Merge pull request #283 from SHADE-DP/AIFinalFixesGAM300M3

Fixed AI C# Script for final submission
This commit is contained in:
Sri Sham Haran 2022-11-25 22:33:57 +08:00 committed by GitHub
commit c098f92532
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 360 additions and 91 deletions

View File

@ -8599,6 +8599,7 @@
Arm Length: 1
Look At Camera Origin: true
Target Offset: {x: 0, y: 0, z: 0}
Camera Collision: false
IsActive: true
Scripts:
- Type: SHADE_Scripting.ThirdPersonCamera
@ -8640,7 +8641,7 @@
Components:
Transform Component:
Translate: {x: 2.70000005, y: 0.100000001, z: -2}
Rotate: {x: -0, y: 0, z: -0}
Rotate: {x: -0, y: -2.09439516, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
@ -8665,7 +8666,7 @@
Colliders:
- Is Trigger: false
Type: Box
Half Extents: {x: 1, y: 1.79999995, z: 0.400000006}
Half Extents: {x: 0.400000006, y: 1.79999995, z: 0.400000006}
Friction: 0.400000006
Bounciness: 0
Density: 1

View File

@ -66,9 +66,17 @@ namespace SHADE_Scripting.AIBehaviour.BehaviourTree
//Getters and setters for the blackboard
public object GetData(string key)
{
//Debug.Log("Getting Data " + key);
object outData = null;
if (blackboard.TryGetValue(key, out outData)) return outData;
else return outData;
if (blackboard.TryGetValue(key, out outData))
{
return outData;
}
else
{
//Debug.LogError("Cannot retrieve data " + key);
return outData;
}
}
public void SetData(string key, object data)
{

View File

@ -84,17 +84,55 @@ public partial class Homeowner1 : BehaviourTree
_events = new Homeowner1Events(this);
events.Initialise();
//Initialise the waypoints here
if (waypointsPool)
//(25 Nov) DO NOT Initialise the data here
/*if (waypointsPool)
{
waypoints = (List<GameObject>)waypointsPool.GetChildren();
SetData("waypoints", waypoints);
}
SetData("transform", GetComponent<Transform>());
SetData("rigidBody", GetComponent<RigidBody>());
SetData("eyeOffset", eyeOffset);
SetData("sightDistance", sightDistance);
SetData("patrolSpeed", patrolSpeed);
SetData("chaseSpeed", chaseSpeed);
SetData("turningSpeed", turningSpeed);
SetData("distanceToCapture", distanceToCapture);
SetData("baseCaptureTime", captureTime);*/
}
//Called every tick
protected override void Tick()
{
//Debug.Log("Ticking");
//Update data
if (GetData("waypoints") == null)
{
if (waypointsPool != GameObject.Null)
SetData("waypoints", (List<GameObject>)waypointsPool.GetChildren());
else
Debug.LogError("No waypoints, no AI");
}
if (GetData("transform") == null)
SetData("transform", GetComponent<Transform>());
if (GetData("rigidBody") == null)
SetData("rigidBody", GetComponent<RigidBody>());
if (GetData("eyeOffset") == null || (Vector3)GetData("eyeOffset") != eyeOffset)
SetData("eyeOffset", eyeOffset);
if (GetData("sightDistance") == null || (float)GetData("sightDistance") != sightDistance)
SetData("sightDistance", sightDistance);
if (GetData("patrolSpeed") == null || (float)GetData("patrolSpeed") != patrolSpeed)
SetData("patrolSpeed", patrolSpeed);
if (GetData("chaseSpeed") == null || (float)GetData("chaseSpeed") != chaseSpeed)
SetData("chaseSpeed", chaseSpeed);
if (GetData("turningSpeed") == null || (float)GetData("turningSpeed") != turningSpeed)
SetData("turningSpeed", turningSpeed);
if (GetData("distanceToCapture") == null || (float)GetData("distanceToCapture") != distanceToCapture)
SetData("distanceToCapture", distanceToCapture);
if (GetData("baseCaptureTime") == null || (float)GetData("baseCaptureTime") != captureTime)
SetData("baseCaptureTime", captureTime);
events.Tick();
//Footsteps SFX, move them somewhere else soon
@ -103,9 +141,10 @@ public partial class Homeowner1 : BehaviourTree
footstepTimeRemaining -= velocity * Time.DeltaTimeF;
if (footstepTimeRemaining < 0.0f)
{
Debug.Log("AI Play Footstep SFX");
Audio.PlaySFXOnce2D("event:/Homeowner/homeowner_footsteps");
footstepTimeRemaining = footstepSFXIntervalMultiplier;
}
//Debug.Log("Ticked");
}
//Define the behaviour tree here
@ -113,20 +152,22 @@ public partial class Homeowner1 : BehaviourTree
//The tree is called from the root every tick
protected override BehaviourTreeNode CreateTree()
{
//Debug.Log("Creating Tree");
//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", GetComponent<Transform>(), eyeOffset, sightDistance),
new LeafSearch("SearchFOV"),
new BehaviourTreeSequence("CatchPlayer", new List<BehaviourTreeNode>
{
new LeafChase("Chasing", GetComponent<Transform>(), GetComponent<RigidBody>(), chaseSpeed, turningSpeed, distanceToCapture, captureTime),
new LeafAttack("Attacking", GameObject.Find("Player").GetValueOrDefault())
new LeafChase("Chasing"),
new LeafAttack("Attacking")
})
}),
new LeafPatrol("Patrol", GetComponent<Transform>(), patrolSpeed, turningSpeed, GetComponent<RigidBody>())
new LeafPatrol("Patrol")
});
//Debug.Log("Tree Created");
return root;
}
}

