public override Vector3 UpdateBehaviour(PetAI agent) { atPosition = false; targetPosition = playerScriptObject.GetComponent <PlayerScript>().petToPosition; float distanceFromTarget = Vector3.Distance(this.transform.position, targetPosition); if (targetPosition != this.transform.position && atPosition == false) { if (distanceFromTarget > arrivalRadius && distanceFromTarget > arrivalRadius * 10) { desiredVelocity = Vector3.Normalize(targetPosition - transform.position) * agent.Superspeed; } else if (distanceFromTarget > arrivalRadius && distanceFromTarget < arrivalRadius * 10) { desiredVelocity = Vector3.Normalize(targetPosition - transform.position) * agent.MaxSpeed; } else { desiredVelocity = Vector3.Normalize(targetPosition - transform.position) * distanceFromTarget; } steeringVelocity = desiredVelocity - agent.CurrentVelocity; } else { atPosition = true; } steeringVelocity.y = 0.0f; return(steeringVelocity); }
public void UpdateCharmAI() { if (IsCharmed()) { UnitAI newAI = null; if (IsPlayer()) { Unit charmer = GetCharmer(); if (charmer != null) { // first, we check if the creature's own AI specifies an override playerai for its owned players Creature creatureCharmer = charmer.ToCreature(); if (creatureCharmer != null) { CreatureAI charmerAI = creatureCharmer.GetAI(); if (charmerAI != null) { newAI = charmerAI.GetAIForCharmedPlayer(ToPlayer()); } } else { Log.outError(LogFilter.Misc, $"Attempt to assign charm AI to player {GetGUID()} who is charmed by non-creature {GetCharmerGUID()}."); } } if (newAI == null) // otherwise, we default to the generic one { newAI = new SimpleCharmedPlayerAI(ToPlayer()); } } else { Cypher.Assert(IsCreature()); if (IsPossessed() || IsVehicle()) { newAI = new PossessedAI(ToCreature()); } else { newAI = new PetAI(ToCreature()); } } Cypher.Assert(newAI != null); SetAI(newAI); newAI.OnCharmed(true); } else { RestoreDisabledAI(); // Hack: this is required because we want to call OnCharmed(true) on the restored AI RefreshAI(); UnitAI ai = GetAI(); if (ai != null) { ai.OnCharmed(true); } } }
// Start is called before the first frame update void Start() { anim = GetComponent <Animator>(); sr = FindObjectOfType <PetAI>().GetComponent <SpriteRenderer>(); Main = GetComponent <SpriteRenderer>(); ea = FindObjectOfType <EatColor>(); pa = FindObjectOfType <PetAI>(); sr.enabled = false; StartCoroutine("des"); }
public static void SetTarget(PetAI ai, ushort instanceID, ref CitizenInstance data, ushort targetBuilding) { //begin mod if (IsCagedAnimal(data) || LivestockAIDetour.isFreeAnimal(data)) { SetTargetCaged(instanceID, ref data, targetBuilding); return; } //end mod data.m_targetBuilding = targetBuilding; }
public override Vector3 UpdateBehaviour(PetAI steeringAgent) { // Get the desired velocity for arrival and limit to maxSpeed desiredVelocity = (targetPosition - transform.position); float distance = Vector3.Distance(targetPosition, transform.position); desiredVelocity.Normalize(); if (distance < arrivalRadius) { desiredVelocity *= steeringAgent.MaxSpeed * (distance / arrivalRadius); } else { desiredVelocity *= 65; } // Calculate steering velocity steeringVelocity = desiredVelocity - steeringAgent.CurrentVelocity; return(steeringVelocity); }
