5557c03691
Finished making lockpicking for doors. Next I will make one for chests with a different type of lock, also increase skill points when successfully picked a lock.
1082 lines
33 KiB
C#
1082 lines
33 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RPGCreationKit;
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using RPGCreationKit.BehaviourTree;
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using UnityEngine.AI;
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using RPGCreationKit.SaveSystem;
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using RPGCreationKit.CellsSystem;
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using RPGCreationKit.Player;
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using System;
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namespace RPGCreationKit.AI
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{
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[DisallowMultipleComponent]
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public class RckAI : AIBehaviourTreed
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{
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public Race race;
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public bool hasBeenInstantiated;
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private void Reset()
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{
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iGUIDReferences = GetComponent<AIGUIDReferences>();
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m_Anim = GetComponent<Animator>();
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attributes = GetComponent<EntityAttributes>();
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ragdoll = GetComponentInChildren<Ragdoll>();
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aiLookAt = GetComponent<AILookAt>();
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headPos = GetComponentInChildren<AIHeadPos>().transform;
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entityFocusPart = headPos;
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physicalCollider = GetComponent<Collider>();
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interactableCollider = RCKFunctions.GetChildWithName(this.gameObject, "InteractZone").GetComponent<Collider>();
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agent = GetComponent<NavMeshAgent>();
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m_Rigidbody = GetComponent<Rigidbody>();
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movementType = MovementType.UnityNavmesh;
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arriveSteeringBehaviourDeceleration = Deceleration.Normal;
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inventory = GetComponent<Inventory>();
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equipment = GetComponent<Equipment>();
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bodyData = GetComponent<BodyData>();
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defaultWeaponOnHand = RCKFunctions.GetChildWithName(this.gameObject, "DefaultWeapon").GetComponent<WeaponOnHand>();
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defaultWeapon = defaultWeaponOnHand.weaponItem;
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lootingPoint = GetComponentInChildren<LootingPoint>();
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lootingPoint.inventory = inventory;
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lootingPoint.equipment = equipment;
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onlineComponents.ai = GetComponent<RckAI>();
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onlineComponents.GFX = RCKFunctions.GetChildWithName(this.gameObject, "GFX");
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onlineComponents.rigidbody = m_Rigidbody;
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onlineComponents.animator = m_Anim;
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onlineComponents.iGUIDReferences = iGUIDReferences;
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onlineComponents.agent = agent;
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onlineComponents.audioSource = GetComponent<AudioSource>();
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}
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public void DelayedStart()
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{
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base.Start();
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// Ignore children colliders
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CapsuleCollider coll = GetComponent<CapsuleCollider>();
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var colliders = GetComponentsInChildren<Collider>();
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for (int i = 0; i < colliders.Length; i++)
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Physics.IgnoreCollision(coll, colliders[i]);
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}
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public IEnumerator QueueSet(bool _combat, string _treeID)
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{
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if (anyWaitForSwitchRunning)
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yield return null;
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SetNewBehaviourTree(_combat, _treeID);
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}
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[AIInvokable]
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public void SetNewBehaviourTree(bool _combat, string _treeID)
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{
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if (anyWaitForSetRunning)
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{
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StartCoroutine(QueueSet(_combat, _treeID));
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return;
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}
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// Execute OnExit node if present
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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)))
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{
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anyWaitForSetRunning = true;
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// Execute OnExit before changing the tree
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StartCoroutine(SetNewBehaviourTree_WaitForExitNodeTask(_combat, _treeID));
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}
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else
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{
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RPGCK_BT newBT = BehaviourDatabase.GetItem(_treeID).RPGCK_BTCopy(gameObject, this);
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if (_combat)
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combatBehaviourTree = newBT;
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else
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purposeBehaviourTree = newBT;
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}
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}
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IEnumerator SetNewBehaviourTree_WaitForExitNodeTask(bool _combat, string _treeID)
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{
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pauseBT = true;
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yield return new WaitForEndOfFrame();
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var node = (((currentBehaviour.nodes[0] as BTNode).GetOutputPort("onExitNode").Connection.node) as BTNode);
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node.ReEvaluate();
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while (node.m_NodeState == NodeState.Null || node.m_NodeState == NodeState.Running)
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{
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node.Execute();
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yield return new WaitForEndOfFrame();
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}
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RPGCK_BT newBT = BehaviourDatabase.GetItem(_treeID).RPGCK_BTCopy(gameObject, this);
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if (_combat)
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combatBehaviourTree = newBT;
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else
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purposeBehaviourTree = newBT;
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anyWaitForSetRunning = false;
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pauseBT = false;
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yield break;
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}
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[AIInvokable]
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public void SetNewBehaviourTreeToAI(string _toAI, bool _combat, string _treeID)
