173 lines
5.9 KiB
C#
173 lines
5.9 KiB
C#
/*********************************************************************
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* \file Homeowner1.cs
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* \author Ryan Wang Nian Jing
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* \brief The implemented behaviour tree for the homeowner
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* A prototype to prove that behaviour trees can be worked and expanded
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* on in the custom engine for GAM300 Milestone 3 and expanded over
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* GAM350
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*
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*
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* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
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or disclosure of this file or its contents without the prior written
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consent of DigiPen Institute of Technology is prohibited.
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*********************************************************************/
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using SHADE;
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using SHADE_Scripting.AIBehaviour.BehaviourTree;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Text;
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using System.Threading.Tasks;
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//Variables required for the AI to function
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//To be attached to the game object via the inspector
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public partial class Homeowner1 : BehaviourTree
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{
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private BehaviourTreeEvents _events { get; set; }
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public override BehaviourTreeEvents events { get => _events; }
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//PATROL FIELDS///////////////////////////////////////////////////////////////
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[SerializeField]
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[Tooltip("The list of waypoints for the AI to cycle around")]
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private GameObject waypointsPool;
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private List<GameObject> waypoints;
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[SerializeField]
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[Tooltip("The AI will patrol at this speed")]
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private float patrolSpeed;
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[SerializeField]
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[Tooltip("The speed at which the AI will chase the player if sighted")]
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private float chaseSpeed;
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[SerializeField]
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[Tooltip("Turning speed multiplier of the AI. 10 is good")]
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private float turningSpeed;
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//FIELD OF VISION/////////////////////////////////////////////////////////////
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[SerializeField]
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[Tooltip("How far the AI can see up to")]
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private float sightDistance;
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[SerializeField]
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[Tooltip("How far the eyes are offset from the AI's actual position")]
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private Vector3 eyeOffset;
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//ATTACKING///////////////////////////////////////////////////////////////////
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[SerializeField]
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[Tooltip("How near the player mut be to the AI for capture")]
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private float distanceToCapture;
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[SerializeField]
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[Tooltip("How long the player should be in the attack range for successful capture")]
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private float captureTime;
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//There's definitely a better way to do this
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[SerializeField]
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[Tooltip("TO BE REMOVED IN 350. Interval multiplier between footsteps")]
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private float footstepSFXIntervalMultiplier;
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private float footstepTimeRemaining;
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}
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//AI tree
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public partial class Homeowner1 : BehaviourTree
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{
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//Called at the start
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protected override void Initialise()
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{
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_events = new Homeowner1Events(this);
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events.Initialise();
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//(25 Nov) DO NOT Initialise the data here
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/*if (waypointsPool)
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{
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waypoints = (List<GameObject>)waypointsPool.GetChildren();
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SetData("waypoints", waypoints);
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}
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SetData("transform", GetComponent<Transform>());
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SetData("rigidBody", GetComponent<RigidBody>());
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SetData("eyeOffset", eyeOffset);
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SetData("sightDistance", sightDistance);
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SetData("patrolSpeed", patrolSpeed);
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SetData("chaseSpeed", chaseSpeed);
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SetData("turningSpeed", turningSpeed);
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SetData("distanceToCapture", distanceToCapture);
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SetData("baseCaptureTime", captureTime);*/
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}
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//Called every tick
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protected override void Tick()
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{
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//Debug.Log("Ticking");
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//Update data
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if (GetData("waypoints") == null)
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{
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if (waypointsPool != GameObject.Null)
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SetData("waypoints", (List<GameObject>)waypointsPool.GetChildren());
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else
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Debug.LogError("No waypoints, no AI");
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}
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if (GetData("transform") == null)
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SetData("transform", GetComponent<Transform>());
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if (GetData("rigidBody") == null)
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SetData("rigidBody", GetComponent<RigidBody>());
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if (GetData("eyeOffset") == null || (Vector3)GetData("eyeOffset") != eyeOffset)
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SetData("eyeOffset", eyeOffset);
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if (GetData("sightDistance") == null || (float)GetData("sightDistance") != sightDistance)
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SetData("sightDistance", sightDistance);
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if (GetData("patrolSpeed") == null || (float)GetData("patrolSpeed") != patrolSpeed)
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SetData("patrolSpeed", patrolSpeed);
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if (GetData("chaseSpeed") == null || (float)GetData("chaseSpeed") != chaseSpeed)
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SetData("chaseSpeed", chaseSpeed);
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if (GetData("turningSpeed") == null || (float)GetData("turningSpeed") != turningSpeed)
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SetData("turningSpeed", turningSpeed);
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if (GetData("distanceToCapture") == null || (float)GetData("distanceToCapture") != distanceToCapture)
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SetData("distanceToCapture", distanceToCapture);
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if (GetData("baseCaptureTime") == null || (float)GetData("baseCaptureTime") != captureTime)
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SetData("baseCaptureTime", captureTime);
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events.Tick();
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//Footsteps SFX, move them somewhere else soon
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float velocity = GetComponent<RigidBody>().LinearVelocity.GetMagnitude();
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footstepTimeRemaining -= velocity * Time.DeltaTimeF;
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if (footstepTimeRemaining < 0.0f)
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{
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Audio.PlaySFXOnce2D("event:/Homeowner/homeowner_footsteps");
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footstepTimeRemaining = footstepSFXIntervalMultiplier;
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}
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//Debug.Log("Ticked");
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}
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//Define the behaviour tree here
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//Order of which nodes are created affects order of execution
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//The tree is called from the root every tick
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protected override BehaviourTreeNode CreateTree()
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{
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//Debug.Log("Creating Tree");
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//Start from the root, structure it like this to make it look like a tree
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BehaviourTreeNode root = new BehaviourTreeSelector("Root", new List<BehaviourTreeNode>
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{
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new BehaviourTreeSequence("Alerted", new List<BehaviourTreeNode>
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{
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new LeafSearch("SearchFOV"),
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new BehaviourTreeSequence("CatchPlayer", new List<BehaviourTreeNode>
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{
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new LeafChase("Chasing"),
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new LeafAttack("Attacking")
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})
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}),
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new LeafPatrol("Patrol")
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});
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//Debug.Log("Tree Created");
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return root;
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}
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} |