ItemData firstItem = actorData.Items.FirstOrDefault(); if (firstItem == null) { return(null); } _inputHolder.PlayerInput = PlayerInput.None; return(_actionFactory.CreateDropAction(actorData, firstItem)); } if (_inputHolder.PlayerInput == PlayerInput.Catch) { ActorData caughtActor = _entityDetector.DetectActors(actorData.LogicalPosition, 1).FirstOrDefault(); if (caughtActor == null) { return(null); } _inputHolder.PlayerInput = PlayerInput.None; return(_actionFactory.CreateCatchAction(actorData, caughtActor)); } if (_inputHolder.PlayerInput == PlayerInput.Release) { if (actorData.CaughtActor == null) { return(null); } _inputHolder.PlayerInput = PlayerInput.None; return(_actionFactory.CreateReleaseAction(actorData)); } if (_inputHolder.PlayerInput == PlayerInput.Pass) { _inputHolder.PlayerInput = PlayerInput.None; return(_actionFactory.CreatePassAction(actorData)); } if (_inputHolder.PlayerInput == PlayerInput.Eat) { _inputHolder.PlayerInput = PlayerInput.None; ItemData foodAtFeet = _entityDetector.DetectItems(actorData.LogicalPosition).FirstOrDefault(i => i.ItemType == ItemType.DeadBody); if (foodAtFeet == null) { return(null); } return(_actionFactory.CreateEatAction(actorData, foodAtFeet)); } if (_inputHolder.PlayerInput == PlayerInput.UseCurrentItem) { _inputHolder.PlayerInput = PlayerInput.None; ItemDefinition item; item = _uiConfig.ItemHolder.CurrentItem(); if (item == null) { ItemData itemAtFeet = _entityDetector.DetectItems(actorData.LogicalPosition).FirstOrDefault(); if (itemAtFeet != null) { item = itemAtFeet.ItemDefinition; return(_actionFactory.CreateUseItemAction(actorData, item, false)); } return(null); } return(_actionFactory.CreateUseItemAction(actorData, item, true)); } if (_inputHolder.PlayerInput == PlayerInput.DropCurrentItem) { _inputHolder.PlayerInput = PlayerInput.None; ItemDefinition item = _uiConfig.ItemHolder.CurrentItem(); if (item == null) { return(null); } return(_actionFactory.CreateDropItemAction(actorData, item)); } if (_inputHolder.PlayerInput == PlayerInput.Ascend) { TileBase stairsDown = Resources.Load <TileBase>("Tiles/Environment/Stairs_down"); _inputHolder.PlayerInput = PlayerInput.None; Vector2Int playerPosition = _gameContext.PlayerActor.ActorData.LogicalPosition; TileBase envTileBelowPlayer = _gameContext.EnvironmentTilemap.GetTile(playerPosition.ToVector3Int()); if (envTileBelowPlayer != null && envTileBelowPlayer != stairsDown) { return(_actionFactory.CreateAscendAction(actorData)); } return(null); } Vector2Int actionVector = GetActionVector(_inputHolder.PlayerInput); Vector2Int targetPosition = actionVector + actorData.LogicalPosition; if (_inputHolder.PlayerInputModifier == PlayerInputModifier.Move) { _inputHolder.PlayerInputModifier = PlayerInputModifier.None; _inputHolder.PlayerInput = PlayerInput.None; _arrowsVisibilityManager.Hide(); IEnumerable <ActorData> actorsAtTarget = _entityDetector.DetectActors(targetPosition); if (actorsAtTarget.Any()) { return(null); } gameActionToReturn = _actionFactory.CreateMoveAction(actorData, actionVector); return(gameActionToReturn); } bool isAggressiveAttack = false; if (_inputHolder.PlayerInputModifier == PlayerInputModifier.DaringBlow) { isAggressiveAttack = true; _inputHolder.PlayerInputModifier = PlayerInputModifier.None; _inputHolder.PlayerInput = PlayerInput.None; _weaponColorizer.Decolorize((actorData.Entity as ActorBehaviour).WeaponAnimator); } IList <Vector2Int> targetPositionsCone = Vector2IntUtilities.GetCone(actionVector) .Select(zeroBasedPosition => actorData.LogicalPosition + zeroBasedPosition) .ToList(); IList <ActorData> actorsCloseToCone = _entityDetector.DetectActors(targetPosition, 2).ToList(); ActorData targetActor; ActorData actorAtTargetPosition = actorsCloseToCone.FirstOrDefault(a => a.LogicalPosition == targetPosition); if (actorAtTargetPosition != null && actorAtTargetPosition.Team == actorData.Team) { _inputHolder.PlayerInput = PlayerInput.None; gameActionToReturn = _actionFactory.CreateDisplaceAction(actorData, actorAtTargetPosition); return(gameActionToReturn); } bool isPushing = _inputHolder.PlayerInputModifier == PlayerInputModifier.Push; _arrowsVisibilityManager.Hide(); _inputHolder.PlayerInputModifier = PlayerInputModifier.None; if ((actorAtTargetPosition != null || isPushing) || actorData.WeaponWeld.WeaponDefinition.AllowsFarCombat == false) { targetActor = actorAtTargetPosition; } else { targetActor = actorsCloseToCone .FirstOrDefault(potentialTarget => potentialTarget.Team != actorData.Team && targetPositionsCone.Contains(potentialTarget.LogicalPosition) && _clearWayBetweenTwoPointsDetector.ClearWayExists(actorData.LogicalPosition, potentialTarget.LogicalPosition)); } if (targetActor != null) // hit! { gameActionToReturn = isPushing ? _actionFactory.CreatePushAction(actorData, targetActor) : _actionFactory.CreateAttackAction(actorData, targetActor, isAggressiveAttack); } else { TileBase wallTileAtTarget = _gameContext.WallsTilemap.GetTile(targetPosition.ToVector3Int()); if (wallTileAtTarget != null) { _heavyDoorsHClosedTile = Resources.Load <Tile>("Tiles/Environment/doors_HEAVY_0"); _heavyDoorsVClosedTile = Resources.Load <Tile>("Tiles/Environment/doors_HEAVY_2"); if ((wallTileAtTarget == _heavyDoorsHClosedTile || wallTileAtTarget == _heavyDoorsVClosedTile) && _uiConfig.ItemHolder.Items.Where(i => i != null).All(i => i.Name != "Key") && _gameContext.PlayerActor.ActorData.WeaponWeld.Name != "Key") { // bump gameActionToReturn = _actionFactory.CreateMoveAction(actorData, actionVector); _textEffectPresenter.ShowTextEffect(actorData.LogicalPosition, "Umph! Locked!", Color.yellow); } else { var doorsHClosedTile = Resources.Load <Tile>("Tiles/Environment/doors_H_closed"); var doorsVClosedTile = Resources.Load <Tile>("Tiles/Environment/doors_V_closed"); if (wallTileAtTarget == doorsHClosedTile || wallTileAtTarget == doorsVClosedTile) { bool isHorizontal = wallTileAtTarget == doorsHClosedTile; gameActionToReturn = _actionFactory.CreateOpenDoorAction(actorData, targetPosition, isHorizontal); } else if (wallTileAtTarget == _heavyDoorsHClosedTile || wallTileAtTarget == _heavyDoorsVClosedTile) { bool isHorizontal = wallTileAtTarget == _heavyDoorsHClosedTile; gameActionToReturn = _actionFactory.CreateOpenDoorAction(actorData, targetPosition, isHorizontal, true); } else { gameActionToReturn = _actionFactory.CreateMoveAction(actorData, actionVector); } } } else { gameActionToReturn = _actionFactory.CreateMoveAction(actorData, actionVector); } } _inputHolder.PlayerInput = PlayerInput.None; return(gameActionToReturn); }