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{
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// Get the RckAI if possible
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RckAI sTo = null;
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CellsSystem.CellInformation.TryToGetAI(_toAI, out sTo);
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if (sTo != null)
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{
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sTo.SetNewBehaviourTree(_combat, _treeID);
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}
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}
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public bool TryLoadFromSavefile()
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{
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GetMyCellInfoImmediate();
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var allAI = SaveSystemManager.instance.saveFile.AIData.aiDictionary;
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if (allAI.ContainsKey(entityID))
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{
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// Look if it's in the same original cell
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if (startingCellID == allAI[entityID].saveCellID || hasBeenInstantiated)
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{
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// Load it
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StartCoroutine(LoadAI(allAI[entityID]));
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}
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else
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{
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CellInformation.activeCells[myCellInfo.cell.ID].aiInWorld.Remove(entityID);
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// Destroy this AI, it will be instantiated by CellInfo
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Destroy(this.gameObject);
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}
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}
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else
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{
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pauseBT = true;
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StartCoroutine(NewAIWaitsForLoad());
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return true;
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}
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return true;
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}
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public IEnumerator NewAIWaitsForLoad()
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{
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isLoaded = true;
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// Wait for game to start before letting the ai do its job
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while (!CellInformation.AllActiveCellsLoaded() || WorldManager.instance.isLoading)
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yield return null;
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GetMyCellInfoImmediate();
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pauseBT = false;
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}
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public IEnumerator LoadAI(AISaveData data)
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{
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yield return new WaitForEndOfFrame();
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pauseBT = true;
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yield return new WaitForEndOfFrame();
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agent.enabled = false;
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startingCellID = data.startingCellID;
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transform.position = data.position;
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transform.rotation = data.rotation;
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// Load Entity Attributes
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attributes.attributes = data.aiAttributes.attributes;
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attributes.derivedAttributes = data.aiAttributes.derivedAttributes;
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attributes.ExecuteEffects(data.aiAttributes.activeEffects.ToArray());
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ResetRecover();
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inventory.ClearInventoryAndEquipment();
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equipment.OnEquipmentChanges();
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OnEquipmentChangesHands();
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OnEquipmentChangesAmmo();
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// Those items gets equipped after everyone else, used for the shield
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List<ItemInInventory> toEquipAfter = new List<ItemInInventory>();
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for(int i = 0; i < data.aiInventory.items.Count; i++)
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{
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var item = data.aiInventory.items[i];
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var aItem = inventory.AddItem(item.externalItemID, item.Amount);
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aItem.metadata.IsOwnedByNPC = true;
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if (item.isEquipped)
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{
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if (aItem.item.itemType == ItemTypes.ArmorItem && RCKFunctions.ContainsBiped(((ArmorItem)(aItem.item)).Bipeds, BipedObject.Shield))
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{
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// Delay the equipment of shields
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toEquipAfter.Add(aItem);
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}
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else
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equipment.Equip(aItem);
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}
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}
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equipment.OnEquipmentChanges();
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OnEquipmentChangesHands();
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OnEquipmentChangesAmmo();
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// Equip delayed
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for(int i = 0; i < toEquipAfter.Count; i++)
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{
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equipment.Equip(toEquipAfter[i]);
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}
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inventory.InitializeInventory();
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GetMyCellInfoImmediate();
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// Load important states
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isEssential = data.isEssential;
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if (!data.isAlive)
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{
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Die();
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if (data.usesRagdoll)
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{
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ragdoll.ForceRagdoll();
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// Load hips pos/rot
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ragdoll.LoadFromSaveData(data.ragdollSaveData);
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}
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}
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else // Entity is alive
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{
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followTargetOutsideOfCell = data.followTargetOutsideOfCell;
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// Load Behaviour Trees
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if (!string.IsNullOrEmpty(data.purposeBehaviourTreeID))
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purposeBehaviourTree = BehaviourDatabase.GetItem(data.purposeBehaviourTreeID).RPGCK_BTCopy(this.gameObject, this);
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if (!string.IsNullOrEmpty(data.combatBehaviourTreeID))
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combatBehaviourTree = BehaviourDatabase.GetItem(data.combatBehaviourTreeID).RPGCK_BTCopy(this.gameObject, this);
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SwitchBehaviourTree(!data.isUsingPurposeBehaviour);
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// Movements