View File

@ -21,16 +21,40 @@ using System.Threading.Tasks;
//VARIABLES
public partial class LeafAttack : BehaviourTreeNode
{
//Holds the player game object
//Holds the player game object that is to be targeted
private GameObject player;
}
//FUNCTIONS
public partial class LeafAttack : BehaviourTreeNode
{
public LeafAttack(string name, GameObject p) : base (name)
public LeafAttack(string name) : base (name)
{
player = p;
//Debug.Log("LeafAttack ctor");
}
//Helper, find the nearest unobstructed waypoint to return to when chase is over
public void reevaluateWaypoint()
{
List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
Transform transform = (Transform)GetNodeData("transform");
if (waypoints == null || transform == null)
{
SetNodeData("currentWaypointIndex", 0);
return;
}
int nearestWaypointIndex = 0;
for (int i = 0; i < waypoints.Count; ++i)
{
if ((transform.GlobalPosition - waypoints[i].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude() <
(transform.GlobalPosition - waypoints[nearestWaypointIndex].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude())
{
nearestWaypointIndex = i;
}
}
SetNodeData("currentWaypointIndex", nearestWaypointIndex);
}
public override BehaviourTreeNodeStatus Evaluate()
@ -40,20 +64,36 @@ public partial class LeafAttack : BehaviourTreeNode
onEnter(BehaviourTreeNodeStatus.RUNNING);
//Succeed when stand in hurt box for long enough
object timeObj = GetNodeData("captureTimeLeft");
if (timeObj == null)
//Get Data
float? captureTime;
if (GetNodeData("captureTimeLeft") == null)
{
return BehaviourTreeNodeStatus.FAILURE;
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
}
else
captureTime = (float)GetNodeData("captureTimeLeft");
float captureTime = (float)GetNodeData("captureTimeLeft");
if (GameObject.Find("Player") == null)
{
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
}
else
player = GameObject.Find("Player").GetValueOrDefault();
//Succeed when stand in hurt box for long enough
//Debug.Log("Attempting to get blackboard data");
//Debug.Log("Got blackboard data");
captureTime -= Time.DeltaTimeF;
SetNodeData("captureTimeLeft", captureTime);
//Debug.Log(captureTime.ToString());
if (captureTime <= 0.0f)
{
//Catch player when in range for long enough
//Debug.Log("Success: Caught");
player.GetScript<PlayerController>().currentState = PlayerController.RaccoonStates.CAUGHT;
status = BehaviourTreeNodeStatus.SUCCESS;
onExit(BehaviourTreeNodeStatus.SUCCESS);
@ -61,8 +101,7 @@ public partial class LeafAttack : BehaviourTreeNode
}
//Return running if not success
//Debug.Log("Success: Caught");
//Debug.Log("Running: About to capture in " + captureTimeLeft);
status = BehaviourTreeNodeStatus.RUNNING;
onExit(BehaviourTreeNodeStatus.RUNNING);
return status;

