638 lines
21 KiB
C#
638 lines
21 KiB
C#
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
using RPGCreationKit;
|
||
|
using RPGCreationKit.BehaviourTree;
|
||
|
using System.Linq;
|
||
|
|
||
|
namespace RPGCreationKit.AI
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Manages the Behaviour Trees and the interactions with the AI agent from a tree.
|
||
|
/// </summary>
|
||
|
public class AIBehaviourTreed : AICombatSystem
|
||
|
{
|
||
|
public TreeTickRate tickRate;
|
||
|
public int xFrames = 5;
|
||
|
public float xSeconds = 1f;
|
||
|
|
||
|
public PurposeState purposeState;
|
||
|
|
||
|
[Space(10)]
|
||
|
[Header("Behaviour Tree Control")]
|
||
|
public bool useBT = true;
|
||
|
public bool pauseBT = false;
|
||
|
public RPGCK_BT currentBehaviour;
|
||
|
public bool isUsingPurposeBehaviour = true;
|
||
|
|
||
|
public RPGCK_BT purposeBehaviourTree;
|
||
|
public RPGCK_BT combatBehaviourTree;
|
||
|
|
||
|
[Header("Settings")]
|
||
|
public bool keepTicking = true;
|
||
|
|
||
|
public override void Start()
|
||
|
{
|
||
|
base.Start();
|
||
|
|
||
|
if (!isAlive)
|
||
|
Die();
|
||
|
else
|
||
|
if (useBT)
|
||
|
{
|
||
|
purposeBehaviourTree = purposeBehaviourTree.RPGCK_BTCopy(this.gameObject, GetComponent<RckAI>());
|
||
|
combatBehaviourTree = combatBehaviourTree.RPGCK_BTCopy(this.gameObject, GetComponent<RckAI>());
|
||
|
|
||
|
// Always start with the NormalBehaviourTree
|
||
|
SwitchBehaviourTree(false);
|
||
|
|
||
|
StartTicking();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void StartTicking()
|
||
|
{
|
||
|
keepTicking = true;
|
||
|
|
||
|
StopCoroutine(TickBehaviourTree());
|
||
|
StartCoroutine(TickBehaviourTree());
|
||
|
}
|
||
|
|
||
|
IEnumerator TickBehaviourTree()
|
||
|
{
|
||
|
while (keepTicking)
|
||
|
{
|
||
|
while (pauseBT)
|
||
|
yield return null;
|
||
|
|
||
|
switch(tickRate)
|
||
|
{
|
||
|
case TreeTickRate.EveryFrame:
|
||
|
yield return new WaitForEndOfFrame();
|
||
|
break;
|
||
|
|
||
|
case TreeTickRate.EveryXFrames:
|
||
|
int framesPassed = 0;
|
||
|
|
||
|
while(framesPassed <= xFrames)
|
||
|
{
|
||
|
yield return new WaitForEndOfFrame();
|
||
|
framesPassed++;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TreeTickRate.EveryXSeconds_Realtime:
|
||
|
yield return new WaitForSecondsRealtime(xSeconds);
|
||
|
break;
|
||
|
|
||
|
case TreeTickRate.EveryXSeconds_GameTime:
|
||
|
yield return new WaitForSeconds(xSeconds);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
while (pauseBT || currentBehaviour == null || currentBehaviour.nodes.Count <= 0 || currentBehaviour.nodes[0] == null)
|
||
|
yield return null;
|
||
|
|
||
|
try
|
||
|
{
|
||
|
(currentBehaviour.nodes[0] as BTNode).Execute();
|
||
|
}catch { }
|
||
|
|
||
|
/*
|
||
|
if (firstTick == false)
|
||
|
{
|
||
|
|
||
|
// Tick
|
||
|
(currentBehaviour.nodes[0] as BTNode).Execute();
|
||
|
firstTick = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Find all the nodes that are still running and execute them
|
||
|
((currentBehaviour.nodes[0] as BTNode).GetOutputPort("firstNode").Connection.node as BTNode).Execute();
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
