diff --git a/Assets/Application.SHConfig b/Assets/Application.SHConfig index c9b34a7a..5673556d 100644 --- a/Assets/Application.SHConfig +++ b/Assets/Application.SHConfig @@ -1,4 +1,4 @@ Start in Fullscreen: false -Starting Scene ID: 94246101 +Starting Scene ID: 97158628 Window Size: {x: 1920, y: 1080} Window Title: SHADE Engine \ No newline at end of file diff --git a/Assets/Scenes/MainGame.shade b/Assets/Scenes/MainGame.shade index b6c64ef4..600c6161 100644 --- a/Assets/Scenes/MainGame.shade +++ b/Assets/Scenes/MainGame.shade @@ -8632,4 +8632,63 @@ Rotate: {x: 0, y: 0, z: 0} Scale: {x: 1, y: 1, z: 1} IsActive: true - Scripts: ~ \ No newline at end of file + Scripts: ~ +- EID: 196 + Name: ====AI===== + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 2.70000005, y: 0.100000001, z: -2} + Rotate: {x: -0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 140697366 + Material: 129495479 + IsActive: true + RigidBody Component: + Type: Dynamic + Drag: 0.00999999978 + Angular Drag: 0.00999999978 + Use Gravity: true + Interpolate: false + Sleeping Enabled: true + Freeze Position X: false + Freeze Position Y: false + Freeze Position Z: false + Freeze Rotation X: true + Freeze Rotation Y: false + Freeze Rotation Z: true + IsActive: true + Collider Component: + Colliders: + - Is Trigger: false + Type: Box + Half Extents: {x: 1, y: 1.79999995, z: 0.400000006} + Friction: 0.400000006 + Bounciness: 0 + Density: 1 + Position Offset: {x: 0, y: 0.899999976, z: 0} + Rotation Offset: {x: 0, y: 0, z: 0} + IsActive: true + Scripts: + - Type: Homeowner1 + Enabled: true + player: 2 + waypoints: + - [2.70000005, 0, -2] + - [-0.300000012, 0, -2.70000005] + - [-2, 0, -3.79999995] + - [-4, 0, -2.0999999] + - [-2.9000001, 0, 2.4000001] + - [-1, 0, 4] + - [2.70000005, 0, 4] + patrolSpeed: 1 + chaseSpeed: 2 + turningSpeed: 5 + sightDistance: 8 + eyeOffset: [0, 0, 0] + distanceToCapture: 0.5 + captureTime: 0.5 + footstepSFXIntervalMultiplier: 0.5 \ No newline at end of file diff --git a/Assets/Scenes/MainGameWithAI.shade b/Assets/Scenes/MainGameWithAI.shade new file mode 100644 index 00000000..8786aef0 --- /dev/null +++ b/Assets/Scenes/MainGameWithAI.shade @@ -0,0 +1,8630 @@ +- EID: 19 + Name: ===== Environment ===== + IsActive: true + NumberOfChildren: 4 + Components: + Transform Component: + Translate: {x: 0, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 136 + Name: Main_Room + IsActive: true + NumberOfChildren: 3 + Components: + Transform Component: + Translate: {x: 0, y: 0, z: 0} + Rotate: {x: 0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 51 + Name: Floor_Master + IsActive: true + NumberOfChildren: 6 + Components: + Transform Component: + Translate: {x: 0, y: 0, z: 0} + Rotate: {x: 0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 26 + Name: Floor_Row_1 + 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Offset: {x: 0, y: 0, z: 0} + IsActive: true + Scripts: + - Type: Item + Enabled: true + Score: 10 + currCategory: 0 +- EID: 15 + Name: ====ScoreZonePool==== + IsActive: true + NumberOfChildren: 2 + Components: ~ + Scripts: ~ +- EID: 13 + Name: ScoreZone + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 2.24178481, y: 1.4327563, z: 8.89205742} + Rotate: {x: -0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + RigidBody Component: + Type: Static + Drag: 0.00999999978 + Angular Drag: 0.00999999978 + Use Gravity: true + Interpolate: true + Sleeping Enabled: true + Freeze Position X: false + Freeze Position Y: false + Freeze Position Z: false + Freeze Rotation X: false + Freeze Rotation Y: false + Freeze Rotation Z: false + IsActive: true + Collider Component: + Colliders: + - Is Trigger: true + Type: Box + Half Extents: {x: 1.79999995, y: 1, z: 0.200000003} + Friction: 0.400000006 + Bounciness: 0 + Density: 1 + Position Offset: {x: 0, y: 0, z: 0} + Rotation Offset: {x: 0, y: 0, z: 0} + IsActive: true + Scripts: ~ +- EID: 14 + Name: ScoreZone + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -0.5, y: 1.5, z: -5} + Rotate: {x: -0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + RigidBody Component: + Type: Static + Drag: 0.00999999978 + Angular Drag: 0.00999999978 + Use Gravity: true + Interpolate: true + Sleeping Enabled: true + Freeze Position X: false + Freeze Position Y: false + Freeze Position Z: false + Freeze Rotation X: false + Freeze Rotation Y: false + Freeze Rotation Z: false + IsActive: true + Collider Component: + Colliders: + - Is Trigger: true + Type: Box + Half Extents: {x: 1, y: 1, z: 0.200000003} + Friction: 0.400000006 + Bounciness: 0 + Density: 1 + Position Offset: {x: 0, y: 0, z: 0} + Rotation Offset: {x: 0, y: 0, z: 0} + IsActive: true + Scripts: ~ +- EID: 239 + Name: RespawnPoint + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 2.5, y: 0.660660267, z: 7} + Rotate: {x: -0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 238 + Name: AI + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 2.70000005, y: 0.100000001, z: -2} + Rotate: {x: -0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 140697366 + Material: 129495479 + IsActive: true + RigidBody Component: + Type: Dynamic + Drag: 0.00999999978 + Angular Drag: 0.00999999978 + Use Gravity: true + Interpolate: false + Sleeping Enabled: true + Freeze Position X: false + Freeze Position Y: false + Freeze Position Z: false + Freeze Rotation X: true + Freeze Rotation Y: false + Freeze Rotation Z: true + IsActive: true + Collider Component: + Colliders: + - Is Trigger: false + Type: Box + Half Extents: {x: 1, y: 1.79999995, z: 0.400000006} + Friction: 0.400000006 + Bounciness: 0 + Density: 1 + Position Offset: {x: 0, y: 0.899999976, z: 0} + Rotation Offset: {x: 0, y: 0, z: 0} + IsActive: true + Scripts: + - Type: Homeowner1 + Enabled: true + player: 2 + waypoints: + - [2.70000005, 0, -2] + - [-0.300000012, 0, -2.70000005] + - [-2, 0, -3.79999995] + - [-4, 0, -2.0999999] + - [-2.9000001, 0, 2.4000001] + - [-1, 0, 4] + - [2.70000005, 0, 4] + patrolSpeed: 1 + chaseSpeed: 2 + turningSpeed: 5 + sightDistance: 8 + eyeOffset: [0, 0, 0] + distanceToCapture: 0.5 + captureTime: 0.5 + footstepSFXIntervalMultiplier: 0.5 \ No newline at end of file diff --git