mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
665 lines
No EOL
21 KiB
C#
665 lines
No EOL
21 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using SanAndreasUnity.Behaviours.Vehicles;
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using SanAndreasUnity.Importing.Items.Definitions;
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using SanAndreasUnity.Importing.Paths;
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using UnityEngine;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Net;
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namespace SanAndreasUnity.Behaviours
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{
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public enum PedAIAction
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{
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Idle = 0,
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WalkingAround,
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Chasing,
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Escaping,
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Following,
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}
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public class PedAI : MonoBehaviour
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{
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private static readonly List<PedAI> s_allPedAIs = new List<PedAI>();
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public static IReadOnlyList<PedAI> AllPedAIs => s_allPedAIs;
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public PedAIAction Action { get; private set; }
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private Vector3 _moveDestination;
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/// <summary>
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/// The node where the Ped starts
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/// </summary>
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public PathNode CurrentNode { get; private set; }
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public bool HasCurrentNode { get; private set; } = false;
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/// <summary>
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/// The node the Ped is targeting
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/// </summary>
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public PathNode TargetNode { get; private set; }
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public bool HasTargetNode { get; private set; } = false;
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/// <summary>
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/// The ped that this ped is chasing
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/// </summary>
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public Ped TargetPed { get; private set; }
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public Ped MyPed { get; private set; }
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public PedestrianType PedestrianType => this.MyPed.PedDef.DefaultType;
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private List<Ped> _enemyPeds = new List<Ped>();
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private Ped _currentlyEngagedPed;
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private bool _isFindingPathNodeDelayed = false;
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private void Awake()
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{
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this.MyPed = this.GetComponentOrThrow<Ped>();
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}
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private void OnEnable()
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{
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s_allPedAIs.Add(this);
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Ped.onDamaged += OnPedDamaged;
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Vehicle.onDamaged += OnVehicleDamaged;
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}
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private void OnDisable()
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{
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s_allPedAIs.Remove(this);
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Ped.onDamaged -= OnPedDamaged;
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Vehicle.onDamaged -= OnVehicleDamaged;
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}
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private void OnPedDamaged(Ped hitPed, DamageInfo dmgInfo, Ped.DamageResult dmgResult)
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{
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if (this.MyPed == hitPed)
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{
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this.OnMyPedDamaged(dmgInfo, dmgResult);
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return;
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}
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this.OnOtherPedDamaged(hitPed, dmgInfo, dmgResult);
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}
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void OnMyPedDamaged(DamageInfo dmgInfo, Ped.DamageResult dmgResult)
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{
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Ped attackerPed = dmgInfo.GetAttackerPed();
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if (this.Action == PedAIAction.Following)
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{
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if (null == attackerPed)
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return;
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if (attackerPed == this.TargetPed)
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{
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// our leader attacked us
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// stop following him
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this.TargetPed = null;
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return;
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}
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if (!this.IsMemberOfOurGroup(attackerPed))
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{
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_enemyPeds.AddIfNotPresent(attackerPed);
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return;
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}
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return;
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}
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if (attackerPed != null)
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_enemyPeds.AddIfNotPresent(attackerPed);
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if (this.Action == PedAIAction.Idle || this.Action == PedAIAction.WalkingAround)
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{
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var hitPed = this.MyPed;
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if (hitPed.PedDef != null &&
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(hitPed.PedDef.DefaultType.IsCriminal() ||
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hitPed.PedDef.DefaultType.IsCop() ||
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hitPed.PedDef.DefaultType.IsGangMember()))
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{
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if (attackerPed != null)
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this.Action = PedAIAction.Chasing;
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}
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else
