From c0f3720fd2f447603b54aedcac865343658a218d Mon Sep 17 00:00:00 2001 From: mushgunAX Date: Thu, 24 Nov 2022 21:26:05 +0800 Subject: [PATCH] AI expected to work with the scene. To Verify. --- Assets/Scenes/MainGameWithAIFixed.shade | 8769 +++++++++++++++++ .../Scenes/MainGameWithAIFixed.shade.shmeta | 3 + .../BehaviourTree/Core/BehaviourTree.cs | 10 +- .../AIBehaviour/Implemented/Homeowner1.cs | 51 +- .../Implemented/LeafNodes/LeafAttack.cs | 13 +- .../Implemented/LeafNodes/LeafPatrol.cs | 37 +- .../Implemented/LeafNodes/LeafSearch.cs | 203 +- 7 files changed, 8928 insertions(+), 158 deletions(-) create mode 100644 Assets/Scenes/MainGameWithAIFixed.shade create mode 100644 Assets/Scenes/MainGameWithAIFixed.shade.shmeta diff --git a/Assets/Scenes/MainGameWithAIFixed.shade b/Assets/Scenes/MainGameWithAIFixed.shade new file mode 100644 index 00000000..2ec3155e --- /dev/null +++ b/Assets/Scenes/MainGameWithAIFixed.shade @@ -0,0 +1,8769 @@ +- 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 + IsActive: true + NumberOfChildren: 5 + 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: 21 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -4, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 22 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + 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 + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 23 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 2, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 24 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -2, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 25 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 4, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 27 + Name: Floor_Row_2 + IsActive: true + NumberOfChildren: 5 + Components: + Transform Component: + Translate: {x: 0, y: 0, z: -2} + Rotate: {x: 0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 28 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -4, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 29 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + 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 + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 30 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 2, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 31 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -2, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 32 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 4, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 33 + Name: Floor_Row_3 + IsActive: true + NumberOfChildren: 5 + Components: + Transform Component: + Translate: {x: 0, y: 0, z: 2} + Rotate: {x: 0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 34 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -4, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 35 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + 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 + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 36 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 2, y: 0, z: 0} + 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Scripts: ~ +- EID: 40 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -4, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 41 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + 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 + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 42 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 2, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 43 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -2, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 44 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 4, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 142812576 + Material: 127069936 + IsActive: true + Scripts: ~ +- EID: 45 + Name: Floor_Row_5 + IsActive: true + NumberOfChildren: 5 + Components: + Transform Component: + Translate: {x: 0, y: 0, z: 4} + Rotate: {x: 0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 46 + Name: Floor_Large + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -4, y: 