yield return null;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void ChangeTickRate(TreeTickRate newTickRate)
|
||
|
{
|
||
|
tickRate = newTickRate;
|
||
|
}
|
||
|
|
||
|
protected bool anyWaitForSetRunning = false;
|
||
|
protected bool anyWaitForSwitchRunning = false;
|
||
|
|
||
|
|
||
|
public IEnumerator QueueSwitch(bool _combat)
|
||
|
{
|
||
|
if (anyWaitForSwitchRunning)
|
||
|
yield return null;
|
||
|
|
||
|
SwitchBehaviourTree(_combat);
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void SwitchBehaviourTree(bool _combat)
|
||
|
{
|
||
|
if (anyWaitForSwitchRunning)
|
||
|
{
|
||
|
StartCoroutine(QueueSwitch(_combat));
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Execute OnExit node if present
|
||
|
if (currentBehaviour != null && currentBehaviour.nodes.Count > 0 && ((currentBehaviour.nodes[0] as BTNode).GetOutputPort("onExitNode").Connection != null && ((currentBehaviour.nodes[0] as BTNode).GetOutputPort("onExitNode").Connection.node != null)))
|
||
|
{
|
||
|
anyWaitForSwitchRunning = true;
|
||
|
// Execute OnExit before changing the tree
|
||
|
StartCoroutine(SwitchBehaviourTree_WaitForExitNodeTask(_combat));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
if (_combat)
|
||
|
{
|
||
|
currentBehaviour = combatBehaviourTree;
|
||
|
isUsingPurposeBehaviour = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
currentBehaviour = purposeBehaviourTree;
|
||
|
isUsingPurposeBehaviour = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
IEnumerator SwitchBehaviourTree_WaitForExitNodeTask(bool _combat)
|
||
|
{
|
||
|
pauseBT = true;
|
||
|
yield return new WaitForEndOfFrame();
|
||
|
|
||
|
var node = (((currentBehaviour.nodes[0] as BTNode).GetOutputPort("onExitNode").Connection.node) as BTNode);
|
||
|
node.ReEvaluate();
|
||
|
while (node.m_NodeState == NodeState.Null || node.m_NodeState == NodeState.Running)
|
||
|
{
|
||
|
node.Execute();
|
||
|
yield return new WaitForEndOfFrame();
|
||
|
}
|
||
|
|
||
|
if (anyWaitForSetRunning)
|
||
|
{
|
||
|
yield return new WaitForEndOfFrame();
|
||
|
}
|
||
|
|
||
|
|
||
|
if (_combat)
|
||
|
{
|
||
|
currentBehaviour = combatBehaviourTree;
|
||
|
isUsingPurposeBehaviour = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
currentBehaviour = purposeBehaviourTree;
|
||
|
isUsingPurposeBehaviour = true;
|
||
|
}
|
||
|
|
||
|
anyWaitForSwitchRunning = false;
|
||
|
pauseBT = false;
|
||
|
yield break;
|
||
|
}
|
||
|
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void SwitchBehaviourTreeToAI(string _rckID, bool _combat)
|
||
|
{
|
||
|
// Get the RckAI if possible
|
||
|
RckAI sTo = null;
|
||
|
CellsSystem.CellInformation.TryToGetAI(_rckID, out sTo);
|
||
|
|
||
|
if (sTo != null)
|
||
|
{
|
||
|
sTo.SwitchBehaviourTree(_combat);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void OnEnterInCombat()
|
||
|
{
|
||
|
base.OnEnterInCombat();
|
||
|
|
||
|
if (combatBehaviourTree.resetVariablesUponStartResume)
|
||
|
combatBehaviourTree.ResetVariables();
|
||
|
|
||
|
if (isUsingActionPoint && !leavingActionPoint)
|
||
|
StopUsingNPCActionPoint();
|
||
|
|
||
|
SwitchBehaviourTree(true);