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this.Action = PedAIAction.Escaping;
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return;
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}
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}
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void OnOtherPedDamaged(Ped damagedPed, DamageInfo dmgInfo, Ped.DamageResult dmgResult)
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{
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Ped attackerPed = dmgInfo.GetAttackerPed();
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if (null == attackerPed)
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return;
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if (this.Action == PedAIAction.Following)
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{
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if (null == this.TargetPed) // we are not in a group
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return;
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bool isAttackerPedMember = this.IsMemberOfOurGroup(attackerPed);
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bool isDamagedPedMember = this.IsMemberOfOurGroup(damagedPed);
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if (attackerPed == this.TargetPed && !isDamagedPedMember && dmgInfo.damageType != DamageType.Explosion)
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{
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// our leader attacked someone, not as part of explosion
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// make that someone our enemy
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_enemyPeds.AddIfNotPresent(damagedPed);
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return;
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}
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if (this.TargetPed == damagedPed && !isAttackerPedMember)
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{
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// our leader was attacked
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// his enemies are also our enemies
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_enemyPeds.AddIfNotPresent(attackerPed);
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return;
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}
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if (isDamagedPedMember && !isAttackerPedMember)
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{
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// attacked ped is member of our group
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// his enemy will be also our enemy
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_enemyPeds.AddIfNotPresent(attackerPed);
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return;
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}
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return;
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}
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}
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void OnVehicleDamaged(Vehicle vehicle, DamageInfo damageInfo)
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{
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Ped attackerPed = damageInfo.GetAttackerPed();
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if (null == attackerPed)
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return;
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if (this.Action == PedAIAction.Following)
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{
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if (null == this.TargetPed) // not member of group
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return;
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// ignore explosion damage, it can be "accidental"
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if (damageInfo.damageType == DamageType.Explosion)
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return;
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if (this.IsMemberOfOurGroup(attackerPed))
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return;
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if (vehicle.Seats.Exists(s => s.OccupyingPed == this.MyPed || s.OccupyingPed == this.TargetPed))
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{
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// either our leader or we are in the vehicle
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_enemyPeds.AddIfNotPresent(attackerPed);
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return;
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}
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return;
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}
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}
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bool IsMemberOfOurGroup(Ped ped)
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{
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if (this.Action != PedAIAction.Following || this.TargetPed == null) // we are not part of any group
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return false;
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if (this.TargetPed == ped) // our leader
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return true;
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var pedAI = ped.GetComponent<PedAI>();
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if (pedAI != null && pedAI.Action == PedAIAction.Following && pedAI.TargetPed == this.TargetPed)
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return true;
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return false;
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}
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void Update()
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{
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this.MyPed.ResetInput();
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if (NetStatus.IsServer)
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{
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switch (this.Action)
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{
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case PedAIAction.Idle:
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this.UpdateIdle();
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break;
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case PedAIAction.WalkingAround:
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this.UpdateWalkingAround();
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break;
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case PedAIAction.Chasing:
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this.UpdateChasing();
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break;
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case PedAIAction.Escaping:
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this.UpdateEscaping();
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break;
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case PedAIAction.Following:
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this.UpdateFollowing();
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break;
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}
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}
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}
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bool ArrivedAtDestinationNode()
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{
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if (!this.HasTargetNode)
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return false;