View File

@ -24,9 +24,9 @@ public partial class LeafChase : BehaviourTreeNode
private Transform transform;
private RigidBody rb;
private float chaseSpeed;
private float turnSpeed;
private float turningSpeed;
private float captureDistance;
private float captureTime;
private float baseCaptureTime;
}
//FUNCTIONS
@ -34,29 +34,69 @@ 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)
public LeafChase(string name) : base (name)
{
transform = t;
this.rb = rb;
chaseSpeed = cSpd;
turnSpeed = tSpd;
captureDistance = capDist;
captureTime = capTime;
//Debug.Log("LeafChase ctor");
}
//Helper, find which waypoint player is closest to
private void determinePlayerWaypoint()
{
List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
Transform target = (Transform)GetNodeData("target");
if (waypoints == null || target == null)
{
return;
}
int nearestWaypointIndex = 0;
for (int i = 0; i < waypoints.Count; ++i)
{
if ((target.GlobalPosition - waypoints[i].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude() <
(target.GlobalPosition - waypoints[nearestWaypointIndex].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude())
{
nearestWaypointIndex = i;
}
}
//Debug.Log("Player is nearest " + nearestWaypointIndex);
//Debug.Log("I'm at " + (int)GetNodeData("currentWaypointIndex"));
SetNodeData("playerLastSightedWaypointIndex", nearestWaypointIndex);
}
public override BehaviourTreeNodeStatus Evaluate()
{
//Debug.LogWarning("LeafChase");
onEnter(BehaviourTreeNodeStatus.RUNNING);
//Get Data
if (GetNodeData("transform") == null ||
GetNodeData("rigidBody") == null ||
GetNodeData("turningSpeed") == null ||
GetNodeData("chaseSpeed") == null ||
GetNodeData("distanceToCapture") == null ||
GetNodeData("baseCaptureTime") == null)
{
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
}
else
{
transform = (Transform)GetNodeData("transform");
rb = (RigidBody)GetNodeData("rigidBody");
chaseSpeed = (float)GetNodeData("chaseSpeed");
turningSpeed = (float)GetNodeData("turningSpeed");
captureDistance = (float)GetNodeData("distanceToCapture");
baseCaptureTime = (float)GetNodeData("baseCaptureTime");
}
//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;
@ -71,7 +111,7 @@ public partial class LeafChase : BehaviourTreeNode
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
{
Debug.Log("AI play unalert hmm");
Audio.PlaySFXOnce2D("event:/Homeowner/humming");
}
SetNodeData("isAlert", false);
@ -93,13 +133,32 @@ public partial class LeafChase : BehaviourTreeNode
{
//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);
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turningSpeed * Time.DeltaTimeF);
//Determine the player's nearest waypoint as long as the AI can see the player
//Head towards that waypoint in an attempt to chase the player
determinePlayerWaypoint();
//TODO delete this when original intendd code above works with velocity being limited correctly
rb.LinearVelocity = normalisedDifference * chaseSpeed;
//Only chase the player directly if the player's waypoint matches the AI's own
if (GetNodeData("currentWaypointIndex") != null && GetNodeData("playerLastSightedWaypointIndex") != null)
{
if ((int)GetNodeData("currentWaypointIndex") == (int)GetNodeData("playerLastSightedWaypointIndex"))
{
//Debug.Log("Waypoint indicees matching. Chasing directly");
rb.LinearVelocity = normalisedDifference * chaseSpeed;
}
else
{
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return BehaviourTreeNodeStatus.FAILURE;
}
}
//Reset capture timing to base
SetNodeData("captureTimeLeft", captureTime);
SetNodeData("captureTimeLeft", baseCaptureTime);
//Not capturing, don't play SFX
SetNodeData("isCapturing", false);
@ -114,12 +173,12 @@ public partial class LeafChase : BehaviourTreeNode
//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);
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turningSpeed * Time.DeltaTimeF);
//Play SFX
if (GetNodeData("isCapturing") != null && (bool)GetNodeData("isCapturing") == false)
{
Debug.Log("AI Play capturing SFX");
//Debug.Log("AI Play capturing SFX");
}
SetNodeData("isCapturing", true);