a/Assets/Scenes/MainGameWithAI.shade.shmeta b/Assets/Scenes/MainGameWithAI.shade.shmeta new file mode 100644 index 00000000..39f365db --- /dev/null +++ b/Assets/Scenes/MainGameWithAI.shade.shmeta @@ -0,0 +1,3 @@ +Name: MainGameWithAI +ID: 96052853 +Type: 5 diff --git a/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTree.cs b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTree.cs new file mode 100644 index 00000000..094f7e93 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTree.cs @@ -0,0 +1,96 @@ +/********************************************************************* + * \file BehaviourTree.cs + * \author Ryan Wang Nian Jing + * \brief Based off Kheng Ian's SC_BTTree.cs + * Abstract class to be inherited as the "core" of any entity's AI + * + * + * \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction + or disclosure of this file or its contents without the prior written + consent of DigiPen Institute of Technology is prohibited. + *********************************************************************/ +using SHADE; +using System; +using System.Collections.Generic; +using System.ComponentModel.Design; +using System.Linq; +using System.Text; +using System.Threading.Tasks; + +namespace SHADE_Scripting.AIBehaviour.BehaviourTree +{ + public abstract partial class BehaviourTree : Script + { + //The root of the tree, it should not have any parent + private BehaviourTreeNode _root = null; + protected BehaviourTreeNode root { get => _root; set => _root = value; } + + //Events of the behaviour tree + public abstract BehaviourTreeEvents events { get; } + + //Dictionary containing every single node in the tree + //Key is the node's unique name + public Dictionary nodeDictionary = new Dictionary(); + + //When inheriting from the class, this is where you would define your tree structure + + //Very important + //Override this to construct the behaviour tree of any AI + protected abstract BehaviourTreeNode CreateTree(); + + //awake and update functions + //the only segment in the entire AI that is dependent on the engine + + private bool test = false; + + protected override void awake() + { + AwakeCall(); + } + + protected override void start() + { + _root = CreateTree(); + _root.InitialiseNode(this); + Initialise(); + } + protected override void update() + { + _root?.Evaluate(); + Tick(); + } + protected abstract void AwakeCall(); + protected abstract void Initialise(); + protected abstract void Tick(); + } + + //BLACKBOARD SYSTEM/////////////////////////////////////////////////////////// + //Shared data within the tree, implemented as a dictionary of objects + public abstract partial class BehaviourTree : Script + { + //Data to be shared among nodes + public Dictionary blackboard = new Dictionary(); + + //Getters and setters for the blackboard + public object GetData(string key) + { + object outData = null; + if (blackboard.TryGetValue(key, out outData)) return outData; + else return outData; + } + public void SetData(string key, object data) + { + blackboard[key] = data; + } + public bool ClearData(string key) + { + if (blackboard.ContainsKey(key)) + { + blackboard.Remove(key); + return true; + } + else + return false; + } + } +} diff --git a/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTree.cs.shmeta b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTree.cs.shmeta new file mode 100644 index 00000000..8340d6be --- /dev/null +++ b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTree.cs.shmeta @@ -0,0 +1,3 @@ +Name: BehaviourTree +ID: 156799455 +Type: 9 diff --git a/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTreeEvents.cs b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTreeEvents.cs new file mode 100644 index 00000000..2bea14fb --- /dev/null +++ b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTreeEvents.cs @@ -0,0 +1,59 @@ +/********************************************************************* + * \file BehaviourTreeEvents.cs + * \author Ryan Wang Nian Jing + * \brief Based off Kheng Ian's SC_BTEvents.cs + * + * + * \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction + or disclosure of this file or its contents without the prior written + consent of DigiPen Institute of Technology is prohibited. + *********************************************************************/ + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; +using System.Xml.Serialization; + +namespace SHADE_Scripting.AIBehaviour.BehaviourTree +{ + public abstract class BehaviourTreeEvents + { + public BehaviourTree tree; + public BehaviourTreeEvents(BehaviourTree tree) + { + this.tree = tree; + } + + //Called at the start + public abstract void Initialise(); + //Called at every tick + public abstract void Tick(); + + public void OnEnterAddListener(string name, Delegate action) + { + BehaviourTreeNode targetNode; + tree.nodeDictionary.TryGetValue(name, out targetNode); + targetNode.onEnterEvent += (EventHandler)action; + } + public void OnExitAddListener(string name, Delegate action) + { + BehaviourTreeNode targetNode; + tree.nodeDictionary.TryGetValue(name, out targetNode); + targetNode.onExitEvent += (EventHandler)action; + } + public void OnEnterRemoveListener(string name, Delegate action) + { + BehaviourTreeNode targetNode; + tree.nodeDictionary.TryGetValue(name, out targetNode); + targetNode.onEnterEvent -= (EventHandler)action; + } + public void OnExitRemoveListener(string name, Delegate action) + { + BehaviourTreeNode targetNode; + tree.nodeDictionary.TryGetValue(name, out targetNode); + targetNode.onExitEvent -= (EventHandler)action; + } + } +} diff --git a/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTreeEvents.cs.shmeta b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTreeEvents.cs.shmeta new file mode 100644 index 00000000..49deba85 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTreeEvents.cs.shmeta @@ -0,0 +1,3 @@ +Name: BehaviourTreeEvents +ID: 157306586 +Type: 9 diff --git a/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTreeNode.cs b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTreeNode.cs new file mode 100644 index 00000000..769f3104 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTreeNode.cs @@ -0,0 +1,143 @@ +/********************************************************************* + * \file BehaviourTreeNode.cs + * \author Ryan Wang Nian Jing + * \brief Based off Kheng Ian's SC_BTNode.cs + * Abstract implementation of individual nodes of a behaviour tree + * + * + * \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction + or disclosure of this file or its contents without the prior written + consent of DigiPen Institute of Technology is prohibited. + *********************************************************************/ + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Net.Mail; +using System.Text; +using System.Threading.Tasks; + +namespace SHADE_Scripting.AIBehaviour.BehaviourTree +{ + //ENUMERATIONS FOR NODE STATUS//////////////////////////////////////////////// + public enum BehaviourTreeNodeStatus + { + RUNNING, //Node has not finished evaluating, to be re-evaluated + SUCCESS, //Node has been evaluated to be a success + FAILURE //Node has been evaluated to be a failure + } + + //CORE TRAVERSAL SYSTEM OF BEHAVIOUR TREE///////////////////////////////////// + public partial class BehaviourTreeNode + { + //The main tree structure that the node is in + //This needs to be specified by the root node so that it can permutate to its children + public BehaviourTree tree; + + //This portion functions similar to a doubly-linked list, + //only having a list of children instead of a single reference + public BehaviourTreeNode parent; + protected List children = new List(); + + //Current status of the node + //Technically redundant as nodes already return their status via the + //Evaluate() function + protected BehaviourTreeNodeStatus status; + + //Constructors, to be overriden by its children as needed + public BehaviourTreeNode(string name) + { + this.name = name; + parent = null; + } + public BehaviourTreeNode(string name, List children) + { + this.name = name; + foreach (BehaviourTreeNode child in children) + Attach(child); + } + + //Attach a child node to a BT node + private void Attach(BehaviourTreeNode child) + { + child.parent = this; + children.Add(child); + } + + //Very important + //Must be overriden by its derived classes (control flow / leaf / decorators) + //Defines the traversal method of the node + //Called every frame via the root from the BT + public virtual BehaviourTreeNodeStatus Evaluate() + { + throw new NotImplementedException("Missing implementation of Evaluate() function!"); + } + + //To attach the tree, called in the Start() tick AFTER creation of the tree + public void InitialiseNode(BehaviourTree tree) + { + this.tree = tree; + + //Add itself to the tree's node dictionary + if (tree.nodeDictionary.ContainsKey(name)) + throw new Exception("Node name: " + name + " is not unique! Please assign a unique name to each node!"); + else + tree.nodeDictionary.Add(name, this); + + //TODO initialise its events + //onEnterEvent = new + //onExitEvent = new + + //Recurse InitialiseNode() in children + foreach (BehaviourTreeNode child in children) + child.InitialiseNode(tree); + } + } + + //BLACKBOARD SYSTEM/////////////////////////////////////////////////////////// + //To be able to access tree's data from any node in the tree + public partial class BehaviourTreeNode + { + //Getter and setter functions for blackboard data + public object GetNodeData(string key) + { + return tree.GetData(key); + } + public void SetNodeData(string key, object data) + { + tree.SetData(key, data); + } + + //Removes blackboard data of name key + public bool ClearNodeData(string key) + { + return tree.ClearData(key); + } + } + + //EVENT/CALLBACK SYSTEM/////////////////////////////////////////////////////// + public class BehaviourTreeEventArgs : System.EventArgs + { + public BehaviourTreeNodeStatus returnStatus { get; set; } + public BehaviourTreeEventArgs(BehaviourTreeNodeStatus status) { returnStatus = status; } + } + + public partial class BehaviourTreeNode + { + //Mainly used for the callback system + //"name" must be unique to each node instance + //Events must be replaced by custom engine counterpart + public string name; + public System.EventHandler onEnterEvent; + public System.EventHandler onExitEvent; + public void onEnter(BehaviourTreeNodeStatus status) + { + onEnterEvent?.Invoke(this, new BehaviourTreeEventArgs(status)); + } + public void onExit(BehaviourTreeNodeStatus status) + { + onExitEvent?.Invoke(this, new BehaviourTreeEventArgs(status)); + } + } + +} diff --git a/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTreeNode.cs.shmeta b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTreeNode.cs.shmeta new file mode 100644 index 00000000..cb6dc36b --- /dev/null +++ b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTreeNode.cs.shmeta @@ -0,0 +1,3 @@ +Name: BehaviourTreeNode +ID: 159032454 +Type: 9 diff --git a/Assets/Scripts/AIBehaviour/BehaviourTree/Flow/BehaviourTreeSelector.cs b/Assets/Scripts/AIBehaviour/BehaviourTree/Flow/BehaviourTreeSelector.cs new file mode 100644 index 00000000..619897e9 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/BehaviourTree/Flow/BehaviourTreeSelector.cs @@ -0,0 +1,52 @@ +/********************************************************************* + * \file BehaviourTreeSelector.cs + * \author Ryan Wang Nian Jing + * \brief Based off Kheng Ian's SC_BTSelector.cs + * Selectors function like "OR" nodes, returning success on the + * first successful child and stopping operation + * + * \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction + or disclosure of this file or its contents without the prior written + consent of DigiPen Institute of Technology is prohibited. + *********************************************************************/ + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; + +namespace SHADE_Scripting.AIBehaviour.BehaviourTree +{ + public class BehaviourTreeSelector : BehaviourTreeNode + { + public BehaviourTreeSelector(string name) : base(name) { } + public BehaviourTreeSelector(string name, List children) : + base(name, children) + { } + + public override BehaviourTreeNodeStatus Evaluate() + { + onEnter(BehaviourTreeNodeStatus.RUNNING); + for (int i = 0; i < children.Count; ++i) + { + switch (children[i].Evaluate()) + { + case BehaviourTreeNodeStatus.RUNNING: + status = BehaviourTreeNodeStatus.RUNNING; + onExit(BehaviourTreeNodeStatus.RUNNING); + return status; + case BehaviourTreeNodeStatus.SUCCESS: + status = BehaviourTreeNodeStatus.SUCCESS; + onExit(BehaviourTreeNodeStatus.SUCCESS); + return status; + case BehaviourTreeNodeStatus.FAILURE: + continue; + } + } + status = BehaviourTreeNodeStatus.FAILURE; + onExit(BehaviourTreeNodeStatus.FAILURE); + return status; + } + } +} diff --git a/Assets/Scripts/AIBehaviour/BehaviourTree/Flow/BehaviourTreeSelector.cs.shmeta b/Assets/Scripts/AIBehaviour/BehaviourTree/Flow/BehaviourTreeSelector.cs.shmeta new file mode 100644 index 00000000..668af7e4 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/BehaviourTree/Flow/BehaviourTreeSelector.cs.shmeta @@ -0,0 +1,3 @@ +Name: BehaviourTreeSelector +ID: 167568513 +Type: 9 diff --git a/Assets/Scripts/AIBehaviour/BehaviourTree/Flow/BehaviourTreeSequence.cs b/Assets/Scripts/AIBehaviour/BehaviourTree/Flow/BehaviourTreeSequence.cs new file mode 100644 index 00000000..7e1593ef --- /dev/null +++ b/Assets/Scripts/AIBehaviour/BehaviourTree/Flow/BehaviourTreeSequence.cs @@ -0,0 +1,56 @@ +/********************************************************************* + * \file BehaviourTreeSequence.cs + * \author Ryan Wang Nian Jing + * \brief Based off Kheng Ian's SC_BTSelector.cs + * Sequences function like "AND" nodes, having to process every child + * successfully to return a success. Returns a failure on the first + * child that fails + * + * \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction + or disclosure of this file or its contents without the prior written + consent of DigiPen Institute of Technology is prohibited. + *********************************************************************/ + + +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; + +namespace SHADE_Scripting.AIBehaviour.BehaviourTree +{ + public class BehaviourTreeSequence : BehaviourTreeNode + { + public BehaviourTreeSequence(string name) : base(name) { } + public BehaviourTreeSequence(string name, List children) : + base(name, children) { } + + public override BehaviourTreeNodeStatus Evaluate() + { + { + onEnter(BehaviourTreeNodeStatus.RUNNING); + for (int i = 0; i < children.Count; ++i) + { + switch (children[i].Evaluate()) + { + case BehaviourTreeNodeStatus.SUCCESS: + continue; + case BehaviourTreeNodeStatus.RUNNING: + status = BehaviourTreeNodeStatus.RUNNING; + onExit(BehaviourTreeNodeStatus.RUNNING); + return status; + case BehaviourTreeNodeStatus.FAILURE: + status = BehaviourTreeNodeStatus.FAILURE; + onExit(BehaviourTreeNodeStatus.FAILURE); + return status; + } + } + status = BehaviourTreeNodeStatus.SUCCESS; + onExit(BehaviourTreeNodeStatus.SUCCESS); + return status; + } + } + + } +} diff --git a/Assets/Scripts/AIBehaviour/BehaviourTree/Flow/BehaviourTreeSequence.cs.shmeta b/Assets/Scripts/AIBehaviour/BehaviourTree/Flow/BehaviourTreeSequence.cs.shmeta new file mode 100644 index 00000000..5ee55717 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/BehaviourTree/Flow/BehaviourTreeSequence.cs.shmeta @@ -0,0 +1,3 @@ +Name: BehaviourTreeSequence +ID: 154302585 +Type: 9 diff --git a/Assets/Scripts/AIBehaviour/Implemented/Homeowner1.cs b/Assets/Scripts/AIBehaviour/Implemented/Homeowner1.cs new file mode 100644 index 00000000..b556ad38 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/Implemented/Homeowner1.cs @@ -0,0 +1,149 @@ +/********************************************************************* + * \file Homeowner1.cs + * \author Ryan Wang Nian Jing + * \brief The implemented behaviour tree for the homeowner + * A prototype to prove that behaviour trees can be worked and expanded + * on in the custom engine for GAM300 Milestone 3 and expanded over + * GAM350 + * + * + * \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction + or disclosure of this file or its contents without the prior written + consent of DigiPen Institute of Technology is prohibited. + *********************************************************************/ + +using SHADE; +using SHADE_Scripting.AIBehaviour.BehaviourTree; +using System; +using System.Collections.Generic; +using System.Linq; +using System.Runtime.CompilerServices; +using System.Text; +using System.Threading.Tasks; + +//Variables required for the AI to function +//To be attached to the game object via the inspector +public partial class Homeowner1 : BehaviourTree +{ + private BehaviourTreeEvents _events { get; set; } + public override BehaviourTreeEvents events { get => _events; } + + [Tooltip("The player the AI should chase and attempt to capture")] + public GameObject player; + + //PATROL FIELDS/////////////////////////////////////////////////////////////// + + [SerializeField] + [Tooltip("The list of waypoints for the AI to cycle around")] + private List waypoints = new List(); + + [SerializeField] + [Tooltip("The AI will patrol at this speed")] + private float patrolSpeed; + + [SerializeField] + [Tooltip("The speed at which the AI will chase the player if sighted")] + private float chaseSpeed; + + [SerializeField] + [Tooltip("Turning speed multiplier of the AI. 10 is good")] + private float turningSpeed; + + //FIELD OF VISION///////////////////////////////////////////////////////////// + [SerializeField] + [Tooltip("How far the AI can see up to")] + private float sightDistance; + + [SerializeField] + [Tooltip("How far the eyes are offset from the AI's actual position")] + private Vector3 eyeOffset; + + //ATTACKING/////////////////////////////////////////////////////////////////// + [SerializeField] + [Tooltip("How near the player mut be to the AI for capture")] + private float distanceToCapture; + + [SerializeField] + [Tooltip("How long the player should be in the attack range for successful capture")] + private float captureTime; + + + //There's definitely a better way to do this + [SerializeField] + [Tooltip("TO BE REMOVED IN 350. Interval multiplier between footsteps")] + private float footstepSFXIntervalMultiplier; + + private float footstepTimeRemaining; +} + +//AI tree +public partial class Homeowner1 : BehaviourTree +{ + Transform _thisTransform = null; + RigidBody _thisRigidbody = null; + GameObject _playerObject; + private LeafPatrol leafPatrol; + + protected override void AwakeCall() + { + _thisTransform = GetComponent(); + if (!