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lookAtVector3IfStopped = data.lookAtVector3IfStopped;
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vector3ToLookAtIfStopped = data.vector3ToLookAtIfStopped;
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// Load perception
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radius = data.radius;
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sphereYOffset = data.sphereYoffset;
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sphereForwardOffset = data.sphereZoffset;
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// Load Combat state nad entities fighting
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if (data.isInCombat || data.enterInCombatCalled)
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{
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for(int i = 0; i < data.entityHesFighting.Count; i++)
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{
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if(data.entityHesFighting[i] == "PLAYER_ID")
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{
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// Add the player
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enemyTargets.Add(new VisibleEnemy(RckPlayer.instance, RckPlayer.instance.playerAttributes, new AggroInfo(50)));
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}
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else
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{
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RckAI ai = null;
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CellInformation.activeCells[myCellInfo.cell.ID].aiInWorld.TryGetValue(data.entityHesFighting[i], out ai);
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if (ai != null)
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enemyTargets.Add(new VisibleEnemy(ai, ai.GetComponent<EntityAttributes>(), new AggroInfo(50)));
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}
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}
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if (enemyTargets.Count > 0)
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EnterInCombatAgainst(enemyTargets[0].m_entity);
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}
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// Load Dialogues
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if(!string.IsNullOrEmpty(data.currentDialogueID))
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currentDialogueGraph = DialoguesDatabase.GetItem(data.currentDialogueID);
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if (!string.IsNullOrEmpty(data.previousDialogueID))
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previousDialogueGraph = DialoguesDatabase.GetItem(data.previousDialogueID);
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if (!string.IsNullOrEmpty(data.defaultDialogueID))
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defaultDialogueGraph = DialoguesDatabase.GetItem(data.defaultDialogueID);
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dialogueSystemEnabled = data.dialogueSystemEnabled;
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// Load MainTarget
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if(!string.IsNullOrEmpty(data.mainTargetID))
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{
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ITargetableType targetableType = (ITargetableType)data.mainTargetType;
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switch (targetableType)
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{
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case ITargetableType.Entity:
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if (data.mainTargetID == "PLAYER_ID")
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SetTarget(RckPlayer.instance.gameObject);
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else
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{
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RckAI entity = null;
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CellInformation.TryToGetAI(data.mainTargetID, out entity);
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if (entity != null)
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SetTarget(entity.gameObject);
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}
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break;
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}
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}
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if(!string.IsNullOrEmpty(data.cellIDMovingTo))
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{
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MoveToCell(data.cellIDMovingTo);
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}
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// Load PurposeState
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purposeState = data.purposeState;
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// Try to solve purpose ref
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if (!string.IsNullOrEmpty(purposeState.ITargetableID))
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{
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ITargetableType targetableType = (ITargetableType)data.purposeState.ITargetableType;
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switch (targetableType)
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{
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case ITargetableType.Entity:
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if (data.mainTargetID == "PLAYER_ID")
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purposeState.AssignPurpose(this, RckPlayer.instance.gameObject, data.purposeState.clearsOn, data.purposeState.clearsOnData, data.purposeState.nextPurposeBehaviourID);
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else
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{
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RckAI entity = null;
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CellInformation.TryToGetAI(data.mainTargetID, out entity);
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if (entity != null)
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purposeState.AssignPurpose(this, entity.gameObject, data.purposeState.clearsOn, data.purposeState.clearsOnData, data.purposeState.nextPurposeBehaviourID);
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}
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break;
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case ITargetableType.Door:
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purposeState.AssignPurpose(this, GetTransformToDoor(purposeState.ITargetableExtraData).gameObject, data.purposeState.clearsOn, data.purposeState.clearsOnData, data.purposeState.nextPurposeBehaviourID);
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break;
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case ITargetableType.PRef:
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purposeState.AssignPurpose(this, PersistentReferences.PersistentReferenceManager.instance.refs[purposeState.ITargetableID].gameObject, data.purposeState.clearsOn, data.purposeState.clearsOnData, data.purposeState.nextPurposeBehaviourID);
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break;
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case ITargetableType.Transform:
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if(myCellInfo.allTargetables.ContainsKey(purposeState.ITargetableID))
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purposeState.AssignPurpose(this, myCellInfo.allTargetables[purposeState.ITargetableID].gameObject, data.purposeState.clearsOn, data.purposeState.clearsOnData, data.purposeState.nextPurposeBehaviourID);
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break;
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case ITargetableType.AIPath:
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if (myCellInfo.allAIPaths.ContainsKey(purposeState.ITargetableID))
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purposeState.AssignPurpose(this, myCellInfo.allAIPaths[purposeState.ITargetableID].gameObject, data.purposeState.clearsOn, data.purposeState.clearsOnData, data.purposeState.nextPurposeBehaviourID);
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break;
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}
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if (data.isUsingPurposeBehaviour)
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purposeState.ResumePurpose();
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}
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else
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purposeState.ClearPurpose();
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// Move to door position if he entered a door
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if (data.enteredInADoorLastTime)
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{