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public override void LeaveCombat()
|
||
|
{
|
||
|
base.LeaveCombat();
|
||
|
|
||
|
if (purposeBehaviourTree.resetVariablesUponStartResume)
|
||
|
purposeBehaviourTree.ResetVariables();
|
||
|
|
||
|
// reset ishostile
|
||
|
isHostile = false;
|
||
|
isHostileAgainstPC = false;
|
||
|
|
||
|
SwitchBehaviourTree(false);
|
||
|
|
||
|
// Reset PurposeState
|
||
|
if (purposeState.IsAssigned)
|
||
|
{
|
||
|
SetTarget(purposeState.Target);
|
||
|
purposeState.ResumePurpose();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void Damage(DamageContext context)
|
||
|
{
|
||
|
if (context.sender != null && !context.sender.CompareTag("Player"))
|
||
|
{
|
||
|
// If they're both members of the same factions chances are they didn't meant to attach each other, so ignore
|
||
|
for (int i = 0; i < belongsToFactions.Count; i++)
|
||
|
{
|
||
|
if ((context.sender as EntityFactionable).GetInFaction(belongsToFactions[i].ID))
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
base.Damage(context);
|
||
|
|
||
|
if (aiSounds != null && isAlive)
|
||
|
{
|
||
|
if (aiSounds.takeDamageSounds.Length > 0)
|
||
|
{
|
||
|
int n = Random.Range(0, aiSounds.takeDamageSounds.Length);
|
||
|
|
||
|
if (aiSounds.takeDamageSounds[n] != null)
|
||
|
{
|
||
|
audioSource.clip = aiSounds.takeDamageSounds[n];
|
||
|
audioSource.Play();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (context.sender != null)
|
||
|
{
|
||
|
// If they're both members of the same factions chances are they didn't meant to attach each other, so ignore
|
||
|
if (isInCombat)
|
||
|
{
|
||
|
for (int i = 0; i < belongsToFactions.Count; i++)
|
||
|
{
|
||
|
if ((context.sender as EntityFactionable).GetInFaction(belongsToFactions[i].ID))
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!enemyTargets.Any(t => t.m_entity == context.sender))
|
||
|
{
|
||
|
if (isInConversation)
|
||
|
StopConversation();
|
||
|
|
||
|
if (!m_isInCombat)
|
||
|
EnterInCombatAgainst(context.sender);
|
||
|
|
||
|
enemyTargets.Add(new VisibleEnemy(context.sender, context.sender.GetComponent<EntityAttributes>(), new AggroInfo(50)));
|
||
|
}
|
||
|
else // this enemy was already in combat with this agent so just update the aggro
|
||
|
{
|
||
|
var entTarget = enemyTargets.Find(x => x.m_entity == context.sender);
|
||
|
entTarget.m_aggro.AlterAggroValue(AggroSettings.Modifier.Damage, context.amount);
|
||
|
|
||
|
float weaponAggroModifier = 0.0f;
|
||
|
if (context.weaponItem != null)
|
||
|
weaponAggroModifier = context.weaponItem.aggroModifier;
|
||
|
else if (context.spell != null)
|
||
|
weaponAggroModifier = context.spell.aggroModifier;
|
||
|
|
||
|
entTarget.m_aggro.AlterAggroValue(AggroSettings.Modifier.Weapon, weaponAggroModifier);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void Die()
|
||
|
{
|
||
|
base.Die();
|
||
|
attributes.CurHealth = -1;
|
||
|
attributes.activeEffects.Clear();
|
||
|
keepTicking = false;
|
||
|
useBT = false;
|
||
|
pauseBT = true;
|
||
|
for (int i = 0; i < inventory.Items.Count; i++) {
|
||
|
inventory.Items[i].metadata.IsOwnedByNPC = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#region Methods and Functions specifically for Behaviour Trees