_thisTransform) + Debug.LogError("EMPTY TRANSFORM"); + + _thisRigidbody = GetComponent(); + if (!_thisRigidbody) + Debug.LogError("EMPTY RIGIDBODY"); + + if (!player) + Debug.Log("PLAYER MISSING!"); + + //_playerObject = GameObject.Find("Player").GetValueOrDefault(); + } + + //Called at the start + protected override void Initialise() + { + _events = new Homeowner1Events(this); + events.Initialise(); + } + + //Called every tick + protected override void Tick() + { + events.Tick(); + + float velocity = GetComponent().LinearVelocity.GetMagnitude(); + leafPatrol.waypoints = waypoints; + + footstepTimeRemaining -= velocity * Time.DeltaTimeF; + if (footstepTimeRemaining < 0.0f) + { + Debug.Log("AI Play Footstep SFX"); + footstepTimeRemaining = footstepSFXIntervalMultiplier; + } + } + + //Define the behaviour tree here + //Order of which nodes are created affects order of execution + //The tree is called from the root every tick + protected override BehaviourTreeNode CreateTree() + { + leafPatrol = new LeafPatrol("Patrol", _thisTransform, waypoints, patrolSpeed, turningSpeed, _thisRigidbody); + //Start from the root, structure it like this to make it look like a tree + BehaviourTreeNode root = new BehaviourTreeSelector("Root", new List + { +/* new BehaviourTreeSequence("Alerted", new List + { + new LeafSearch("SearchFOV", _thisTransform, eyeOffset, sightDistance), + new BehaviourTreeSequence("CatchPlayer", new List + { + new LeafChase("Chasing", _thisTransform, _thisRigidbody, chaseSpeed, turningSpeed, distanceToCapture, captureTime), + new LeafAttack("Attacking") + }) + }),*/ + leafPatrol + }); + + return root; + } +} \ No newline at end of file diff --git a/Assets/Scripts/AIBehaviour/Implemented/Homeowner1.cs.shmeta b/Assets/Scripts/AIBehaviour/Implemented/Homeowner1.cs.shmeta new file mode 100644 index 00000000..f73cbca1 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/Implemented/Homeowner1.cs.shmeta @@ -0,0 +1,3 @@ +Name: Homeowner1 +ID: 159563628 +Type: 9 diff --git a/Assets/Scripts/AIBehaviour/Implemented/Homeowner1Events.cs b/Assets/Scripts/AIBehaviour/Implemented/Homeowner1Events.cs new file mode 100644 index 00000000..9af5d44d --- /dev/null +++ b/Assets/Scripts/AIBehaviour/Implemented/Homeowner1Events.cs @@ -0,0 +1,36 @@ +/********************************************************************* + * \file Homeowner1Events.cs + * \author Ryan Wang Nian Jing + * \brief The implemented events for the homeowner + * Presently unused for GAM300 + * + * + * \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction + or disclosure of this file or its contents without the prior written + consent of DigiPen Institute of Technology is prohibited. + *********************************************************************/ + +using SHADE_Scripting.AIBehaviour.BehaviourTree; +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; +using System.Xml.Serialization; + +public partial class Homeowner1Events : BehaviourTreeEvents +{ + public Homeowner1Events(BehaviourTree tree) : base(tree) { } + + //Called at the start + public override void Initialise() + { + //Tree.GetNode("Search FOV").onExitEvent += (s, e) => { PlayScreamSFX(s, e); }; + } + + //Called at every tick + public override void Tick() + { + + } +} \ No newline at end of file diff --git a/Assets/Scripts/AIBehaviour/Implemented/Homeowner1Events.cs.shmeta b/Assets/Scripts/AIBehaviour/Implemented/Homeowner1Events.cs.shmeta new file mode 100644 index 00000000..495529a1 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/Implemented/Homeowner1Events.cs.shmeta @@ -0,0 +1,3 @@ +Name: Homeowner1Events +ID: 156914017 +Type: 9 diff --git a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafAttack.cs b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafAttack.cs new file mode 100644 index 00000000..2a08e764 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafAttack.cs @@ -0,0 +1,73 @@ +/********************************************************************* + * \file LeafAttack.cs + * \author Ryan Wang Nian Jing + * \brief Leaf node implementation for AI attacking the player + * when the AI is close enough after chasing + * + * + * \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction + or disclosure of this file or its contents without the prior written + consent of DigiPen Institute of Technology is prohibited. + *********************************************************************/ + +using SHADE; +using SHADE_Scripting.AIBehaviour.BehaviourTree; +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; + +//VARIABLES +public partial class LeafAttack : BehaviourTreeNode +{ + //Holds the player game object + private GameObject player; +} + +//FUNCTIONS +public partial class LeafAttack : BehaviourTreeNode +{ + public LeafAttack(string name) : base (name) + { + //player = p; + } + + public override BehaviourTreeNodeStatus Evaluate() + { + { + if (!player) + { + player = GameObject.Find("Player").GetValueOrDefault(); + Debug.Log("HERE2"); + if (!player) { return BehaviourTreeNodeStatus.FAILURE; } + } + } + + //Debug.LogWarning("LeafAttack"); + //Fail if no target in blackboard? + + onEnter(BehaviourTreeNodeStatus.RUNNING); + + //Succeed when stand in hurt box for long enough + float captureTime = (float)GetNodeData("captureTimeLeft"); + captureTime -= Time.DeltaTimeF; + SetNodeData("captureTimeLeft", captureTime); + //Debug.Log(captureTime.ToString()); + if (captureTime <= 0.0f) + { + //Catch player when in range for long enough + player.GetScript().currentState = PlayerController.RaccoonStates.CAUGHT; + status = BehaviourTreeNodeStatus.SUCCESS; + onExit(BehaviourTreeNodeStatus.SUCCESS); + return status; + } + + //Return running if not success + + //Debug.Log("Success: Caught"); + status = BehaviourTreeNodeStatus.RUNNING; + onExit(BehaviourTreeNodeStatus.RUNNING); + return status; + } +} \ No newline at end of file diff --git a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafAttack.cs.shmeta