public void CloseInteract() { //PetData petData = SaveSystem.A_LoadPet(petAI.id); target.transform.localScale = new Vector3(0.3f, 0.3f, 1); target.transform.position = new Vector3(0, -1.5f, 0); target.transform.rotation = Quaternion.identity; petAI.rigidbody.constraints = RigidbodyConstraints2D.None; petAI.PetAct = PetActivity.Stand; petData.hunger = (int)petAI.Hunger; petData.happiness = (int)petAI.Happiness; Transform[] roots = target.GetComponentsInChildren <Transform>(); foreach (Transform g in roots) { g.gameObject.layer = 10; } interactCam.gameObject.SetActive(false); SaveSystem.A_EditPet(petData, true); if (foodDic.Count > 0) { SaveSystem.A_SaveListFood(foodDic); } petAI.Happiness = petAI.Happiness; petAI.Hunger = petAI.Hunger; target.layer = 10; timeer = 0; petAI.aleart = true; target = null; petAI = null; interactUI.SetActive(false); interactUIBG.SetActive(false); foodCanvasList.SetActive(false); dressUpBtn.onClick.Invoke(); gameMode = GameMode.Normal; }
public void UpdateCharmAI() { switch (GetTypeId()) { case TypeId.Unit: if (i_disabledAI != null) // disabled AI must be primary AI { if (!IsCharmed()) { i_AI = i_disabledAI; i_disabledAI = null; if (IsTypeId(TypeId.Unit)) { ToCreature().GetAI().OnCharmed(false); } } } else { if (IsCharmed()) { i_disabledAI = i_AI; if (isPossessed() || IsVehicle()) { i_AI = new PossessedAI(ToCreature()); } else { i_AI = new PetAI(ToCreature()); } } } break; case TypeId.Player: { if (IsCharmed()) // if we are currently being charmed, then we should apply charm AI { i_disabledAI = i_AI; UnitAI newAI = null; // first, we check if the creature's own AI specifies an override playerai for its owned players Unit charmer = GetCharmer(); if (charmer) { Creature creatureCharmer = charmer.ToCreature(); if (creatureCharmer) { PlayerAI charmAI = creatureCharmer.IsAIEnabled ? creatureCharmer.GetAI().GetAIForCharmedPlayer(ToPlayer()) : null; if (charmAI != null) { newAI = charmAI; } } else { Log.outError(LogFilter.Misc, "Attempt to assign charm AI to player {0} who is charmed by non-creature {1}.", GetGUID().ToString(), GetCharmerGUID().ToString()); } } if (newAI == null) // otherwise, we default to the generic one { newAI = new SimpleCharmedPlayerAI(ToPlayer()); } i_AI = newAI; newAI.OnCharmed(true); } else { if (i_AI != null) { // we allow the charmed PlayerAI to clean up i_AI.OnCharmed(false); } else { Log.outError(LogFilter.Misc, "Attempt to remove charm AI from player {0} who doesn't currently have charm AI.", GetGUID().ToString()); } // and restore our previous PlayerAI (if we had one) i_AI = i_disabledAI; i_disabledAI = null; // IsAIEnabled gets handled in the caller } break; } default: Log.outError(LogFilter.Misc, "Attempt to update charm AI for unit {0}, which is neither player nor creature.", GetGUID().ToString()); break; } }
private void LoadPet() { for (int i = 0; i < player.pets.Count; i++) { if (player.pets[i].color < 0 || !player.pets[i].selected || player.pets[i].status < 0) { continue; } PetAI clone = Instantiate(petPrefab.gameObject).GetComponent <PetAI>(); clone.id = player.pets[i].id; clone.namePet = player.pets[i].namePet; clone.Hunger = player.pets[i].hunger; clone.Happiness = player.pets[i].happiness; int color = player.pets[i].color; clone.head.sprite = Atlas.Ins.GetSprites(Atlas.Ins.cha.head.color[color])[player.pets[i].head]; clone.ear.sprite = Atlas.Ins.GetSprites(Atlas.Ins.cha.ear.color[color])[player.pets[i].ear]; clone.pattern.sprite = Atlas.Ins.GetSprites(Atlas.Ins.cha.pattern.color[color])[player.pets[i].pattern]; clone.eye.sprite = Atlas.Ins.GetSprites(Atlas.Ins.cha.eye)[player.pets[i].eye]; clone.eyebrow.sprite = Atlas.Ins.GetSprites(Atlas.Ins.cha.eyebrow)[player.pets[i].eyebrow]; clone.nose.sprite = Atlas.Ins.GetSprites(Atlas.Ins.cha.nose)[player.pets[i].nose]; clone.mouth.sprite = Atlas.Ins.GetSprites(Atlas.Ins.cha.mouth)[player.pets[i].mouth]; clone.body.sprite = Atlas.Ins.GetSprites(Atlas.Ins.cha.body)[color]; clone.armLeft.sprite = Atlas.Ins.GetSprites(Atlas.Ins.cha.armLeft)[color]; clone.armRight.sprite = Atlas.Ins.GetSprites(Atlas.Ins.cha.armRight)[color]; clone.legLeft.sprite = Atlas.Ins.GetSprites(Atlas.Ins.cha.legLeft)[color]; clone.legRight.sprite = Atlas.Ins.GetSprites(Atlas.Ins.cha.legRight)[color]; List <Sprite> sprite = new List <Sprite>(); if (player.pets[i].shirtWearing >= 0) { sprite.AddRange(Atlas.Ins.GetSprites(Atlas.Ins.clothes.shirt.number[player.pets[i].shirtWearing])); } if (sprite.Count > 1) { foreach (Sprite s in sprite) { if (s.name.ToLower().Contains("body")) { clone.shirtBody.sprite = s; } else if (s.name.ToLower().Contains("left")) { clone.shirtLeft.sprite = s; } else if (s.name.ToLower().Contains("right")) { clone.shirtRight.sprite = s; } } } else if (sprite.Count > 0) { clone.shirtBody.sprite = sprite[0]; } sprite.Clear(); if (player.pets[i].pantWearing >= 0) { sprite.AddRange(Atlas.Ins.GetSprites(Atlas.Ins.clothes.pant.number[player.pets[i].pantWearing])); } if (sprite.Count > 1) { foreach (Sprite s in sprite) { if (s.name.ToLower().Contains("body")) { clone.pantBody.sprite = s; } else if (s.name.ToLower().Contains("left")) { clone.pantLeft.sprite = s; } else if (s.name.ToLower().Contains("right")) { clone.pantRight.sprite = s; } } } else if (sprite.Count > 0) { clone.pantBody.sprite = sprite[0]; } sprite.Clear(); if (player.pets[i].shoeWearing >= 0) { sprite.AddRange(Atlas.Ins.GetSprites(Atlas.Ins.clothes.shoe.number[player.pets[i].shoeWearing])); } foreach (Sprite s in sprite) { if (s.name.ToLower().Contains("left")) { clone.shoeLeft.sprite = s; } else if (s.name.ToLower().Contains("right")) { clone.shoeRight.sprite = s; } } sprite.Clear(); if (player.pets[i].accessoriesWearing >= 0) { sprite.AddRange(Atlas.Ins.GetSprites(Atlas.Ins.clothes.ac)); } if (sprite.Count > 0) { clone.ac.sprite = sprite[player.pets[i].accessoriesWearing]; } petList.Add(clone); } foreach (Furniture f in player.inventory.furniture) { if (!f.furnitureIsUsing) { continue; } if (f.type == 3) { FurnitureData data = new FurnitureData(); data.CloneData(f); ChangeFloor(data); continue; } if (f.type == 4) { FurnitureData data = new FurnitureData(); data.CloneData(f); ChangeWallpaper(data); continue; } FurnitureData ff = new FurnitureData(); ff.CloneData(f); CloneItem(ff); } }
void HandlePetActionHelper(Unit pet, ObjectGuid guid1, uint spellid, ActiveStates flag, ObjectGuid guid2, float x, float y, float z) { CharmInfo charmInfo = pet.GetCharmInfo(); if (charmInfo == null) { Log.outError(LogFilter.Network, "WorldSession.HandlePetAction(petGuid: {0}, tagGuid: {1}, spellId: {2}, flag: {3}): object (GUID: {4} Entry: {5} TypeId: {6}) is considered pet-like but doesn't have a charminfo!", guid1, guid2, spellid, flag, pet.GetGUID().ToString(), pet.GetEntry(), pet.GetTypeId()); return; } switch (flag) { case