mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
227 lines
No EOL
7.4 KiB
C#
227 lines
No EOL
7.4 KiB
C#
using System.Linq;
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using SanAndreasUnity.Utilities;
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using UnityEngine;
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namespace SanAndreasUnity.Behaviours.Peds.AI
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{
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public class UpdateAttackParams
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{
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public bool wasInRange = false;
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public float timeWhenAddedFireOffset = 0f;
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public float timeUntilOffsetChanges = 1f;
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public Vector3 newFireOffset = Vector3.zero;
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public void Cleanup()
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{
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this.wasInRange = false;
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this.timeWhenAddedFireOffset = 0f;
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this.timeUntilOffsetChanges = 1f;
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this.newFireOffset = Vector3.zero;
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}
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}
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public class ChaseState : BaseState
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{
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public Ped TargetPed { get; private set; }
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private readonly UpdateAttackParams _updateAttackParams = new UpdateAttackParams();
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private static int[] s_weaponSlotsOrdered = new[]
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{
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WeaponSlot.Machine,
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WeaponSlot.Submachine,
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WeaponSlot.Rifle,
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WeaponSlot.Heavy,
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WeaponSlot.Shotgun,
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WeaponSlot.Pistol,
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};
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public override void OnBecameActive()
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{
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base.OnBecameActive();
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_updateAttackParams.Cleanup();
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this.TargetPed = this.ParameterForEnteringState as Ped;
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if (this.TargetPed != null)
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_enemyPeds.AddIfNotPresent(this.TargetPed);
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}
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public override void UpdateState2Seconds()
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{
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this.ChooseBestWeapon();
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if (null == _ped.CurrentWeapon)
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{
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// we have no weapon to attack with, or no ammo
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_pedAI.StartWalkingAround();
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return;
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}
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if (null == this.TargetPed)
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{
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this.TargetPed = this.GetNextPedToAttack();
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return;
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}
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if (this.IsInRange(this.TargetPed))
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return; // current target is in range, continue attacking it
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this.TargetPed = this.GetNextPedToAttack();
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/*Ped nextPedToAttack = this.GetNextPedToAttack();
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if (null == nextPedToAttack || nextPedToAttack == this.TargetPed)
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return;
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// check if we should switch to next target
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Vector3 myPosition = _ped.transform.position;
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float currentDistance = Vector3.Distance(this.TargetPed.transform.position, myPosition);
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float nextDistance = Vector3.Distance(nextPedToAttack.transform.position, myPosition);
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if (currentDistance - nextDistance > 6f)
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{
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// next target is closer by some delta value - switch to it
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this.TargetPed = nextPedToAttack;
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return;
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}*/
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}
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public override void UpdateState()
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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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_pedAI.StartWalkingAround();
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return;
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}
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if (_ped.IsInVehicle)
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{
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_ped.OnSubmitPressed();
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return;
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}
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this.UpdateAttackOnPed(this.TargetPed, _updateAttackParams);
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}
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public Ped GetNextPedToAttack()
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{
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_enemyPeds.RemoveDeadObjectsIfNotEmpty();
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if (_enemyPeds.Count == 0)
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return null;
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Vector3 myPosition = _ped.transform.position;
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Ped closestPed = _enemyPeds.MinBy(p => Vector3.Distance(p.transform.position, myPosition), null);
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return closestPed;
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}
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public bool IsInRange(Ped ped)
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{
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return Vector3.Distance(ped.transform.position, _ped.transform.position) < 10f;
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}
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public void UpdateAttackOnPed(Ped ped, UpdateAttackParams updateAttackParams)
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{
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if (Time.time - updateAttackParams.timeWhenAddedFireOffset > updateAttackParams.timeUntilOffsetChanges)
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{
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updateAttackParams.timeWhenAddedFireOffset = Time.time;
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updateAttackParams.newFireOffset = Random.onUnitSphere * 0.2f;
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}
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Vector3 myHeadPos = GetHeadOrTransform(this.MyPed).position;
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Vector3 targetHeadPos = GetHeadOrTransform(ped).position;
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Vector3 targetChestPos = GetChestPosition(ped) + updateAttackParams.newFireOffset;
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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 = (targetChestPos - firePos).normalized;
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// fix for stuttering which happens when target ped is too close:
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// we assign AimDir here, which changes skeleton and therefore changes fire position, which then
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// changes AimDir in next frame
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if (diff.ToVec2WithXAndZ().magnitude < 2.5f)
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aimDir = (ped.transform.position + updateAttackParams.newFireOffset - _ped.transform.position).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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float rangeRequired = updateAttackParams.wasInRange ? 10f : 8f;
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updateAttackParams.wasInRange = false;
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if (diff.magnitude < rangeRequired)
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{
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updateAttackParams.wasInRange = true;
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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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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 Vector3 GetChestPosition(Ped ped)
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{
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return ped.PlayerModel.UpperSpine != null
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? ped.PlayerModel.UpperSpine.position
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: ped.transform.position + new Vector3(0f, 0.3f, 0f);
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}
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public void ChooseBestWeapon()
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{
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_ped.WeaponHolder.SwitchWeapon(this.GetBestWeaponSlot());
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}
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public int GetBestWeaponSlot()
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{
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for (int i = 0; i < s_weaponSlotsOrdered.Length; i++)
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{
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int slot = s_weaponSlotsOrdered[i];
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Weapon weapon = _ped.WeaponHolder.GetWeaponAtSlot(slot);
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if (weapon != null && weapon.TotalAmmo > 0)
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return slot;
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}
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return WeaponSlot.Hand;
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}
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public bool CanStartChasing()
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{
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int slot = this.GetBestWeaponSlot();
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return slot != WeaponSlot.Hand;
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}
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}
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} |