b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafAttack.cs.shmeta new file mode 100644 index 00000000..df33899f --- /dev/null +++ b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafAttack.cs.shmeta @@ -0,0 +1,3 @@ +Name: LeafAttack +ID: 162827155 +Type: 9 diff --git a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafChase.cs b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafChase.cs new file mode 100644 index 00000000..87e8ae1e --- /dev/null +++ b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafChase.cs @@ -0,0 +1,135 @@ +/********************************************************************* + * \file LeafChase.cs + * \author Ryan Wang Nian Jing + * \brief Leaf node implementation for AI chasing the player + * + * + * \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction + or disclosure of this file or its contents without the prior written + consent of DigiPen Institute of Technology is prohibited. + *********************************************************************/ + +using SHADE; +using SHADE_Scripting.AIBehaviour.BehaviourTree; +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; + +//VARIABLES +public partial class LeafChase : BehaviourTreeNode +{ + //Used to move entity around + private Transform transform; + private RigidBody rb; + private float chaseSpeed; + private float turnSpeed; + private float captureDistance; + private float captureTime; +} + +//FUNCTIONS +public partial class LeafChase : BehaviourTreeNode +{ + //Despite inheriting from BehaviourTreeNode, we don't have children to this node, + //and hence we don't need to inherit its constructors + public LeafChase(string name, Transform t, RigidBody rb, float cSpd, float tSpd, float capDist, float capTime) : base (name) + { + transform = t; + this.rb = rb; + chaseSpeed = cSpd; + turnSpeed = tSpd; + captureDistance = capDist; + captureTime = capTime; + } + + public override BehaviourTreeNodeStatus Evaluate() + { + //Debug.LogWarning("LeafChase"); + + //Fail if no target in blackboard + if (GetNodeData("target") == null) + { + //Debug.Log("Failure: No target in blackboard"); + return BehaviourTreeNodeStatus.FAILURE; + } + + onEnter(BehaviourTreeNodeStatus.RUNNING); + + Transform target = (Transform)GetNodeData("target"); + + Vector3 normalisedDifference = target.GlobalPosition - transform.GlobalPosition; + normalisedDifference.y = 0.0f; //Do not consider Y + normalisedDifference /= normalisedDifference.GetMagnitude(); + + //Over maximum distance, stop chase + if ((transform.GlobalPosition - target.GlobalPosition).GetMagnitude() > 1000.0f) + { + //Debug.Log("Failure: Over maximum distance"); + ClearNodeData("target"); + + if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true) + { + Debug.Log("AI play unalert hmm"); + } + SetNodeData("isAlert", false); + + status = BehaviourTreeNodeStatus.FAILURE; + onExit(BehaviourTreeNodeStatus.FAILURE); + return status; + } + else if (false) //TODO If collided against a wall + { + //Debug.Log("Running: Collided against wall"); + SetNodeData("isPathfinding", true); + + status = BehaviourTreeNodeStatus.RUNNING; + onExit(BehaviourTreeNodeStatus.RUNNING); + return BehaviourTreeNodeStatus.RUNNING; + } + //Keep chasing + else if ((transform.GlobalPosition - target.GlobalPosition).GetMagnitude() > captureDistance) + { + //Debug.Log("Running: Chasing"); + Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f)); + transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turnSpeed * Time.DeltaTimeF); + + //TODO delete this when original intendd code above works with velocity being limited correctly + rb.LinearVelocity = normalisedDifference * chaseSpeed; + + //Reset capture timing to base + SetNodeData("captureTimeLeft", captureTime); + + //Not capturing, don't play SFX + SetNodeData("isCapturing", false); + + status = BehaviourTreeNodeStatus.RUNNING; + onExit(BehaviourTreeNodeStatus.RUNNING); + return BehaviourTreeNodeStatus.RUNNING; + } + //Once player is close enough, perform attack + else + { + //Debug.Log("Success: Near enough. Begin attack"); + //Look at the correct direction + Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f)); + transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turnSpeed * Time.DeltaTimeF); + + //Play SFX + if (GetNodeData("isCapturing") != null && (bool)GetNodeData("isCapturing") == false) + { + Debug.Log("AI Play capturing SFX"); + } + SetNodeData("isCapturing", true); + + //TODO resetting the capture time once it's less than 0 doesn't work as + //there is quite some time (about .1 seconds) after the timer falls below 0 + //that the capture actually happens + + status = BehaviourTreeNodeStatus.SUCCESS; + onExit(BehaviourTreeNodeStatus.SUCCESS); + return status; + } + } +} diff --git a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafChase.cs.shmeta b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafChase.cs.shmeta new file mode 100644 index 00000000..b5655ebb --- /dev/null +++ b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafChase.cs.shmeta @@ -0,0 +1,3 @@ +Name: LeafChase +ID: 151301333 +Type: 9 diff --git a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafPatrol.cs b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafPatrol.cs new file mode 100644 index 00000000..1e68a7f2 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafPatrol.cs @@ -0,0 +1,168 @@ +/********************************************************************* + * \file LeafPatrol.cs + * \author Ryan Wang Nian Jing + * \brief Leaf node implementation for patrolling AI + * + * + * \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction + or disclosure of this file or its contents without the prior written + consent of DigiPen Institute of Technology is prohibited. + *********************************************************************/ + +using SHADE; +using SHADE_Scripting.AIBehaviour.BehaviourTree; +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; + +//VARIABLES HERE +public partial class LeafPatrol : BehaviourTreeNode +{ + //Waypoints and movement + private Transform transform; + public List waypoints; + private RigidBody rb; + private float patrolSpeed = 1.0f; + private