|
||
|
public bool hasARangedWeapon = false;
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void HasRangedWeaponCheck()
|
||
|
{
|
||
|
WeaponItem weaponItem = null;
|
||
|
|
||
|
for (int i = 0; i < inventory.subLists[(int)ItemTypes.WeaponItem].Count; i++)
|
||
|
{
|
||
|
weaponItem = (WeaponItem)inventory.subLists[(int)ItemTypes.WeaponItem][i].item;
|
||
|
|
||
|
if (weaponItem.weaponType == WeaponType.Bow || weaponItem.weaponType == WeaponType.Crossbow)
|
||
|
{
|
||
|
if (HasAmmoForWeapon(weaponItem))
|
||
|
{
|
||
|
hasARangedWeapon = true;
|
||
|
break;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Debug.Log("don't have ammo for " + weaponItem.ItemID);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public bool hasAMeleeWeapon = false;
|
||
|
[AIInvokable]
|
||
|
public void HasMeleeWeaponCheck()
|
||
|
{
|
||
|
WeaponItem weaponItem = null;
|
||
|
|
||
|
for (int i = 0; i < inventory.subLists[(int)ItemTypes.WeaponItem].Count; i++)
|
||
|
{
|
||
|
weaponItem = (WeaponItem)inventory.subLists[(int)ItemTypes.WeaponItem][i].item;
|
||
|
|
||
|
if (weaponItem.weaponType == WeaponType.BladeOneHand || weaponItem.weaponType == WeaponType.BluntOneHand ||
|
||
|
weaponItem.weaponType == WeaponType.BladeTwoHands || weaponItem.weaponType == WeaponType.BluntTwoHands ||
|
||
|
weaponItem.weaponType == WeaponType.DaggerOneHand)
|
||
|
{
|
||
|
hasAMeleeWeapon = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public float distanceFromMainTarget;
|
||
|
[AIInvokable]
|
||
|
public void GetDistanceFromMainTarget()
|
||
|
{
|
||
|
if(mainTarget == null)
|
||
|
{
|
||
|
Debug.LogWarning("Called GetDistanceFromMainTarget() but no MainTarget has been set");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
distanceFromMainTarget = Vector3.Distance(this.transform.position, mainTarget.transform.position);
|
||
|
}
|
||
|
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void Weapon_SwitchToMelee()
|
||
|
{
|
||
|
isSwitchingWeapon = true;
|
||
|
|
||
|
WeaponItem weaponItem = null;
|
||
|
|
||
|
for (int i = 0; i < inventory.subLists[(int)ItemTypes.WeaponItem].Count; i++)
|
||
|
{
|
||
|
weaponItem = (WeaponItem)inventory.subLists[(int)ItemTypes.WeaponItem][i].item;
|
||
|
|
||
|
if (weaponItem.weaponType == WeaponType.BladeOneHand || weaponItem.weaponType == WeaponType.BluntOneHand ||
|
||
|
weaponItem.weaponType == WeaponType.BladeTwoHands || weaponItem.weaponType == WeaponType.BluntTwoHands
|
||
|
|| weaponItem.weaponType == WeaponType.DaggerOneHand)
|
||
|
{
|
||
|
ChangeWeapon(weaponItem.ItemID);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void Weapon_SwitchToRanged()
|
||
|
{
|
||
|
isSwitchingWeapon = true;
|
||
|
|
||
|
WeaponItem weaponItem = null;
|
||
|
|
||
|
for (int i = 0; i < inventory.subLists[(int)ItemTypes.WeaponItem].Count; i++)
|
||
|
{
|
||
|
weaponItem = (WeaponItem)inventory.subLists[(int)ItemTypes.WeaponItem][i].item;
|
||
|
|
||
|
if (weaponItem.weaponType == WeaponType.Bow || weaponItem.weaponType == WeaponType.Crossbow)
|
||
|
{
|
||
|
// We got a weapon, check for ammo
|
||
|
if (EquipAmmoForWeapon(weaponItem))
|
||
|
{
|