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@ -22,13 +22,15 @@ public partial class LeafPatrol : BehaviourTreeNode
{
//Waypoints and movement
private Transform transform;
private List<GameObject> waypoints;
private List<GameObject>? waypoints;
private RigidBody rb;
private float patrolSpeed;
private float chaseSpeed;
private float turningSpeed;
private float retreatTimer = 0.0f;
private int currentWaypointIndex = 0;
private bool retreatState = false;
private bool goingForwards = true;
//Small delays between waypoints
private bool isWaiting = false;
@ -42,13 +44,8 @@ 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, float patrolSpeed, float turnSpeed, RigidBody rb) : base(name)
public LeafPatrol(string name) : base(name)
{
transform = t;
this.patrolSpeed = patrolSpeed;
turningSpeed = turnSpeed;
this.rb = rb;
currentWaypointIndex = 0;
}
@ -58,7 +55,28 @@ public partial class LeafPatrol : BehaviourTreeNode
{
//Debug.LogWarning("LeafPatrol");
onEnter(BehaviourTreeNodeStatus.RUNNING);
if(GetNodeData("currentWaypointIndex") == null)
//Get data
if (GetNodeData("transform") == null ||
GetNodeData("patrolSpeed") == null ||
GetNodeData("chaseSpeed") == null ||
GetNodeData("turningSpeed") == null ||
GetNodeData("rigidBody") == null)
{
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
}
else
{
transform = (Transform)GetNodeData("transform");
patrolSpeed = (float)GetNodeData("patrolSpeed");
chaseSpeed = (float)GetNodeData("chaseSpeed");
turningSpeed = (float)GetNodeData("turningSpeed");
rb = (RigidBody)GetNodeData("rigidBody");
}
if (GetNodeData("currentWaypointIndex") == null)
{
SetNodeData("currentWaypointIndex", 0);
}
@ -77,38 +95,90 @@ public partial class LeafPatrol : BehaviourTreeNode
//Waiting, do not move
if (GetNodeData("isWaiting") != null)
{
waitCounter = 0.0f;
//Only wait to change waypoints if not alert
if (GetNodeData("isAlert") != null && !(bool)GetNodeData("isAlert"))
waitCounter = 0.0f;
isWaiting = true;
ClearNodeData("isWaiting");
return;
}
object waypoint = GetNodeData("waypoints");
if (waypoint == null)
waypoints = (List<GameObject>)GetNodeData("waypoints");
if (waypoints == null)
{
return;
}
waypoints = (List<GameObject>)waypoint;
Vector3 targetPosition = waypoints[currentWaypointIndex].GetComponent<Transform>().GlobalPosition;
//Reach waypoint by X and Z being near enough
//Do not consider Y of waypoints yet
Vector3 remainingDistance = targetPosition - transform.GlobalPosition;
remainingDistance.y = 0.0f;
//Reached waypoint, cycle
if (remainingDistance.GetSqrMagnitude() < 0.1f)
{
//If alert, may reverse
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert"))
{
//If alert, may reverse if it's closer to the player
if (GetNodeData("playerLastSightedWaypointIndex") != null)
{
int playerWaypoint = (int)GetNodeData("playerLastSightedWaypointIndex");
int forwardDistance = 0;
int backDistance = 0;
if (playerWaypoint < currentWaypointIndex)
{
//Player waypoint is behind current waypoint
forwardDistance = playerWaypoint + waypoints.Count() - currentWaypointIndex;
backDistance = currentWaypointIndex - playerWaypoint;
}
else
{
//Player waypoint is ahead of current waypoint (or same)
forwardDistance = playerWaypoint - currentWaypointIndex;
backDistance = currentWaypointIndex + waypoints.Count() - playerWaypoint;
}
if (backDistance < forwardDistance)
{
//Go backwards
goingForwards = false;
}
else
{
//Go forward
goingForwards = true;
}
}
else
{
//Fallback if no player waypoint data, go forward
goingForwards = true;
}
}
//Cycle waypoints
++currentWaypointIndex;
if (currentWaypointIndex >= waypoints.Count())
currentWaypointIndex = 0;
if (goingForwards)
{
++currentWaypointIndex;
if (currentWaypointIndex >= waypoints.Count())
currentWaypointIndex = 0;
}
else
{
--currentWaypointIndex;
if (currentWaypointIndex < 0)
currentWaypointIndex = waypoints.Count() - 1;
}
//Write to blackboard
SetNodeData("currentWaypointIndex", currentWaypointIndex);
waitCounter = 0.0f;
//Only wait to change waypoints if not alert
if (GetNodeData("isAlert") != null && !(bool)GetNodeData("isAlert"))
waitCounter = 0.0f;
isWaiting = true;
}
else if (false /*Physics.OverlapSphere(_selfTransform.position, 0.3f, 1 << 8).Length > 0 && retreatState == false*/)
@ -150,8 +220,30 @@ public partial class LeafPatrol : BehaviourTreeNode
//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;
//Move quickly if alert
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert"))
{
//Debug.Log("Fast Patrol");
rb.LinearVelocity = normalisedDifference * chaseSpeed;
}
else
{
rb.LinearVelocity = normalisedDifference * patrolSpeed;
}
//Unalert if AI reaches player nearest
if (GetNodeData("currentWaypointIndex") != null && GetNodeData("playerLastSightedWaypointIndex") != null)
{
if ((int)GetNodeData("currentWaypointIndex") == (int)GetNodeData("playerLastSightedWaypointIndex"))
{
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert"))
{
//Debug.Log("Unalert");
Audio.PlaySFXOnce2D("event:/Homeowner/humming");
}
SetNodeData("isAlert", false);
}
}
}
if (retreatState)
{
@ -167,7 +259,6 @@ public partial class LeafPatrol : BehaviourTreeNode
private void DelayAtWaypoint()
{
//Debug.Log("DelayAtWaypoint");
waitCounter += Time.DeltaTimeF;
if (waitCounter >= waitDuration)
isWaiting = false;

