mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-30 07:50:22 +00:00
304 lines
No EOL
10 KiB
C#
304 lines
No EOL
10 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.Peds.AI
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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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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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public List<Ped> EnemyPeds => _enemyPeds;
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private readonly StateMachine _stateMachine = new StateMachine();
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public BaseState CurrentState => (BaseState) _stateMachine.CurrentState;
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public StateContainer<BaseState> StateContainer { get; } = new StateContainer<BaseState>();
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private void Awake()
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{
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this.MyPed = this.GetComponentOrThrow<Ped>();
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BaseState[] states =
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{
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new IdleState(),
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new WalkAroundState(),
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new EscapeState(),
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new ChaseState(),
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new FollowState(),
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};
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this.StateContainer.AddStates(states);
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foreach (var state in this.StateContainer.States)
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F.RunExceptionSafe(() => state.OnAwake(this));
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_stateMachine.SwitchState(this.StateContainer.GetState<IdleState>());
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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.CurrentState.OnMyPedDamaged(dmgInfo, dmgResult);
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return;
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}
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this.CurrentState.OnOtherPedDamaged(hitPed, dmgInfo, dmgResult);
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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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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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this.CurrentState.UpdateState();
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}
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}
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public static bool ArrivedAtDestinationNode(PathMovementData pathMovementData, Transform tr)
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{
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if (!pathMovementData.destinationNode.HasValue)
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return false;
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if (Vector2.Distance(tr.position.ToVec2WithXAndZ(), pathMovementData.destinationNode.Value.Position.ToVec2WithXAndZ())
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< pathMovementData.destinationNode.Value.PathWidth / 2f)
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return true;
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return false;
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}
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public static void OnArrivedToDestinationNode(PathMovementData pathMovementData)
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{
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if (!pathMovementData.destinationNode.HasValue)
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return;
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PathNode previousNode = pathMovementData.currentNode.GetValueOrDefault();
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pathMovementData.currentNode = pathMovementData.destinationNode;
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pathMovementData.destinationNode = GetNextPathNode(previousNode, pathMovementData.currentNode.Value);
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pathMovementData.moveDestination = GetMoveDestinationBasedOnTargetNode(pathMovementData.destinationNode.Value);
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}
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public static Vector3 GetMoveDestinationBasedOnTargetNode(PathNode targetNode)
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{
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Vector2 offset = Random.insideUnitCircle * targetNode.PathWidth / 2f * 0.9f;
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return targetNode.Position + offset.ToVector3XZ();
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}
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public static void FindClosestWalkableNode(PathMovementData pathMovementData, Vector3 position)
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{
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if (Time.time - pathMovementData.timeWhenAttemptedToFindClosestNode < 2f) // don't attempt to find it every frame
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return;
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pathMovementData.timeWhenAttemptedToFindClosestNode = Time.time;
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var closestPathNodeToWalk = PedAI.GetClosestPathNodeToWalk(position);
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if (null == closestPathNodeToWalk)
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return;
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pathMovementData.destinationNode = closestPathNodeToWalk;
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pathMovementData.moveDestination = PedAI.GetMoveDestinationBasedOnTargetNode(closestPathNodeToWalk.Value);
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}
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public void SwitchState<T>()
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where T : BaseState
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{
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_stateMachine.SwitchState(this.StateContainer.GetStateOrThrow<T>());
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}
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public void SwitchStateWithParameter<T>(object parameter)
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where T : BaseState
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{
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_stateMachine.SwitchStateWithParameter(this.StateContainer.GetStateOrThrow<T>(), parameter);
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}
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public void StartIdling()
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{
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this.SwitchState<IdleState>();
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}
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public void StartWalkingAround(PathNode pathNode)
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{
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this.SwitchStateWithParameter<WalkAroundState>(pathNode);
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}
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public void StartWalkingAround()
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{
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this.SwitchState<WalkAroundState>();
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}
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public void StartFollowing(Ped ped)
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{
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this.SwitchStateWithParameter<FollowState>(ped);
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}
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public void StartChasing(Ped ped)
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{
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this.SwitchStateWithParameter<ChaseState>(ped);
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}
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public void StartChasing()
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{
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this.SwitchState<ChaseState>();
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}
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public void StartEscaping()
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{
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this.SwitchState<EscapeState>();
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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 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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public static PathNode? GetClosestPathNodeToWalk(Vector3 pos)
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{
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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)
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.Select(node => (node, distance: Vector3.Distance(node.Position, pos)))
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.Where(_ => _.distance < radius)
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.MinBy(_ => _.distance, default);
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if (EqualityComparer<PathNode>.Default.Equals(pathNodeInfo.node, default))
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return null;
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return pathNodeInfo.node;
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}
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.green;
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Gizmos.DrawLine(CurrentNode.Position, TargetNode.Position);
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Gizmos.DrawWireSphere(CurrentNode.Position, CurrentNode.PathWidth / 2f);
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Gizmos.DrawWireSphere(TargetNode.Position, TargetNode.PathWidth / 2f);
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Gizmos.color = Color.yellow;
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NodeReader.GetAllLinkedNodes(TargetNode)
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.Except(new[] {CurrentNode})
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.ForEach(node =>
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{
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Gizmos.DrawLine(TargetNode.Position, node.Position);
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Gizmos.DrawWireSphere(node.Position, node.PathWidth / 2f);
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});
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NodeReader.GetAllLinkedNodes(CurrentNode)
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.Except(new[] {TargetNode})
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.ForEach(node =>
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{
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Gizmos.DrawLine(CurrentNode.Position, node.Position);
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Gizmos.DrawWireSphere(node.Position, node.PathWidth / 2f);
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});
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}
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}
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} |