||
|
ChangeWeapon(weaponItem);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void Weapon_SwitchToDefault()
|
||
|
{
|
||
|
ChangeWeapon(defaultWeapon.ItemID);
|
||
|
}
|
||
|
|
||
|
public float currentWeaponReach = RCKSettings.DEFAULT_WEAPON_REACH;
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void GetWeaponsReach()
|
||
|
{
|
||
|
if (equipment.currentWeapon != null)
|
||
|
currentWeaponReach = equipment.currentWeapon.Reach;
|
||
|
else
|
||
|
currentWeaponReach = RCKSettings.DEFAULT_WEAPON_REACH; // 4 is default value
|
||
|
}
|
||
|
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void SpeakToTarget()
|
||
|
{
|
||
|
if (mainTarget.CompareTag("Player"))
|
||
|
RPGCreationKit.Player.RckPlayer.instance.StartDialogue(this.GetComponent<IDialoguable>());
|
||
|
else
|
||
|
{
|
||
|
IDialoguable[] targetDialoguable = new IDialoguable[2];
|
||
|
targetDialoguable[0] = mainTarget.GetComponent<IDialoguable>();
|
||
|
|
||
|
if (targetDialoguable == null)
|
||
|
targetDialoguable[0] = mainTarget.GetComponentInParent<IDialoguable>();
|
||
|
|
||
|
// Set us
|
||
|
targetDialoguable[1] = this;
|
||
|
|
||
|
if (targetDialoguable[0] != null)
|
||
|
{
|
||
|
DialogueLogic(targetDialoguable, GetCurrentDialogueGraph());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void SetRckAIAsTarget(string _rckID)
|
||
|
{
|
||
|
// Get the RckAI if possible
|
||
|
RckAI sTo = null;
|
||
|
CellsSystem.CellInformation.TryToGetAI(_rckID, out sTo);
|
||
|
|
||
|
if (sTo != null)
|
||
|
SetTarget(sTo.gameObject);
|
||
|
}
|
||
|
|
||
|
public override void OnDialogueEnds(GameObject target)
|
||
|
{
|
||
|
//// PURPOSE_CALLBACK: ClearOnTeleportToCell \\\\\
|
||
|
if (purposeState != null && purposeState.IsAssigned && purposeState.clearsOn == PurposeClearTypes.ClearOnFinishTalkingWith)
|
||
|
{
|
||
|
if (purposeState.clearsOnData.stringData == speakingTo.GetEntityGameObject().GetComponent<Entity>().entityID)
|
||
|
{
|
||
|
// We did it
|
||
|
purposeState.CompletePurpose();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
base.OnDialogueEnds(target);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Forces the AI to stop the dialogue
|
||
|
/// </summary>
|
||
|
public void StopConversation()
|
||
|
{
|
||
|
if (entitiesTalkingWith != null)
|
||
|
{
|
||
|
// Copy before destroying entitiesTalkingWith
|
||
|
List<IDialoguable> dial = new List<IDialoguable>();
|
||
|
|
||
|
for (int i = 0; i < entitiesTalkingWith.Length; i++)
|
||
|
dial.Add(entitiesTalkingWith[i]);
|
||
|
|
||
|
for (int i = 0; i < dial.Count; i++)
|
||
|
dial[i].ForceToStopDialogue();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool goingToSpeak = false;
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void SendAIToSpeakToPlayer(bool run)
|
||
|
{
|
||
|
if (goingToSpeak)
|
||
|
return;
|
||
|
|
||
|
goingToSpeak = true;
|
||
|
|
||
|
StopCoroutine(SendAIToSpeakToPlayerTask());
|
||
|
|
||
|
if ( isReachingActionPoint || isUsingActionPoint)
|
||
|
{
|
||
|
ResetActionPointAgentState();
|
||
|
StopUsingNPCActionPoint(true);
|
||
|
}
|
||
|
|
||
|
if (run)
|
||
|
Movements_SwitchToRun();
|
||
|
else
|
||
|
Movements_SwitchToWalk();