0, z: 0} + Rotate: {x: -0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + 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Rotate: {x: -0, y: 0, z: -0} + Scale: {x: 1, y: 1.10000002, z: 1} + IsActive: true + Scripts: ~ +- EID: 53 + Name: Window_O_Small + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -0.5, y: 0, z: -5} + Rotate: {x: 0, y: -3.1415925, z: 0} + Scale: {x: 0.999988258, y: 1, z: 0.999988258} + IsActive: true + Renderable Component: + Mesh: 149786048 + Material: 127069936 + IsActive: true + Collider Component: + Colliders: + - Is Trigger: false + Type: Box + Half Extents: {x: 1, y: 0.200000003, z: 0.25} + Friction: 0.400000006 + Bounciness: 0 + Density: 1 + Position Offset: {x: 0, y: 2.0999999, z: 0} + Rotation Offset: {x: 0, y: 0, z: 0} + - Is Trigger: false + Type: Box + Half Extents: {x: 1, y: 0.899999976, z: 0.25} + Friction: 0.400000006 + Bounciness: 0 + Density: 1 + Position Offset: {x: 0, y: 0.449999988, z: 0} + Rotation Offset: {x: 0, y: 0, z: 0} + - Is Trigger: false + Type: Box + Half Extents: {x: 0.100000001, y: 2.20000005, z: 0.25} + 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Freeze Rotation Z: false + IsActive: true + Collider Component: + Colliders: + - Is Trigger: false + Type: Box + Half Extents: {x: 0.5, y: 0.150000006, z: 0.5} + Friction: 0.400000006 + Bounciness: 0 + Density: 1 + Position Offset: {x: 0, y: 0, z: 0} + Rotation Offset: {x: 0, y: 0, z: 0} + - Is Trigger: true + Type: Box + Half Extents: {x: 0.699999988, y: 0.300000012, z: 0.75} + 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: + - Type: Item + Enabled: true + Score: 100 + currCategory: 2 +- EID: 241 + Name: Mesh_Meat + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 2.83309579, y: 0.209537908, z: 5.95318222} + Rotate: {x: 0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 136892700 + Material: 131956078 + IsActive: true + RigidBody Component: + Type: Dynamic + 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: false + Type: Box + Half Extents: {x: 0.300000012, y: 0.300000012, z: 0.300000012} + Friction: 0.400000006 + Bounciness: 0 + Density: 1 + Position Offset: {x: 0, y: 0, z: 0} + Rotation Offset: {x: 0, y: 0, z: 0} + - Is Trigger: true + Type: Box + Half Extents: {x: 0.5, y: 0.5, z: 0.5} + 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: + - Type: Item + Enabled: true + Score: 50 + currCategory: 1 +- 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: + - Type: ScoringZone + Enabled: true +- 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: + - Type: ScoringZone + Enabled: true +- EID: 238 + Name: ====GameManager==== + IsActive: true + NumberOfChildren: 0 + Components: ~ + Scripts: + - Type: GameManager + Enabled: true + itemPool: 240 + zonePool: 15 + winScene: 92009475 + loseScene: 91685359 + currGameState: 0 + totalItemCount: 0 + Score: 0 + timer: 100 + scoreText: 237 + timeText: 206 +- EID: 199 + Name: =====Text==== + IsActive: true + NumberOfChildren: 2 + Components: ~ + Scripts: ~ +- EID: 237 + Name: Score + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -800, y: 400, z: 0} + Rotate: {x: 0, y: 0, z: 0} + Scale: {x: 60, y: 60, z: 60} + IsActive: true + Text Renderer Component: + Text: My name is Brandon. + Font: 176667660 + IsActive: true + Scripts: ~ +- EID: 206 + Name: Timer + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 500, y: 400, z: 0} + Rotate: {x: 0, y: 0, z: 0} + Scale: {x: 60, y: 60, z: 60} + IsActive: true + Text Renderer Component: + Text: My name is Brandon. + Font: 176667660 + IsActive: true + Scripts: ~ +- EID: 198 + Name: ====Raccoon==== + IsActive: true + NumberOfChildren: 2 + Components: ~ + Scripts: ~ +- EID: 2 + Name: Player + IsActive: true + NumberOfChildren: 3 + Components: + Transform Component: + Translate: {x: 2.12735963, y: 0.362327814, z: 6.98932981} + Rotate: {x: 0, y: 0, z: 0} + Scale: {x: 0.999999881, y: 1, z: 0.999999881} + IsActive: true + Renderable Component: + Mesh: 149697411 + Material: 126974645 + IsActive: true + RigidBody Component: + Type: Dynamic + Drag: 1 + Angular Drag: 0.100000001 + Use Gravity: false + Interpolate: true + Sleeping Enabled: true + Freeze Position X: false + Freeze Position Y: true + Freeze Position Z: false + Freeze Rotation X: true + Freeze Rotation Y: true + Freeze Rotation Z: true + IsActive: true + Collider Component: + Colliders: + - Is Trigger: false + Type: Box + Half Extents: {x: 0.400000006, y: 0.5, z: 0.300000012} + Friction: 0.400000006 + Bounciness: 0 + Density: 1 + Position Offset: {x: 0, y: 0.25, z: 0} + Rotation Offset: {x: 0, y: 0, z: 0} + IsActive: true + Scripts: + - Type: PlayerController + Enabled: true + respawnPoint: 239 + currentState: 0 + maxMoveVel: 3 + moveForce: 50 + sprintMultiplier: 1.5 + rotationFactorPerFrame: 5 + maxJumpHeight: 1 + maxJumpTime: 0.5 + fallMultipler: 3 + lightMultiper: 0.75 + mediumMultiper: 0.5 + heavyMultiper: 0.25 + - Type: PickAndThrow + Enabled: true + throwForce: [50, 50, 50] + delayTimer: 1 + aimingLength: 0.5 +- EID: 3 + Name: HoldingPoint + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 0, y: 0.700000048, z: 0.200000286} + Rotate: {x: 0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 4 + Name: PlayerCamera + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 0, y: -2.98023224e-08, z: 4.76837158e-07} + Rotate: {x: 0, y: 6.28318548, z: 2.23517329e-08} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Camera Component: + Position: {x: 2.12735963, y: 0.362327784, z: 7.98933029} + Pitch: 0 + Yaw: 360 + Roll: 1.28065994e-06 + Width: 1920 + Height: 1080 + Near: 0.00999999978 + Far: 10000 + Perspective: true + IsActive: true + Camera Arm Component: + Arm Pitch: 0 + Arm Yaw: 0 + Arm Length: 1 + Look At Camera Origin: true + Target Offset: {x: 0, y: 0, z: 0} + IsActive: true + Scripts: + - Type: SHADE_Scripting.ThirdPersonCamera + Enabled: true + armLength: 1 + turnSpeedPitch: 0.300000012 + turnSpeedYaw: 0.5 + pitchClamp: 45 +- EID: 9 + Name: PlayerBag + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 0, y: -2.98023224e-08, z: 4.76837158e-07} + Rotate: {x: 0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Renderable Component: + Mesh: 144838771 + Material: 123745521 + 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: 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 + waypointsPool: 195 + patrolSpeed: 1 + chaseSpeed: 2 + turningSpeed: 5 + sightDistance: 8 + eyeOffset: [0, 1.64999998, 0] + distanceToCapture: 0.5 + captureTime: 0.5 + footstepSFXIntervalMultiplier: 0.5 +- EID: 195 + Name: ====WaypointPool==== + IsActive: true + NumberOfChildren: 7 + Components: ~ + Scripts: ~ +- EID: 176 + Name: 1 + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 2.75, y: 0, z: -2} + Rotate: {x: 0, y: 0, z: 0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 177 + Name: 2 + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -0.25, y: 0, z: -3} + Rotate: {x: -0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 175 + Name: 3 + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -2, y: 0, z: -3.75} + Rotate: {x: -0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 174 + Name: 4 + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -3.75, y: 0, z: -2.25} + Rotate: {x: -0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 173 + Name: 5 + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -2.75, y: 0, z: 2.75} + Rotate: {x: -0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 172 + Name: 6 + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: -1.5, y: 0, z: 4} + Rotate: {x: -0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ +- EID: 171 + Name: 7 + IsActive: true + NumberOfChildren: 0 + Components: + Transform Component: + Translate: {x: 2.75, y: 0, z: 4} + Rotate: {x: -0, y: 0, z: -0} + Scale: {x: 1, y: 1, z: 1} + IsActive: true + Scripts: ~ \ No newline at end of file diff --git a/Assets/Scenes/MainGameWithAIFixed.shade.shmeta b/Assets/Scenes/MainGameWithAIFixed.shade.shmeta new file mode 100644 index 00000000..a256aab8 --- /dev/null +++ b/Assets/Scenes/MainGameWithAIFixed.shade.shmeta @@ -0,0 +1,3 @@ +Name: MainGameWithAIFixed +ID: 89830755 +Type: 5 diff --git a/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTree.cs