ActiveStates.Command: //0x07 switch ((CommandStates)spellid) { case CommandStates.Stay: //flat=1792 //STAY pet.StopMoving(); pet.GetMotionMaster().Clear(false); pet.GetMotionMaster().MoveIdle(); charmInfo.SetCommandState(CommandStates.Stay); charmInfo.SetIsCommandAttack(false); charmInfo.SetIsAtStay(true); charmInfo.SetIsCommandFollow(false); charmInfo.SetIsFollowing(false); charmInfo.SetIsReturning(false); charmInfo.SaveStayPosition(); break; case CommandStates.Follow: //spellid=1792 //FOLLOW pet.AttackStop(); pet.InterruptNonMeleeSpells(false); pet.ClearInPetCombat(); pet.GetMotionMaster().MoveFollow(GetPlayer(), SharedConst.PetFollowDist, pet.GetFollowAngle()); charmInfo.SetCommandState(CommandStates.Follow); charmInfo.SetIsCommandAttack(false); charmInfo.SetIsAtStay(false); charmInfo.SetIsReturning(true); charmInfo.SetIsCommandFollow(true); charmInfo.SetIsFollowing(false); break; case CommandStates.Attack: //spellid=1792 //ATTACK { // Can't attack if owner is pacified if (GetPlayer().HasAuraType(AuraType.ModPacify)) { // @todo Send proper error message to client return; } // only place where pet can be player Unit TargetUnit = Global.ObjAccessor.GetUnit(GetPlayer(), guid2); if (!TargetUnit) { return; } Unit owner = pet.GetOwner(); if (owner) { if (!owner.IsValidAttackTarget(TargetUnit)) { return; } } pet.ClearUnitState(UnitState.Follow); // This is true if pet has no target or has target but targets differs. if (pet.GetVictim() != TargetUnit || (pet.GetVictim() == TargetUnit && !pet.GetCharmInfo().IsCommandAttack())) { if (pet.GetVictim()) { pet.AttackStop(); } if (!pet.IsTypeId(TypeId.Player) && pet.ToCreature().IsAIEnabled) { charmInfo.SetIsCommandAttack(true); charmInfo.SetIsAtStay(false); charmInfo.SetIsFollowing(false); charmInfo.SetIsCommandFollow(false); charmInfo.SetIsReturning(false); CreatureAI AI = pet.ToCreature().GetAI(); PetAI petAI = (PetAI)AI; if (petAI != null) { petAI._AttackStart(TargetUnit); // force target switch } else { AI.AttackStart(TargetUnit); } //10% chance to play special pet attack talk, else growl if (pet.IsPet() && pet.ToPet().GetPetType() == PetType.Summon && pet != TargetUnit && RandomHelper.IRand(0, 100) < 10) { pet.SendPetTalk(PetTalk.Attack); } else { // 90% chance for pet and 100% chance for charmed creature pet.SendPetAIReaction(guid1); } } else // charmed player { charmInfo.SetIsCommandAttack(true); charmInfo.SetIsAtStay(false); charmInfo.SetIsFollowing(false); charmInfo.SetIsCommandFollow(false); charmInfo.SetIsReturning(false); pet.Attack(TargetUnit, true); pet.SendPetAIReaction(guid1); } } break; } case CommandStates.Abandon: // abandon (hunter pet) or dismiss (summoned pet) if (pet.GetCharmerGUID() == GetPlayer().GetGUID()) { GetPlayer().StopCastingCharm(); } else if (pet.GetOwnerGUID() == GetPlayer().GetGUID()) { Cypher.Assert(pet.IsTypeId(TypeId.Unit)); if (pet.IsPet()) { if (pet.ToPet().GetPetType() == PetType.Hunter) { GetPlayer().RemovePet(pet.ToPet(), PetSaveMode.AsDeleted); } else { //dismissing a summoned pet is like killing them (this prevents returning a soulshard...) pet.SetDeathState(DeathState.Corpse); } } else if (pet.HasUnitTypeMask(UnitTypeMask.Minion)) { ((Minion)pet).UnSummon(); } } break; case CommandStates.MoveTo: pet.StopMoving(); pet.GetMotionMaster().Clear(false); pet.GetMotionMaster().MovePoint(0, x, y, z); charmInfo.SetCommandState(CommandStates.MoveTo); charmInfo.SetIsCommandAttack(false); charmInfo.SetIsAtStay(true); charmInfo.SetIsFollowing(false); charmInfo.SetIsReturning(false); charmInfo.SaveStayPosition(); break; default: Log.outError(LogFilter.Network, "WORLD: unknown PET flag Action {0} and spellid {1}.", flag, spellid); break; } break; case ActiveStates.Reaction: // 0x6 switch ((ReactStates)spellid) { case ReactStates.Passive: //passive pet.AttackStop(); pet.ClearInPetCombat(); goto case ReactStates.Defensive; case ReactStates.Defensive: //recovery case ReactStates.Aggressive: //activete if (pet.IsTypeId(TypeId.Unit)) { pet.ToCreature().SetReactState((ReactStates)spellid); } break; } break; case ActiveStates.Disabled: // 0x81 spell (disabled), ignore case ActiveStates.Passive: // 0x01 case ActiveStates.Enabled: // 0xC1 spell { Unit unit_target = null; if (!guid2.IsEmpty()) { unit_target = Global.ObjAccessor.GetUnit(GetPlayer(), guid2); } // do not cast unknown spells SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellid, pet.GetMap().GetDifficultyID()); if (spellInfo == null) { Log.outError(LogFilter.Network, "WORLD: unknown PET spell id {0}", spellid); return; } foreach (SpellEffectInfo effect in spellInfo.GetEffects()) { if (effect != null && (effect.TargetA.GetTarget() == Targets.UnitSrcAreaEnemy || effect.TargetA.GetTarget() == Targets.UnitDestAreaEnemy || effect.TargetA.GetTarget() == Targets.DestDynobjEnemy)) { return; } } // do not cast not learned spells if (!pet.HasSpell(spellid) || spellInfo.IsPassive()) { return; } // Clear the flags as if owner clicked 'attack'. AI will reset them // after AttackStart, even if spell failed if (pet.GetCharmInfo() != null) { pet.GetCharmInfo().SetIsAtStay(false); pet.GetCharmInfo().SetIsCommandAttack(true); pet.GetCharmInfo().SetIsReturning(false); pet.GetCharmInfo().SetIsFollowing(false); } Spell spell = new Spell(pet, spellInfo, TriggerCastFlags.None); SpellCastResult result = spell.CheckPetCast(unit_target); //auto turn to target unless possessed if (result == SpellCastResult.UnitNotInfront && !pet.IsPossessed() && !pet.IsVehicle()) { Unit unit_target2 = spell.m_targets.GetUnitTarget(); if (unit_target) { if (!pet.IsFocusing()) { pet.SetInFront(unit_target); } Player player = unit_target.ToPlayer(); if (player) { pet.SendUpdateToPlayer(player); } } else if (unit_target2) { if (!pet.IsFocusing()) { pet.SetInFront(unit_target2); } Player player = unit_target2.ToPlayer(); if (player) { pet.SendUpdateToPlayer(player); } } Unit powner = pet.GetCharmerOrOwner(); if (powner) { Player player = powner.ToPlayer(); if (player) { pet.SendUpdateToPlayer(player); } } result = SpellCastResult.SpellCastOk; } if (result == SpellCastResult.SpellCastOk) { unit_target = spell.m_targets.GetUnitTarget(); //10% chance to play special pet attack talk, else growl //actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell if (pet.IsPet() && (pet.ToPet().GetPetType() == PetType.Summon) && (pet != unit_target) && (RandomHelper.IRand(0, 100) < 10)) { pet.SendPetTalk(PetTalk.SpecialSpell); } else { pet.SendPetAIReaction(guid1); } if (unit_target && !GetPlayer().IsFriendlyTo(unit_target) && !pet.IsPossessed() && !pet.IsVehicle()) { // This is true if pet has no target or has target but targets differs. if (pet.GetVictim() != unit_target) { pet.GetMotionMaster().Clear(); if (pet.ToCreature().IsAIEnabled) { CreatureAI AI = pet.ToCreature().GetAI(); PetAI petAI = (PetAI)AI; if (petAI != null) { petAI._AttackStart(unit_target); // force victim switch } else { AI.AttackStart(unit_target); } } } } spell.Prepare(spell.m_targets); } else { if (pet.IsPossessed() || pet.IsVehicle()) // @todo: confirm this check { Spell.SendCastResult(GetPlayer(), spellInfo, spell.m_SpellVisual, spell.m_castId, result); } else { spell.SendPetCastResult(result); } if (!pet.GetSpellHistory().HasCooldown(spellid)) { pet.GetSpellHistory().ResetCooldown(spellid, true); } spell.Finish(false); spell.Dispose(); // reset specific flags in case of spell fail. AI will reset other flags if (pet.GetCharmInfo() != null) { pet.GetCharmInfo().SetIsCommandAttack(false); } } break; } default: Log.outError(LogFilter.Network, "WORLD: unknown PET flag Action {0} and spellid {1}.", flag, spellid); break; } }
public abstract Vector3 UpdateBehaviour(PetAI agent);
// Use this for initialization void Awake() { instance = this; }
private void Normal() { if (gameMode != GameMode.Normal) { return; } if (Input.touchCount > 0) { Touch touch = Input.GetTouch(0); if (target != null) { timeer += Time.deltaTime; } switch (touch.phase) { case TouchPhase.Began: if (Popup.Ins.working || lottery.working || setting.working) { return; } hit2D = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(touch.position), Vector2.zero); if (hit2D.collider != null && hit2D.collider.tag == "Pet") { target = hit2D.collider.gameObject; petAI = target.GetComponent <PetAI>(); } break; case TouchPhase.Moved: if (target != null && petAI != null) { petAI.PetAct = PetActivity.Carry; petAI.aleart = false; ray = Camera.main.ScreenPointToRay(touch.position); target.transform.position = new Vector2(ray.origin.x, ray.origin.y); } break; case TouchPhase.Stationary: if (timeer > 0.2f && target != null && petAI != null) { petAI.PetAct = PetActivity.Carry; petAI.aleart = false; ray = Camera.main.ScreenPointToRay(touch.position); target.transform.position = new Vector2(ray.origin.x, ray.origin.y); } break; case TouchPhase.Ended: if (timeer < 0.2f && petAI != null) { petAI.rigidbody.constraints = RigidbodyConstraints2D.FreezeAll; petAI.aleart = false; target.transform.localScale = new Vector3(0.55f, 0.55f, 1); target.transform.position = new Vector3(0, -1.3f, -5); target.transform.rotation = new Quaternion(0, 0, 0, 0); happiness.value = petAI.Happiness / 100; hunger.value = petAI.Hunger / 100; Transform[] roots = target.GetComponentsInChildren <Transform>(); foreach (Transform g in roots) { g.gameObject.layer = 21; } interactCam.gameObject.SetActive(true); target.layer = 21; interactUI.SetActive(true); interactUIBG.SetActive(true); foodCanvasList.SetActive(true); dressUpBtn.onClick.Invoke(); petAI.emoHappy.SetActive(false); petAI.emooHungry.SetActive(false); petAI.emoHappy.layer = 10; petAI.emooHungry.layer = 10; gameMode = GameMode.Interact; petAI.PetAct = PetActivity.Stand; tutor3.SetActive(true); petData = SaveSystem.A_LoadPet(petAI.id); foodDic.Clear(); } else if (target != null && petAI != null) { timeer = 0; petAI.aleart = true; petAI.PetAct = PetActivity.Stand; target.transform.rotation = new Quaternion(0, 0, 0, 0); target = null; petAI = null; } break; case TouchPhase.Canceled: break; } } }