174 lines
6.4 KiB
C#
174 lines
6.4 KiB
C#
/*********************************************************************
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* \file LeafSearch.cs
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* \author Ryan Wang Nian Jing
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* \brief Leaf node implementation for AI searching for 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.Runtime.CompilerServices;
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using System.Text;
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using System.Threading.Tasks;
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//VARIABLES HERE
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public partial class LeafSearch : BehaviourTreeNode
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{
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private Transform transform;
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private Vector3 eyeOffset;
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private float sightDistance;
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private GameObject? player; //To be searched for and marked
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}
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//FUNCTIONS HERE
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public partial class LeafSearch : BehaviourTreeNode
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{
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public LeafSearch(string name, Transform t, Vector3 eo, float sDist) : base(name)
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{
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transform = t;
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eyeOffset = eo;
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sightDistance = sDist;
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player = null;
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}
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//Helper, find the nearest unobstructed waypoint to return to when chase is over
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private void reevaluateWaypoint()
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{
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Debug.Log("Reevaluating Waypoints");
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List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
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if (waypoints == null)
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{
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SetNodeData("currentWaypointIndex", 0);
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return;
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}
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int nearestWaypointIndex = 0;
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for (int i = 0; i < waypoints.Count; ++i)
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{
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if ((transform.GlobalPosition - waypoints[i].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude() <
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(transform.GlobalPosition - waypoints[nearestWaypointIndex].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude())
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{
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nearestWaypointIndex = i;
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}
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}
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SetNodeData("currentWaypointIndex", nearestWaypointIndex);
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}
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public override BehaviourTreeNodeStatus Evaluate()
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{
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//Debug.LogWarning("LeafSearch");
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onEnter(BehaviourTreeNodeStatus.RUNNING);
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//Search for player
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player = GameObject.Find("Player");
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//Automatically fail if no player is found
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if (player == null)
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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
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{
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//Fail if unable to find a player
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//Get player's transform
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Transform plrT = player.GetValueOrDefault().GetComponent<Transform>();
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//DELETE THIS
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//Debug.Log("X " + MathF.Sin(transform.LocalEulerAngles.y).ToString() + " Z " + MathF.Cos(transform.LocalEulerAngles.y).ToString());
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//Debug.Log("Looking at: " + transform.LocalRotation.y.ToString() + " To player is: " + temporary.ToString());
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//Debug.Log("Look difference is: " + (transform.LocalRotation.y - differenceDirection.y).ToString());
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//Debug.Log("Dot: " + Quaternion.Dot(differenceDirection, transform.GlobalRotation));
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//Fail if too far from vision range
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if ((plrT.GlobalPosition - transform.GlobalPosition).GetMagnitude() > sightDistance)
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{
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//Debug.Log("Failure: Too far");
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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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reevaluateWaypoint();
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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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//Fail if player is out of FOV
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//TODO currently a simple dot product against negative is done, this makes it essentially be a semicircle in front at which AI can see
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Vector3 difference = plrT.GlobalPosition - transform.GlobalPosition;
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difference.y = 0.0f; //Disregard Y axis
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Vector3 lookDirection = new Vector3(MathF.Sin(transform.LocalEulerAngles.y), 0.0f, MathF.Cos(transform.LocalEulerAngles.y));
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//Debug.Log("Dot: " + Vector3.Dot(difference, lookDirection));
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if (Vector3.Dot(difference, lookDirection) < 0.0f)
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{
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//Debug.Log("Failure: Out of FOV");
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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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reevaluateWaypoint();
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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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//LocalRotation is between -1 and 1, which are essentially the same.
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//0 and -1/1 are 180 deg apart
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//Quaternion differenceDirection = Quaternion.FromToRotation(Vector3.Forward, plrT.GlobalPosition - transform.GlobalPosition);
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//Debug.Log("Looking at: " + transform.LocalRotation.y.ToString() + " To player is: " + differenceDirection.y.ToString());
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//Draw a ray, succeed if ray is unobstructed
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Vector3 eyePosition = transform.GlobalPosition + eyeOffset;
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Ray sightRay = new Ray(eyePosition, plrT.GlobalPosition - eyePosition);
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RaycastHit sightRayHit = Physics.Raycast(sightRay);
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//As of November 2022, RaycastHit contains only the FIRST object hit by
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//the ray in the Other GameObject data member
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//Diren may likely add ALL objects hit by the ray over December
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if (sightRayHit.Hit && sightRayHit.Other != player)
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{
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//Debug.Log("Failure: Ray hit obstacle named " + sightRayHit.Other.GetValueOrDefault().Name + " ID" + sightRayHit.Other.GetValueOrDefault().EntityId);
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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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reevaluateWaypoint();
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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 (sightRayHit.Hit && sightRayHit.Other == player)
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{
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//Debug.Log("Ray hit player");
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}
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//All checks for now succeeded
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//Debug.Log("Success: Homeowner has sighted player");
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//Write player's transform into the blackboard
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SetNodeData("target", plrT);
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if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == false)
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{
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Debug.Log("AI Play Alerted Yell here");
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}
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SetNodeData("isAlert", true);
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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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} |