SHADE_Y3/Assets/Scripts/Gameplay/AIBehaviour/Implemented/LeafNodes/LeafChase.cs

198 lines
7.0 KiB
C#

/*********************************************************************
* \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 SHADE_Scripting.Audio;
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 turningSpeed;
private float captureDistance;
private float baseCaptureTime;
}
//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) : base (name)
{
//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;
}
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)
{
//AudioHandler.audioClipHandlers["BGMAdpative"].SetParameter("Detected", 0.0f);
Audio.SetParameter("Detected", 0.0f);
AudioHandler.audioClipHandlers["SFXHumming"].Play();
}
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, 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
//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", baseCaptureTime);
//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, turningSpeed * 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;
}
}
}