Merge remote-tracking branch 'origin/main' into SP3-2-Physics

This commit is contained in:
Diren D Bharwani 2022-11-24 01:46:46 +08:00
commit 90ac168309
27 changed files with 9841 additions and 6 deletions

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Start in Fullscreen: false Start in Fullscreen: false
Starting Scene ID: 94246101 Starting Scene ID: 97158628
Window Size: {x: 1920, y: 1080} Window Size: {x: 1920, y: 1080}
Window Title: SHADE Engine Window Title: SHADE Engine

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Rotate: {x: 0, y: 0, z: 0} Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1} Scale: {x: 1, y: 1, z: 1}
IsActive: true IsActive: true
Scripts: ~ 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

File diff suppressed because it is too large Load Diff

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Name: MainGameWithAI
ID: 96052853
Type: 5

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/*********************************************************************
* \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<string, BehaviourTreeNode> nodeDictionary = new Dictionary<string, BehaviourTreeNode>();
//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<string, object> blackboard = new Dictionary<string, object>();
//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;
}
}
}

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Name: BehaviourTree
ID: 156799455
Type: 9

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/*********************************************************************
* \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;
}
}
}

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Name: BehaviourTreeEvents
ID: 157306586
Type: 9

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/*********************************************************************
* \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<BehaviourTreeNode> children = new List<BehaviourTreeNode>();
//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<BehaviourTreeNode> 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));
}
}
}

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Name: BehaviourTreeNode
ID: 159032454
Type: 9

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/*********************************************************************
* \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<BehaviourTreeNode> 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;
}
}
}

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Name: BehaviourTreeSelector
ID: 167568513
Type: 9

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/*********************************************************************
* \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<BehaviourTreeNode> 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;
}
}
}
}

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Name: BehaviourTreeSequence
ID: 154302585
Type: 9

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/*********************************************************************
* \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<Vector3> waypoints = new List<Vector3>();
[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<Transform>();
if (!_thisTransform)
Debug.LogError("EMPTY TRANSFORM");
_thisRigidbody = GetComponent<RigidBody>();
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<RigidBody>().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<BehaviourTreeNode>
{
/* new BehaviourTreeSequence("Alerted", new List<BehaviourTreeNode>
{
new LeafSearch("SearchFOV", _thisTransform, eyeOffset, sightDistance),
new BehaviourTreeSequence("CatchPlayer", new List<BehaviourTreeNode>
{
new LeafChase("Chasing", _thisTransform, _thisRigidbody, chaseSpeed, turningSpeed, distanceToCapture, captureTime),
new LeafAttack("Attacking")
})
}),*/
leafPatrol
});
return root;
}
}

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Name: Homeowner1
ID: 159563628
Type: 9

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/*********************************************************************
* \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()
{
}
}

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Name: Homeowner1Events
ID: 156914017
Type: 9

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/*********************************************************************
* \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<PlayerController>().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;
}
}

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Name: LeafAttack
ID: 162827155
Type: 9

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/*********************************************************************
* \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;
}
}
}

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@ -0,0 +1,3 @@
Name: LeafChase
ID: 151301333
Type: 9

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@ -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<Vector3> 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<Vector3> 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;
}
}

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@ -0,0 +1,3 @@
Name: LeafPatrol
ID: 160826340
Type: 9

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@ -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<Transform>();
//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;
}
}

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Name: LeafSearch
ID: 166109634
Type: 9

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@ -315,13 +315,13 @@ public class PlayerController : Script
{ {
Quaternion currentRotation = tranform.LocalRotation; Quaternion currentRotation = tranform.LocalRotation;
Quaternion targetRotation = Quaternion.LookRotation(new Vector3(axisMove.x, 0.0f, axisMove.y), new Vector3(0.0f, 1.0f, 0.0f)); 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) else if (camArm && tranform && isAiming)
{ {
Quaternion currentRotation = tranform.LocalRotation; Quaternion currentRotation = tranform.LocalRotation;
Quaternion targetRotation = Quaternion.Euler(0.0f, SHADE.Math.DegreesToRadians(camArm.Yaw + 180.0f), 0.0f); 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) else if (currentState == RaccoonStates.FALLING)
{ {
float prevYVel = v.y; 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; float nextYVel = (prevYVel + newYVel) * 0.5f;
v.y = nextYVel; v.y = nextYVel;
} }
else else
{ {
float prevYVel = v.y; 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; float nextYVel = (prevYVel + newYVel) * 0.5f;
v.y = nextYVel; v.y = nextYVel;
} }