mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-04 01:39:11 +00:00
307 lines
No EOL
10 KiB
C#
307 lines
No EOL
10 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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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 PedAction
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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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private static bool s_subscribedToPedOnDamageEvent = false;
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public PedAction 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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/// <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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/// <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 void Awake()
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{
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this.MyPed = this.GetComponentOrThrow<Ped>();
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if (!s_subscribedToPedOnDamageEvent)
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{
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s_subscribedToPedOnDamageEvent = true;
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Ped.onDamaged += OnPedDamaged;
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}
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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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}
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private void OnDisable()
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{
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s_allPedAIs.Remove(this);
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}
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private static void OnPedDamaged(Ped hitPed, DamageInfo dmgInfo, Ped.DamageResult dmgResult)
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{
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var hitPedAi = hitPed.GetComponent<PedAI>();
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if (null == hitPedAi)
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return;
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if (hitPed.PedDef != null &&
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(hitPed.PedDef.DefaultType == PedestrianType.Criminal ||
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hitPed.PedDef.DefaultType == PedestrianType.Cop ||
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hitPed.PedDef.DefaultType.IsGangMember()))
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{
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hitPedAi.TargetPed = dmgInfo.GetAttackerPed();
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hitPedAi.Action = PedAction.Chasing;
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}
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else
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hitPedAi.Action = PedAction.Escaping;
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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 PedAction.WalkingAround:
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if (this.ArrivedAtDestinationNode())
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{
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this.OnArrivedToDestinationNode();
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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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break;
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case PedAction.Chasing:
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if (this.TargetPed != null)
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{
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Vector3 diff = GetHeadOrTransform(this.TargetPed).position - GetHeadOrTransform(this.MyPed).position;
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Vector3 dir = diff.normalized;
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if (diff.magnitude < 10f)
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{
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this.MyPed.Heading = dir;
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this.MyPed.AimDirection = dir;
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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
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{
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this.MyPed.IsRunOn = true;
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this.MyPed.Movement = dir;
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this.MyPed.Heading = dir;
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}
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}
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else // The target is dead/disconnected
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{
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this.Action = PedAction.WalkingAround;
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}
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break;
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case PedAction.Escaping:
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if (this.ArrivedAtDestinationNode())
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{
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this.OnArrivedToDestinationNode();
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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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break;
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case PedAction.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 (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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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 UpdateFollowing()
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{
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// follow target ped
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if (this.TargetPed != null) {
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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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// 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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// check if it is in range
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if (closestfreeSeat.tr.Distance (this.transform.position) < this.MyPed.EnterVehicleRadius) {
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// the seat is in range
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this.MyPed.EnterVehicle (vehicle, closestfreeSeat.sa);
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} else {
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// the seat is not in range
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// move towards this seat
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targetPos = closestfreeSeat.tr.position;
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currentStoppingDistance = 0.1f;
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}
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}
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} else if (!this.TargetPed.IsInVehicle && this.MyPed.IsInVehicleSeat) {
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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.ExitVehicle ();
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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.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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else
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{
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this.Action = PedAction.Idle;
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}
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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.TargetNode = pathNode;
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this.Action = PedAction.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 = PedAction.Following;
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this.TargetPed = ped;
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}
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public void Recruit(Ped recruiterPed)
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{
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if (!this.PedestrianType.IsGangMember() && this.PedestrianType != PedestrianType.Criminal)
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return;
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if (this.Action == PedAction.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 == PedAction.Idle || this.Action == PedAction.WalkingAround)
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{
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// start following
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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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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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} |