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if (Vector2.Distance(this.transform.position.ToVec2WithXAndZ(), this.TargetNode.Position.ToVec2WithXAndZ())
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< this.TargetNode.PathWidth / 2f)
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return true;
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return false;
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}
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void OnArrivedToDestinationNode()
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{
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PathNode previousNode = CurrentNode;
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CurrentNode = TargetNode;
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TargetNode = GetNextPathNode(previousNode, CurrentNode);
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this.AssignMoveDestinationBasedOnTargetNode();
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}
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void AssignMoveDestinationBasedOnTargetNode()
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{
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Vector2 offset = Random.insideUnitCircle * TargetNode.PathWidth / 2f * 0.9f;
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_moveDestination = TargetNode.Position + offset.ToVector3XZ();
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}
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void UpdateIdle()
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{
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this.StartWalkingAround();
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}
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void UpdateWalkingAround()
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{
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if (this.MyPed.IsInVehicleSeat)
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{
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// exit vehicle
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this.MyPed.OnSubmitPressed();
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return;
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}
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if (this.MyPed.IsInVehicle) // wait until we exit vehicle
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return;
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// check if we gained some enemies
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_enemyPeds.RemoveDeadObjectsIfNotEmpty();
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if (_enemyPeds.Count > 0)
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{
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this.Action = PedAIAction.Chasing;
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return;
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}
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if (this.ArrivedAtDestinationNode())
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this.OnArrivedToDestinationNode();
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if (!this.HasTargetNode)
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{
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this.FindNextNodeDelayed();
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return;
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}
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this.MyPed.IsWalkOn = true;
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this.MyPed.Movement = (_moveDestination - this.MyPed.transform.position).normalized;
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this.MyPed.Heading = this.MyPed.Movement;
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}
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void UpdateChasing()
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{
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if (null == this.TargetPed)
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this.TargetPed = this.GetNextPedToAttack();
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if (null == this.TargetPed)
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{
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// we finished attacking all enemies, now start walking
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this.StartWalkingAround();
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return;
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}
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this.UpdateAttackOnPed(this.TargetPed);
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}
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void UpdateEscaping()
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{
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// TODO: exit vehicle
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if (this.ArrivedAtDestinationNode())
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this.OnArrivedToDestinationNode();
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if (!this.HasTargetNode)
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{
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this.FindNextNodeDelayed();
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return;
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}
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this.MyPed.IsSprintOn = true;
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this.MyPed.Movement = (_moveDestination - this.MyPed.transform.position).normalized;
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this.MyPed.Heading = this.MyPed.Movement;
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}
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void UpdateFollowing()
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{
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if (null == this.TargetPed)
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{
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this.StartIdling();
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return;
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}
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// handle vehicle logic - follow ped in or out of vehicle
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if (this.MyPed.IsInVehicle || this.TargetPed.IsInVehicle)
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this.UpdateFollowing_MovementPart();
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if (null == _currentlyEngagedPed)
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_currentlyEngagedPed = this.GetNextPedToAttack();
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if (_currentlyEngagedPed != null)
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{
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this.UpdateAttackOnPed(_currentlyEngagedPed);
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}
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else
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{
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// no peds to attack
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// follow our leader
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this.UpdateFollowing_MovementPart();
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if (this.MyPed.IsInVehicle && this.MyPed.IsAiming)
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{
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// stop aiming
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this.MyPed.OnAimButtonPressed();
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return;
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}
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}
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}
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void UpdateFollowing_MovementPart()
