136 lines
4.5 KiB
C#
136 lines
4.5 KiB
C#
/*********************************************************************
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* \file LeafChase.cs
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* \author Ryan Wang Nian Jing
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* \brief Leaf node implementation for AI chasing the player
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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.Text;
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using System.Threading.Tasks;
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//VARIABLES
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public partial class LeafChase : BehaviourTreeNode
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{
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//Used to move entity around
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private Transform transform;
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private RigidBody rb;
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private float chaseSpeed;
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private float turnSpeed;
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private float captureDistance;
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private float captureTime;
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}
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//FUNCTIONS
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public partial class LeafChase : BehaviourTreeNode
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{
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//Despite inheriting from BehaviourTreeNode, we don't have children to this node,
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//and hence we don't need to inherit its constructors
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public LeafChase(string name, Transform t, RigidBody rb, float cSpd, float tSpd, float capDist, float capTime) : base (name)
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{
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transform = t;
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this.rb = rb;
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chaseSpeed = cSpd;
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turnSpeed = tSpd;
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captureDistance = capDist;
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captureTime = capTime;
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}
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public override BehaviourTreeNodeStatus Evaluate()
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{
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//Debug.LogWarning("LeafChase");
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//Fail if no target in blackboard
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if (GetNodeData("target") == null)
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{
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//Debug.Log("Failure: No target in blackboard");
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return BehaviourTreeNodeStatus.FAILURE;
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}
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onEnter(BehaviourTreeNodeStatus.RUNNING);
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Transform target = (Transform)GetNodeData("target");
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Vector3 normalisedDifference = target.GlobalPosition - transform.GlobalPosition;
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normalisedDifference.y = 0.0f; //Do not consider Y
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normalisedDifference /= normalisedDifference.GetMagnitude();
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//Over maximum distance, stop chase
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if ((transform.GlobalPosition - target.GlobalPosition).GetMagnitude() > 1000.0f)
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{
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//Debug.Log("Failure: Over maximum distance");
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ClearNodeData("target");
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if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
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{
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Debug.Log("AI play unalert hmm");
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}
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SetNodeData("isAlert", false);
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status = BehaviourTreeNodeStatus.FAILURE;
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onExit(BehaviourTreeNodeStatus.FAILURE);
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return status;
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}
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else if (false) //TODO If collided against a wall
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{
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//Debug.Log("Running: Collided against wall");
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SetNodeData("isPathfinding", true);
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status = BehaviourTreeNodeStatus.RUNNING;
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onExit(BehaviourTreeNodeStatus.RUNNING);
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return BehaviourTreeNodeStatus.RUNNING;
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}
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//Keep chasing
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else if ((transform.GlobalPosition - target.GlobalPosition).GetMagnitude() > captureDistance)
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{
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//Debug.Log("Running: Chasing");
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Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f));
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transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turnSpeed * Time.DeltaTimeF);
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//TODO delete this when original intendd code above works with velocity being limited correctly
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rb.LinearVelocity = normalisedDifference * chaseSpeed;
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//Reset capture timing to base
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SetNodeData("captureTimeLeft", captureTime);
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//Not capturing, don't play SFX
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SetNodeData("isCapturing", false);
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status = BehaviourTreeNodeStatus.RUNNING;
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onExit(BehaviourTreeNodeStatus.RUNNING);
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return BehaviourTreeNodeStatus.RUNNING;
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}
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//Once player is close enough, perform attack
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else
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{
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//Debug.Log("Success: Near enough. Begin attack");
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//Look at the correct direction
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Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f));
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transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turnSpeed * Time.DeltaTimeF);
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//Play SFX
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if (GetNodeData("isCapturing") != null && (bool)GetNodeData("isCapturing") == false)
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{
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Debug.Log("AI Play capturing SFX");
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}
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SetNodeData("isCapturing", true);
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//TODO resetting the capture time once it's less than 0 doesn't work as
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//there is quite some time (about .1 seconds) after the timer falls below 0
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//that the capture actually happens
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status = BehaviourTreeNodeStatus.SUCCESS;
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onExit(BehaviourTreeNodeStatus.SUCCESS);
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return status;
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}
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}
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}
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