View File

@ -30,18 +30,14 @@ public partial class LeafSearch : BehaviourTreeNode
//FUNCTIONS HERE
public partial class LeafSearch : BehaviourTreeNode
{
public LeafSearch(string name, Transform t, Vector3 eo, float sDist) : base(name)
public LeafSearch(string name) : base(name)
{
transform = t;
eyeOffset = eo;
sightDistance = sDist;
player = null;
//Debug.Log("LeafSearch ctor");
}
//Helper, find the nearest unobstructed waypoint to return to when chase is over
private void reevaluateWaypoint()
public void reevaluateWaypoint()
{
Debug.Log("Reevaluating Waypoints");
List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
if (waypoints == null)
@ -62,11 +58,40 @@ public partial class LeafSearch : BehaviourTreeNode
SetNodeData("currentWaypointIndex", nearestWaypointIndex);
}
//Helper for handling being alert
//Helper for handling stopping of chases
private void handleChaseStop()
{
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
{
Audio.PlaySFXOnce2D("event:/Homeowner/humming");
reevaluateWaypoint();
}
SetNodeData("isAlert", false);
}
public override BehaviourTreeNodeStatus Evaluate()
{
//Debug.LogWarning("LeafSearch");
onEnter(BehaviourTreeNodeStatus.RUNNING);
//Get data
if (GetNodeData("transform") == null ||
GetNodeData("eyeOffset") == null ||
GetNodeData("sightDistance") == null)
{
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
}
else
{
transform = (Transform)GetNodeData("transform");
eyeOffset = (Vector3)GetNodeData("eyeOffset");
sightDistance = (float)GetNodeData("sightDistance");
}
//Search for player
player = GameObject.Find("Player");
@ -94,12 +119,7 @@ public partial class LeafSearch : BehaviourTreeNode
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");
reevaluateWaypoint();
}
SetNodeData("isAlert", false);
//handleChaseStop();
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
@ -114,12 +134,7 @@ public partial class LeafSearch : BehaviourTreeNode
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");
reevaluateWaypoint();
}
SetNodeData("isAlert", false);
//handleChaseStop();
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
@ -132,20 +147,27 @@ public partial class LeafSearch : BehaviourTreeNode
//Draw a ray, succeed if ray is unobstructed
Vector3 eyePosition = transform.GlobalPosition + eyeOffset;
Ray sightRay = new Ray(eyePosition, plrT.GlobalPosition - eyePosition);
BoxCollider playerCollider = player.GetValueOrDefault().GetComponent<Collider>().GetCollisionShape<BoxCollider>(0);
if (playerCollider == null)
{
//Debug.Log("Failure: Player has no collider");
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
}
//Ray destination to target the centre of the player's collider instead of transform position
//Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable
Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.PositionOffset;
Ray sightRay = new Ray(eyePosition, rayDestination - 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)
{
//TODO sometimes the ray doesn't hit the player even if he's in plain sight because the ray hits the floor the player is on instead???
//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");
reevaluateWaypoint();
}
SetNodeData("isAlert", false);
//handleChaseStop();
status = BehaviourTreeNodeStatus.FAILURE;
onExit(BehaviourTreeNodeStatus.FAILURE);
return status;
@ -160,11 +182,19 @@ public partial class LeafSearch : BehaviourTreeNode
//Write player's transform into the blackboard
SetNodeData("target", plrT);
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == false)
if (GetNodeData("isAlert") == null)
{
Debug.Log("AI Play Alerted Yell here");
SetNodeData("isAlert", true);
Audio.PlaySFXOnce2D("event:/Homeowner/homeowner_detect_raccoon");
}
else
{
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == false)
{
Audio.PlaySFXOnce2D("event:/Homeowner/homeowner_detect_raccoon");
}
SetNodeData("isAlert", true);
}
SetNodeData("isAlert", true);
status = BehaviourTreeNodeStatus.SUCCESS;
onExit(BehaviourTreeNodeStatus.SUCCESS);