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/*********************************************************************
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* \file LeafAttack.cs
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* \author Ryan Wang Nian Jing
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* \brief Leaf node implementation for AI attacking the player
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* when the AI is close enough after chasing
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*
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*
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* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
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or disclosure of this file or its contents without the prior written
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consent of DigiPen Institute of Technology is prohibited.
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*********************************************************************/
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using SHADE;
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using SHADE_Scripting.AIBehaviour.BehaviourTree;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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//VARIABLES
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public partial class LeafAttack : BehaviourTreeNode
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{
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//Holds the player game object that is to be targeted
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private GameObject player;
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}
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//FUNCTIONS
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public partial class LeafAttack : BehaviourTreeNode
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{
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public LeafAttack(string name) : base (name)
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{
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//Debug.Log("LeafAttack ctor");
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}
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//Helper, find the nearest unobstructed waypoint to return to when chase is over
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public void reevaluateWaypoint()
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{
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List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
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Transform transform = (Transform)GetNodeData("transform");
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if (waypoints == null || transform == null)
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{
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SetNodeData("currentWaypointIndex", 0);
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return;
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}
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int nearestWaypointIndex = 0;
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for (int i = 0; i < waypoints.Count; ++i)
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{
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if ((transform.GlobalPosition - waypoints[i].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude() <
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(transform.GlobalPosition - waypoints[nearestWaypointIndex].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude())
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{
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nearestWaypointIndex = i;
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}
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}
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SetNodeData("currentWaypointIndex", nearestWaypointIndex);
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}
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public override BehaviourTreeNodeStatus Evaluate()
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{
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//Debug.LogWarning("LeafAttack");
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//Fail if no target in blackboard?
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onEnter(BehaviourTreeNodeStatus.RUNNING);
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//Get Data
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float? captureTime;
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if (GetNodeData("captureTimeLeft") == null)
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{
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status = BehaviourTreeNodeStatus.FAILURE;
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onExit(BehaviourTreeNodeStatus.FAILURE);
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return status;
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}
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else
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captureTime = (float)GetNodeData("captureTimeLeft");
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if (GameObject.Find("Player") == null)
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{
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status = BehaviourTreeNodeStatus.FAILURE;
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onExit(BehaviourTreeNodeStatus.FAILURE);
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return status;
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}
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else
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player = GameObject.Find("Player").GetValueOrDefault();
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//Succeed when stand in hurt box for long enough
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//Debug.Log("Attempting to get blackboard data");
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//Debug.Log("Got blackboard data");
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captureTime -= Time.DeltaTimeF;
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SetNodeData("captureTimeLeft", captureTime);
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//Debug.Log(captureTime.ToString());
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if (captureTime <= 0.0f)
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{
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//Catch player when in range for long enough
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//Debug.Log("Success: Caught");
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player.GetScript<PlayerController>().currentState = PlayerController.RaccoonStates.CAUGHT;
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status = BehaviourTreeNodeStatus.SUCCESS;
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onExit(BehaviourTreeNodeStatus.SUCCESS);
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return status;
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}
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//Return running if not success
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//Debug.Log("Running: About to capture in " + captureTimeLeft);
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status = BehaviourTreeNodeStatus.RUNNING;
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onExit(BehaviourTreeNodeStatus.RUNNING);
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return status;
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}
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}
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