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{
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// follow target ped
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if (null == this.TargetPed)
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{
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this.StartIdling();
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return;
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}
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Vector3 targetPos = this.TargetPed.transform.position;
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float currentStoppingDistance = 3f;
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if (this.TargetPed.IsInVehicleSeat && !this.MyPed.IsInVehicle)
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{
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// find a free vehicle seat to enter vehicle
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var vehicle = this.TargetPed.CurrentVehicle;
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var closestfreeSeat = Ped.GetFreeSeats(vehicle).Select(sa => new {sa = sa, tr = vehicle.GetSeatTransform(sa)})
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.OrderBy(s => s.tr.Distance(this.transform.position))
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.FirstOrDefault();
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if (closestfreeSeat != null)
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{
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// check if we would enter this seat on attempt
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var vehicleThatPedWouldEnter = this.MyPed.GetVehicleThatPedWouldEnterOnAttempt();
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if (vehicleThatPedWouldEnter.vehicle == vehicle && vehicleThatPedWouldEnter.seatAlignment == closestfreeSeat.sa)
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{
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// we would enter this seat
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// go ahead and enter it
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this.MyPed.OnSubmitPressed();
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return;
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}
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else
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{
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// we would not enter this seat - it's not close enough, or maybe some other seat (occupied one) is closer
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// move toward the seat
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targetPos = closestfreeSeat.tr.position;
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currentStoppingDistance = 0.01f;
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}
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}
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}
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else if (!this.TargetPed.IsInVehicle && this.MyPed.IsInVehicleSeat)
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{
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// target player is not in vehicle, and ours is
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// exit the vehicle
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this.MyPed.OnSubmitPressed();
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return;
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}
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if (this.MyPed.IsInVehicle)
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return;
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Vector3 diff = targetPos - this.transform.position;
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float distance = diff.ToVec2WithXAndZ().magnitude;
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if (distance > currentStoppingDistance)
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{
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Vector3 diffDir = diff.normalized;
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this.MyPed.IsRunOn = true;
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this.MyPed.Movement = diffDir;
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this.MyPed.Heading = diffDir;
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}
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}
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private void UpdateAttackOnPed(Ped ped)
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{
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//var weapon = this.MyPed.CurrentWeapon;
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Vector3 myHeadPos = GetHeadOrTransform(this.MyPed).position;
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Vector3 targetHeadPos = GetHeadOrTransform(ped).position;
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Vector3 firePos = this.MyPed.IsAiming ? this.MyPed.FirePosition : myHeadPos;
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Vector3 diff = targetHeadPos - myHeadPos;
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Vector3 dir = diff.normalized;
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this.MyPed.Heading = dir;
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Vector3 aimDir = (targetHeadPos - firePos).normalized;
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if (this.MyPed.IsInVehicle)
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{
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if (diff.magnitude < 10f)
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{
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this.MyPed.AimDirection = aimDir;
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if (!this.MyPed.IsAiming)
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this.MyPed.OnAimButtonPressed();
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this.MyPed.IsFireOn = true;
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}
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else
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{
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if (this.MyPed.IsAiming)
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this.MyPed.OnAimButtonPressed();
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}
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}
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else
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{
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if (diff.magnitude < 10f)
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{
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this.MyPed.AimDirection = aimDir;
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this.MyPed.IsAimOn = true;
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this.MyPed.IsFireOn = true;
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}
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else if (Vector2.Distance(ped.transform.position.ToVec2WithXAndZ(), this.MyPed.transform.position.ToVec2WithXAndZ()) > 3f)
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{
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this.MyPed.IsRunOn = true;
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this.MyPed.Movement = dir;
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}
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}
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}
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public void StartIdling()
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{
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this.Action = PedAIAction.Idle;
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this.HasCurrentNode = false;