float turningSpeed = 5.0f; + private float retreatTimer = 0.0f; + private int currentWaypointIndex = 0; + private bool retreatState = false; + + //Small delays between waypoints + private bool isWaiting = false; + private const float waitDuration = 2.0f; + private float waitCounter = 0.0f; +} + +//FUNCTIONS HERE +public partial class LeafPatrol : BehaviourTreeNode +{ + //Constructor, establish values here + //Despite inheriting from BehaviourTreeNode, we don't have children to this + //node, and hence we do not need to inherit its constructors + public LeafPatrol(string name, Transform t, List wps, float patrolSpeed, float turnSpeed, RigidBody rb) : base(name) + { + transform = t; + waypoints = wps; + this.patrolSpeed = patrolSpeed; + turningSpeed = turnSpeed; + this.rb = rb; + + currentWaypointIndex = 0; + } + + //When it comes to evaluating, + //le this node keep returning RUNNING as it is the last fallback node on tree + public override BehaviourTreeNodeStatus Evaluate() + { + //Debug.LogWarning("LeafPatrol"); + onEnter(BehaviourTreeNodeStatus.RUNNING); + if (isWaiting) DelayAtWaypoint(); + else MoveToWaypoint(); + + status = BehaviourTreeNodeStatus.RUNNING; + onExit(BehaviourTreeNodeStatus.RUNNING); + return status; + } + + //Move and cycle between waypoints + private void MoveToWaypoint() + { + //Debug.Log("MoveToWaypoint"); + //Waiting, do not move + if (GetNodeData("isWaiting") != null) + { + waitCounter = 0.0f; + isWaiting = true; + ClearNodeData("isWaiting"); + return; + } + + Vector3 remainingDistance = Vector3.Zero; + Debug.Log($"{waypoints.Count}"); + if (currentWaypointIndex > 0) + { + + Vector3 targetPosition = waypoints[currentWaypointIndex]; + + //Reach waypoint by X and Z being near enough + //Do not consider Y of waypoints yet + remainingDistance = targetPosition - transform.GlobalPosition; + remainingDistance.y = 0.0f; + } + + //Reached waypoint, cycle + if (remainingDistance.GetSqrMagnitude() < 0.1f) + { + //Cycle waypoints + ++currentWaypointIndex; + if (currentWaypointIndex >= waypoints.Count) + currentWaypointIndex = 0; + + waitCounter = 0.0f; + isWaiting = true; + } + else if (false /*Physics.OverlapSphere(_selfTransform.position, 0.3f, 1 << 8).Length > 0 && retreatState == false*/) + { + //TODO + //This main segment is to check if the NPC is walking into a solid wall + //If they are, do a raycast to find the nearest unobstructed waypoint and head there instead + } + else //Proceed to waypoint as usual + { + //Get the difference vector to the waypoint + //Debug.Log("Current Waypoint " + waypoints[currentWaypointIndex].x.ToString() + " " + waypoints[currentWaypointIndex].y.ToString() + " " + waypoints[currentWaypointIndex].z.ToString()); + //Debug.Log("AI is at " + transform.GlobalPosition.x.ToString() + " " + transform.GlobalPosition.y.ToString() + " " + transform.GlobalPosition.z.ToString()); + Vector3 normalisedDifference = waypoints[currentWaypointIndex] - transform.GlobalPosition; + normalisedDifference.y = 0.0f; //Do not move vertically + normalisedDifference /= normalisedDifference.GetMagnitude(); + //Debug.Log("Normalised Difference x " + normalisedDifference.x.ToString() + " z " + normalisedDifference.z.ToString()); + + //Look at the correct direction + Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f)); + transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turningSpeed * Time.DeltaTimeF); + + //transform.GlobalPosition += normalisedDifference * moveSpeed * (float)Time.DeltaTime; + //rb.LinearVelocity = normalisedDifference * patrolSpeed; + + //ORIGINAL INTENDED CODE + /*rb.AddForce(new Vector3(normalisedDifference.x, 0.0f, normalisedDifference.z) * movementForceMultiplier); + float currentSpeed = MathF.Sqrt(rb.LinearVelocity.x * rb.LinearVelocity.x + rb.LinearVelocity.z * rb.LinearVelocity.z); + if (currentSpeed > patrolSpeed) + { + float adjustmentFactor = patrolSpeed / currentSpeed; + Vector3 adjustedVelocity = rb.LinearVelocity; + //adjustedVelocity *= adjustmentFactor; + adjustedVelocity.x = patrolSpeed; + adjustedVelocity.z = patrolSpeed; + rb.LinearVelocity = adjustedVelocity; + }*/ + + //TODO delete this when original intended code above works with velocity being limited correctly + if (rb != null) + { + //Debug.Log("Null check passed?"); + rb.LinearVelocity = normalisedDifference * patrolSpeed; + } + if (retreatState) + { + if (retreatTimer < 1.0f) retreatTimer += Time.DeltaTimeF; + else + { + retreatState = false; + retreatTimer = 1.0f; + } + } + } + } + + private void DelayAtWaypoint() + { + //Debug.Log("DelayAtWaypoint"); + waitCounter += Time.DeltaTimeF; + if (waitCounter >= waitDuration) + isWaiting = false; + } +} \ No newline at end of file diff --git a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafPatrol.cs.shmeta b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafPatrol.cs.shmeta new file mode 100644 index 00000000..4b0feb58 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafPatrol.cs.shmeta @@ -0,0 +1,3 @@ +Name: LeafPatrol +ID: 160826340 +Type: 9 diff --git a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafSearch.cs b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafSearch.cs new file mode 100644 index 00000000..01c7bd66 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafSearch.cs @@ -0,0 +1,143 @@ +/********************************************************************* + * \file LeafSearch.cs + * \author Ryan Wang Nian Jing + * \brief Leaf node implementation for AI searching for player + * + * + * \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction + or disclosure of this file or its contents without the prior written + consent of DigiPen Institute of Technology is prohibited. + *********************************************************************/ + +using SHADE; +using SHADE_Scripting.AIBehaviour.BehaviourTree; +using System; +using System.Collections.Generic; +using System.Linq; +using System.Runtime.CompilerServices; +using System.Text; +using System.Threading.Tasks; + +//VARIABLES HERE +public partial class LeafSearch : BehaviourTreeNode +{ + private GameObject player; + private Transform transform; + private Vector3 eyeOffset; + private float