|
||
|
|
||
|
// Set maintarget
|
||
|
SetTarget(Player.RckPlayer.instance.gameObject);
|
||
|
|
||
|
// Follow until he reaches it
|
||
|
StartCoroutine(SendAIToSpeakToPlayerTask());
|
||
|
}
|
||
|
|
||
|
public IEnumerator SendAIToSpeakToPlayerTask()
|
||
|
{
|
||
|
if (!isLoaded)
|
||
|
{
|
||
|
goingToSpeak = false;
|
||
|
yield break;
|
||
|
}
|
||
|
|
||
|
while (Vector3.Distance(this.gameObject.transform.position, Player.RckPlayer.instance.transform.position) > RCKSettings.NPC_TO_NPC_CONVERSATION_DISTANCE || !CanDialogue() ||
|
||
|
!Player.RckPlayer.instance.CanDialogue() || !WorldManager.instance.isLoading && !Player.RckPlayer.instance.IsControlledByPlayer() || isInOfflineMode || !isLoaded)
|
||
|
yield return new WaitForEndOfFrame();
|
||
|
|
||
|
Player.RckPlayer.instance.StartDialogue(this);
|
||
|
|
||
|
goingToSpeak = false;
|
||
|
yield break;
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void AssignPurpose(RckAI _AI, GameObject _target, PurposeClearTypes _clearsOn, PurposeStateClearsOnData _clearOnData, string _nextPurposeBehaviourTree = null)
|
||
|
{
|
||
|
purposeState.AssignPurpose(_AI, _target, _clearsOn, _clearOnData, _nextPurposeBehaviourTree);
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void Purpose_AssignToFollowCurrentPath()
|
||
|
{
|
||
|
if(aiPath != null && aiPath.gameObject != null)
|
||
|
purposeState.AssignPurpose(GetComponent<RckAI>(), aiPath.gameObject, PurposeClearTypes.ClearOnDeath, null, null);
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void Magic_SwitchToHealingSpell()
|
||
|
{
|
||
|
// Check if the AI already has an healing spell
|
||
|
if (spellsKnowledge.spellInUse != null && spellsKnowledge.spellInUse.tag == SpellTag.RestoreHealth)
|
||
|
return;
|
||
|
|
||
|
for(int i = 0; i < spellsKnowledge.Spells.Count; i++)
|
||
|
{
|
||
|
if(spellsKnowledge.Spells[i].tag == SpellTag.RestoreHealth)
|
||
|
{
|
||
|
spellsKnowledge.spellInUse = spellsKnowledge.Spells[i];
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void Magic_SwitchToDamageSpell()
|
||
|
{
|
||
|
// Check if the AI already has an healing spell
|
||
|
if (spellsKnowledge.spellInUse != null && spellsKnowledge.spellInUse.tag == SpellTag.DamageProjectile || spellsKnowledge.spellInUse.tag == SpellTag.DamageTouch)
|
||
|
return;
|
||
|
|
||
|
for (int i = 0; i < spellsKnowledge.Spells.Count; i++)
|
||
|
{
|
||
|
if (spellsKnowledge.Spells[i].tag == SpellTag.DamageProjectile || spellsKnowledge.Spells[i].tag == SpellTag.DamageTouch)
|
||
|
{
|
||
|
spellsKnowledge.spellInUse = spellsKnowledge.Spells[i];
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void Magic_SetSpell(string _spellIDToSet)
|
||
|
{
|
||
|
Spell _spellToSet = SpellsDatabase.GetSpell(_spellIDToSet);
|
||
|
|
||
|
if (_spellToSet != null)
|
||
|
spellsKnowledge.spellInUse = _spellToSet;
|
||
|
}
|
||
|
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void Magic_AddSpellToKnowledge(string _spellIDToAdd)
|
||
|
{
|
||
|
Spell _spellToAdd = SpellsDatabase.GetSpell(_spellIDToAdd);
|
||
|
|
||
|
if (_spellToAdd != null)
|
||
|
spellsKnowledge.Spells.Add(_spellToAdd);
|
||
|
}
|
||
|
#endregion
|
||
|
}
|
||
|
}
|