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this.HasTargetNode = false;
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}
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public void StartWalkingAround(PathNode pathNode)
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{
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this.CurrentNode = pathNode;
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this.HasCurrentNode = true;
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this.TargetNode = pathNode;
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this.HasTargetNode = true;
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this.Action = PedAIAction.WalkingAround;
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this.TargetPed = null;
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this.AssignMoveDestinationBasedOnTargetNode();
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}
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public void StartWalkingAround()
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{
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this.HasCurrentNode = false;
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this.HasTargetNode = false;
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this.Action = PedAIAction.WalkingAround;
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this.TargetPed = null;
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}
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public void StartFollowing(Ped ped)
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{
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this.Action = PedAIAction.Following;
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this.TargetPed = ped;
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}
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public void StartChasing(Ped ped)
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{
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this.Action = PedAIAction.Chasing;
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this.TargetPed = ped;
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_enemyPeds.AddIfNotPresent(ped);
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}
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public void Recruit(Ped recruiterPed)
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{
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if (this.Action == PedAIAction.Following)
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{
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if (this.TargetPed == recruiterPed)
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{
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// unfollow
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this.TargetPed = null;
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return;
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}
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}
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else if (this.Action == PedAIAction.Idle || this.Action == PedAIAction.WalkingAround)
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{
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if (!this.PedestrianType.IsGangMember() && !this.PedestrianType.IsCriminal())
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return;
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this.StartFollowing(recruiterPed);
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}
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}
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private static Transform GetHeadOrTransform(Ped ped)
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{
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return ped.PlayerModel.Head != null ? ped.PlayerModel.Head : ped.transform;
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}
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private static PathNode GetNextPathNode(PathNode previousNode, PathNode currentNode)
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{
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var possibilities = new List<PathNode>(
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NodeReader.GetAllLinkedNodes(currentNode)
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.Where(_ => !_.Equals(previousNode)));
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if (possibilities.Count > 0)
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{
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return possibilities.RandomElement();
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}
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else
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{
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//No possibilities found, returning to previous node
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return previousNode;
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}
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}
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PathNode? GetClosestPathNodeToWalk()
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{
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Vector3 pos = this.MyPed.transform.position;
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float radius = 200f;
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var pathNodeInfo = NodeReader.GetAreasInRadius(pos, radius)
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.SelectMany(area => area.PedNodes)
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.Where(node => node.CanPedWalkHere)
|
|
.Select(node => (node, distance: Vector3.Distance(node.Position, pos)))
|
|
.Where(_ => _.distance < radius)
|
|
.MinBy(_ => _.distance, default);
|
|
|
|
if (EqualityComparer<PathNode>.Default.Equals(pathNodeInfo.node, default))
|
|
return null;
|
|
|
|
return pathNodeInfo.node;
|
|
}
|
|
|
|
private void FindNextNodeDelayed()
|
|
{
|
|
if (_isFindingPathNodeDelayed)
|
|
return;
|
|
|
|
_isFindingPathNodeDelayed = true;
|
|
|
|
this.CancelInvoke(nameof(this.FindNextNodeDelayedCallback));
|
|
this.Invoke(nameof(this.FindNextNodeDelayedCallback), 2f);
|
|
}
|
|
|
|
private void FindNextNodeDelayedCallback()
|
|
{
|
|
_isFindingPathNodeDelayed = false;
|
|
|
|
if (this.HasTargetNode) // already assigned ?
|
|
return;
|
|
|
|
var closestPathNodeToWalk = this.GetClosestPathNodeToWalk();
|
|
if (null == closestPathNodeToWalk)
|
|
return;
|
|
|
|
this.TargetNode = closestPathNodeToWalk.Value;
|
|
this.HasTargetNode = true;
|
|
this.AssignMoveDestinationBasedOnTargetNode();
|
|
}
|
|
|
|
private Ped GetNextPedToAttack()
|
|
{
|
|
_enemyPeds.RemoveDeadObjectsIfNotEmpty();
|
|
if (_enemyPeds.Count == 0)
|
|
return null;
|
|
|
|
Vector3 myPosition = this.transform.position;
|
|
|
|
var closestPed = _enemyPeds.Aggregate((p1, p2) =>
|
|
Vector3.Distance(p1.transform.position, myPosition)
|
|
< Vector3.Distance(p2.transform.position, myPosition)
|
|
? p1
|
|
: p2);
|
|
|
|
return closestPed;
|
|
}
|
|
|
|
private void OnDrawGizmosSelected()
|
|
{
|
|
Gizmos.color = Color.green;
|
|
Gizmos.DrawLine(CurrentNode.Position, TargetNode.Position);
|
|
Gizmos.DrawWireSphere(CurrentNode.Position, CurrentNode.PathWidth / 2f);
|
|
Gizmos.DrawWireSphere(TargetNode.Position, TargetNode.PathWidth / 2f);
|
|
|
|
Gizmos.color = Color.yellow;
|
|
|
|
NodeReader.GetAllLinkedNodes(TargetNode)
|
|
.Except(new[] {CurrentNode})
|
|
.ForEach(node =>
|
|
{
|
|
Gizmos.DrawLine(TargetNode.Position, node.Position);
|
|
Gizmos.DrawWireSphere(node.Position, node.PathWidth / 2f);
|
|
});
|
|
NodeReader.GetAllLinkedNodes(CurrentNode)
|
|
.Except(new[] {TargetNode})
|
|
.ForEach(node =>
|
|
{
|
|
Gizmos.DrawLine(CurrentNode.Position, node.Position);
|
|
Gizmos.DrawWireSphere(node.Position, node.PathWidth / 2f);
|
|
});
|
|
}
|
|
}
|
|
|
|
} |