b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTree.cs index 094f7e93..404e3df8 100644 --- a/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTree.cs +++ b/Assets/Scripts/AIBehaviour/BehaviourTree/Core/BehaviourTree.cs @@ -40,15 +40,7 @@ namespace SHADE_Scripting.AIBehaviour.BehaviourTree //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); @@ -59,7 +51,7 @@ namespace SHADE_Scripting.AIBehaviour.BehaviourTree _root?.Evaluate(); Tick(); } - protected abstract void AwakeCall(); + protected abstract void Initialise(); protected abstract void Tick(); } diff --git a/Assets/Scripts/AIBehaviour/Implemented/Homeowner1.cs b/Assets/Scripts/AIBehaviour/Implemented/Homeowner1.cs index b556ad38..a90a3157 100644 --- a/Assets/Scripts/AIBehaviour/Implemented/Homeowner1.cs +++ b/Assets/Scripts/AIBehaviour/Implemented/Homeowner1.cs @@ -28,14 +28,13 @@ 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(); + private GameObject waypointsPool; + + private List waypoints; [SerializeField] [Tooltip("The AI will patrol at this speed")] @@ -79,32 +78,18 @@ public partial class Homeowner1 : BehaviourTree //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(); + + //Initialise the waypoints here + if (waypointsPool) + { + waypoints = (List)waypointsPool.GetChildren(); + SetData("waypoints", waypoints); + } } //Called every tick @@ -112,8 +97,8 @@ public partial class Homeowner1 : BehaviourTree { events.Tick(); + //Footsteps SFX, move them somewhere else soon float velocity = GetComponent().LinearVelocity.GetMagnitude(); - leafPatrol.waypoints = waypoints; footstepTimeRemaining -= velocity * Time.DeltaTimeF; if (footstepTimeRemaining < 0.0f) @@ -128,22 +113,20 @@ public partial class Homeowner1 : BehaviourTree //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 BehaviourTreeSequence("Alerted", new List { - new LeafSearch("SearchFOV", _thisTransform, eyeOffset, sightDistance), + new LeafSearch("SearchFOV", GetComponent(), eyeOffset, sightDistance), new BehaviourTreeSequence("CatchPlayer", new List { - new LeafChase("Chasing", _thisTransform, _thisRigidbody, chaseSpeed, turningSpeed, distanceToCapture, captureTime), - new LeafAttack("Attacking") + new LeafChase("Chasing", GetComponent(), GetComponent(), chaseSpeed, turningSpeed, distanceToCapture, captureTime), + new LeafAttack("Attacking", GameObject.Find("Player").GetValueOrDefault()) }) - }),*/ - leafPatrol + }), + new LeafPatrol("Patrol", GetComponent(), patrolSpeed, turningSpeed, GetComponent()) }); - return root; } } \ No newline at end of file diff --git a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafAttack.cs b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafAttack.cs index 2a08e764..e64b63ad 100644 --- a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafAttack.cs +++ b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafAttack.cs @@ -28,22 +28,13 @@ public partial class LeafAttack : BehaviourTreeNode //FUNCTIONS public partial class LeafAttack : BehaviourTreeNode { - public LeafAttack(string name) : base (name) + public LeafAttack(string name, GameObject p) : base (name) { - //player = p; + 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? diff --git a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafPatrol.cs b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafPatrol.cs index 1e68a7f2..248fa8b9 100644 --- a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafPatrol.cs +++ b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafPatrol.cs @@ -22,10 +22,10 @@ public partial class LeafPatrol : BehaviourTreeNode { //Waypoints and movement private Transform transform; - public List waypoints; + private List waypoints; private RigidBody rb; - private float patrolSpeed = 1.0f; - private float turningSpeed = 5.0f; + private float patrolSpeed; + private float turningSpeed; private float retreatTimer = 0.0f; private int currentWaypointIndex = 0; private bool retreatState = false; @@ -42,10 +42,9 @@ 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) + public LeafPatrol(string name, Transform t, float patrolSpeed, float turnSpeed, RigidBody rb) : base(name) { transform = t; - waypoints = wps; this.patrolSpeed = patrolSpeed; turningSpeed = turnSpeed; this.rb = rb; @@ -59,6 +58,10 @@ public partial class LeafPatrol : BehaviourTreeNode { //Debug.LogWarning("LeafPatrol"); onEnter(BehaviourTreeNodeStatus.RUNNING); + if(GetNodeData("currentWaypointIndex") == null) + { + SetNodeData("currentWaypointIndex", 0); + } if (isWaiting) DelayAtWaypoint(); else MoveToWaypoint(); @@ -80,27 +83,25 @@ public partial class LeafPatrol : BehaviourTreeNode return; } - Vector3 remainingDistance = Vector3.Zero; - Debug.Log($"{waypoints.Count}"); - if (currentWaypointIndex > 0) - { + waypoints = (List)GetNodeData("waypoints"); + Vector3 targetPosition = waypoints[currentWaypointIndex].GetComponent().GlobalPosition; - 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; - } + //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) { //Cycle waypoints ++currentWaypointIndex; - if (currentWaypointIndex >= waypoints.Count) + if (currentWaypointIndex >= waypoints.Count()) currentWaypointIndex = 0; + //Write to blackboard + SetNodeData("currentWaypointIndex", currentWaypointIndex); + waitCounter = 0.0f; isWaiting = true; } @@ -115,7 +116,7 @@ public partial class LeafPatrol : BehaviourTreeNode //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; + Vector3 normalisedDifference = targetPosition - 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()); diff --git a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafSearch.cs b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafSearch.cs index 01c7bd66..056b5a4a 100644 --- a/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafSearch.cs +++ b/Assets/Scripts/AIBehaviour/Implemented/LeafNodes/LeafSearch.cs @@ -21,11 +21,10 @@ using System.Threading.Tasks; //VARIABLES HERE public partial class LeafSearch : BehaviourTreeNode { - private GameObject player; private Transform transform; private Vector3 eyeOffset; private float sightDistance; - + private GameObject? player; //To be searched for and marked } //FUNCTIONS HERE @@ -33,111 +32,143 @@ 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; + player = null; + } + + //Helper, find the nearest unobstructed waypoint to return to when chase is over + private void reevaluateWaypoint() + { + Debug.Log("Reevaluating Waypoints"); + List waypoints = (List)GetNodeData("waypoints"); + + if (waypoints == null) + { + SetNodeData("currentWaypointIndex", 0); + return; + } + + int nearestWaypointIndex = 0; + for (int i = 0; i < waypoints.Count; ++i) + { + if ((transform.GlobalPosition - waypoints[i].GetComponent().GlobalPosition).GetSqrMagnitude() < + (transform.GlobalPosition - waypoints[nearestWaypointIndex].GetComponent().GlobalPosition).GetSqrMagnitude()) + { + nearestWaypointIndex = i; + } + } + SetNodeData("currentWaypointIndex", nearestWaypointIndex); } 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(); + //Search for player + player = GameObject.Find("Player"); - //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) + //Automatically fail if no player is found + if (player == null) { - //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) + else { - //Debug.Log("Failure: Out of FOV"); - if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true) + //Fail if unable to find a player + //Get player's transform + Transform plrT = player.GetValueOrDefault().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("AI play unalert hmm"); + //Debug.Log("Failure: Too far"); + if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true) + { + Debug.Log("AI play unalert hmm"); + reevaluateWaypoint(); + } + SetNodeData("isAlert", false); + status = BehaviourTreeNodeStatus.FAILURE; + onExit(BehaviourTreeNodeStatus.FAILURE); + return status; } - SetNodeData("isAlert", false); - status = BehaviourTreeNodeStatus.FAILURE; - onExit(BehaviourTreeNodeStatus.FAILURE); + + //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"); + reevaluateWaypoint(); + } + 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"); + reevaluateWaypoint(); + } + 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; } - - //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