sightDistance; + +} + +//FUNCTIONS HERE +public partial class LeafSearch : BehaviourTreeNode +{ + public LeafSearch(string name, Transform t, Vector3 eo, float sDist) : base(name) + { + Debug.Log($"===============================PLAYER: {t}"); + // player = p; + transform = t; + eyeOffset = eo; + sightDistance = sDist; + } + + public override BehaviourTreeNodeStatus Evaluate() + { + { + if (!player) + { + player = GameObject.Find("Player").GetValueOrDefault(); + if (!player) { Debug.Log("HERE1"); return BehaviourTreeNodeStatus.FAILURE; } + } + } + + //Debug.LogWarning("LeafSearch"); + onEnter(BehaviourTreeNodeStatus.RUNNING); + + //Fail if unable to find a player + //Get player's transform + Transform plrT = player.GetComponent(); + + //DELETE THIS + //Debug.Log("X " + MathF.Sin(transform.LocalEulerAngles.y).ToString() + " Z " + MathF.Cos(transform.LocalEulerAngles.y).ToString()); + //Debug.Log("Looking at: " + transform.LocalRotation.y.ToString() + " To player is: " + temporary.ToString()); + //Debug.Log("Look difference is: " + (transform.LocalRotation.y - differenceDirection.y).ToString()); + //Debug.Log("Dot: " + Quaternion.Dot(differenceDirection, transform.GlobalRotation)); + + //Fail if too far from vision range + if ((plrT.GlobalPosition - transform.GlobalPosition).GetMagnitude() > sightDistance) + { + //Debug.Log("Failure: Too far"); + if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true) + { + Debug.Log("AI play unalert hmm"); + } + SetNodeData("isAlert", false); + status = BehaviourTreeNodeStatus.FAILURE; + onExit(BehaviourTreeNodeStatus.FAILURE); + return status; + } + + //Fail if player is out of FOV + //TODO currently a simple dot product against negative is done, this makes it essentially be a semicircle in front at which AI can see + Vector3 difference = plrT.GlobalPosition - transform.GlobalPosition; + difference.y = 0.0f; //Disregard Y axis + Vector3 lookDirection = new Vector3(MathF.Sin(transform.LocalEulerAngles.y), 0.0f, MathF.Cos(transform.LocalEulerAngles.y)); + //Debug.Log("Dot: " + Vector3.Dot(difference, lookDirection)); + if (Vector3.Dot(difference, lookDirection) < 0.0f) + { + //Debug.Log("Failure: Out of FOV"); + if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true) + { + Debug.Log("AI play unalert hmm"); + } + SetNodeData("isAlert", false); + status = BehaviourTreeNodeStatus.FAILURE; + onExit(BehaviourTreeNodeStatus.FAILURE); + return status; + } + + //LocalRotation is between -1 and 1, which are essentially the same. + //0 and -1/1 are 180 deg apart + //Quaternion differenceDirection = Quaternion.FromToRotation(Vector3.Forward, plrT.GlobalPosition - transform.GlobalPosition); + //Debug.Log("Looking at: " + transform.LocalRotation.y.ToString() + " To player is: " + differenceDirection.y.ToString()); + + //Draw a ray, succeed if ray is unobstructed + Vector3 eyePosition = transform.GlobalPosition + eyeOffset; + Ray sightRay = new Ray(eyePosition, plrT.GlobalPosition - eyePosition); + RaycastHit sightRayHit = Physics.Raycast(sightRay); + //As of November 2022, RaycastHit contains only the FIRST object hit by + //the ray in the Other GameObject data member + //Diren may likely add ALL objects hit by the ray over December + if (sightRayHit.Hit && sightRayHit.Other != player) + { + //Debug.Log("Failure: Ray hit obstacle named " + sightRayHit.Other.GetValueOrDefault().Name + " ID" + sightRayHit.Other.GetValueOrDefault().EntityId); + if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true) + { + Debug.Log("AI play unalert hmm"); + } + SetNodeData("isAlert", false); + status = BehaviourTreeNodeStatus.FAILURE; + onExit(BehaviourTreeNodeStatus.FAILURE); + return status; + } + else if (sightRayHit.Hit && sightRayHit.Other == player) + { + //Debug.Log("Ray hit player"); + } + + //All checks for now succeeded + //Debug.Log("Success: Homeowner has sighted player"); + //Write player's transform into the blackboard + SetNodeData("target", plrT); + + if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == false) + { + Debug.Log("AI Play Alerted Yell here"); + } + SetNodeData("isAlert", true); + + status = BehaviourTreeNodeStatus.SUCCESS; + onExit(BehaviourTreeNodeStatus.SUCCESS); + return status; + } +} \ No newline at end of file diff --git a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafSearch.cs.shmeta b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafSearch.cs.shmeta new file mode 100644 index 00000000..52b39e80 --- /dev/null +++ b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafSearch.cs.shmeta @@ -0,0 +1,3 @@ +Name: LeafSearch +ID: 166109634 +Type: 9 diff --git a/Assets/Scripts/Gameplay/Player/SC_PlayerController.cs b/Assets/Scripts/Gameplay/Player/SC_PlayerController.cs index af8d8d74..b8a096e9 100644 --- a/Assets/Scripts/Gameplay/Player/SC_PlayerController.cs +++ b/Assets/Scripts/Gameplay/Player/SC_PlayerController.cs @@ -315,13 +315,13 @@ public class PlayerController : Script { Quaternion currentRotation = tranform.LocalRotation; Quaternion targetRotation = Quaternion.LookRotation(new Vector3(axisMove.x, 0.0f, axisMove.y), new Vector3(0.0f, 1.0f, 0.0f)); - tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.DeltaTime); + tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.FixedDeltaTime); } else if (camArm && tranform && isAiming) { Quaternion currentRotation = tranform.LocalRotation; Quaternion targetRotation = Quaternion.Euler(0.0f, SHADE.Math.DegreesToRadians(camArm.Yaw + 180.0f), 0.0f); - tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.DeltaTime); + tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.FixedDeltaTime); } } @@ -346,14 +346,14 @@ public class PlayerController : Script else if (currentState == RaccoonStates.FALLING) { float prevYVel = v.y; - float newYVel = v.y + (gravity * fallMultipler * (float)Time.DeltaTime); + float newYVel = v.y + (gravity * fallMultipler * (float)Time.FixedDeltaTime); float nextYVel = (prevYVel + newYVel) * 0.5f; v.y = nextYVel; } else { float prevYVel = v.y; - float newYVel = v.y + (gravity * (float)Time.DeltaTime); + float newYVel = v.y + (gravity * (float)Time.FixedDeltaTime); float nextYVel = (prevYVel + newYVel) * 0.5f; v.y = nextYVel; }