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if (!data.enteredInADoorLastTimeOverridePos)
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{
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if (!string.IsNullOrEmpty(data.doorEnteredID))
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{
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// TODO If he entered < 5 minutes ago bring him to the teleport mark
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Door door = CellInformation.activeCells[myCellInfo.cell.ID].allDoors[data.doorEnteredID];
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transform.position = door.teleportMarker.position;
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// Otherwise if he entered > 5 minutes ago randomize his position
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}
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else
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{
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// just telport him to the cell entry
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transform.position = myCellInfo.cellEntry.transform.position;
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transform.rotation = myCellInfo.cellEntry.transform.rotation;
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}
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}
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else
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{
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transform.position = data.enteredDoorLastTimePos;
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transform.rotation = data.enteredDoorLastTimeRot;
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// Reset boolean
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enteredInADoorLastTime = false;
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}
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}
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if(data.enteredInADoorLastTimeOverridePos)
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{
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enteredInADoorLastTimeOverridePos = data.enteredInADoorLastTimeOverridePos;
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enteredDoorLastTimePos = data.enteredDoorLastTimePos;
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enteredDoorLastTimeRot = data.enteredDoorLastTimeRot;
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}
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if(data.isFollowingAIPath)
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{
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shouldFollowAIPath = true;
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aiPathCurrentIndex = data.aiPathCurrentIndex;
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aiPathResumeFromCurrentIndex = true;
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invertAIPath = data.invertAIPath;
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FollowCurrentPath();
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}
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SetOverrideShouldFollowMainTarget(data.overrideShouldFollowMainTargetActive, data.overrideShouldFollowMainTarget);
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// Load factions
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for (int i = 0; i < data.allFactions.Count; i++)
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AddToFaction(data.allFactions[i]);
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}
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// Assign runtime cell
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runtimeStartingCell = myCellInfo.cell.ID;
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agent.enabled = true;
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isLoaded = true;
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if (!gameObject.name.Contains("[CreatureAI]")) {
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if (bodyData.hair != null)
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OnChangeHairColor(bodyData.HairColor);
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OnChangeSkinColor(bodyData.SkinColor);
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OnChangeLipsColor(bodyData.LipsColor);
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}
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// Wait for game to start before letting the ai do its job
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while (!CellInformation.AllActiveCellsLoaded() || WorldManager.instance.isLoading)
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yield return null;
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pauseBT = false;
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yield return null;
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}
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/// <summary>
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/// THis method is called when the AI is being unloaded because the cell is too far away from the Player
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/// </summary>
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public void OnBeingUnloaded(CellInformation calledBy)
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{
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if (calledBy == myCellInfo) // if the ai is in the cell that is being unloaded
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{
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if (teleportIfUnloadedWhileGoingToDoor)
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{
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if (isReachingDoor)
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{
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isReachingDoor = false;
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enteredInADoorLastTime = true;
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TeleportToCell(IsReachingCellID);
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}
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}
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}
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}
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public void SaveOnFile()
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{
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if (isInOfflineMode) // AI shouldn't be saved in offline mode
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return;
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GetMyCellInfoImmediate();
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string saveCellID = myCellInfo.cell.ID;
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if (!string.IsNullOrEmpty(cellIDOfLastSaved) && cellIDOfLastSaved != saveCellID)
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{
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// remove cellidoflastsaved
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var dict = SaveSystemManager.instance.saveFile.AIData.aiCellDictionary;
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if (dict.ContainsKey(cellIDOfLastSaved))
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dict[cellIDOfLastSaved].allIDs.Remove(entityID);
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}
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cellIDOfLastSaved = saveCellID;
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var allAI = SaveSystemManager.instance.saveFile.AIData.aiDictionary;
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// Save this AI to the allAI dictionary
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if (allAI.ContainsKey(entityID))
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{
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// Update entry
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allAI[entityID] = ToSaveData();
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}
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else // create
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allAI.Add(entityID, ToSaveData());
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// Save/Update/DoNothing on the aiCellDictionary
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var allCellAI = SaveSystemManager.instance.saveFile.AIData.aiCellDictionary;
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// If the AI was loaded in a different cell from the starting point
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if(runtimeStartingCell != saveCellID)
|
|
{
|
|
if (allCellAI.ContainsKey(runtimeStartingCell))
|
|
{
|
|
if (allCellAI[runtimeStartingCell].allIDs.Contains(entityID))
|
|
allCellAI[runtimeStartingCell].allIDs.Remove(entityID);
|
|
}
|
|
|
|
|
|
// Add to the new one
|
|
if (!allCellAI.ContainsKey(saveCellID))
|
|
{
|
|
allCellAI.Add(saveCellID, new AIIDList());
|
|
allCellAI[saveCellID].allIDs.Add(entityID);
|
|
}
|
|
else
|
|
{
|
|
if (!allCellAI[saveCellID].allIDs.Contains(entityID))
|
|
allCellAI[saveCellID].allIDs.Add(entityID);
|
|
}
|
|
|
|
transform.SetParent(CellInformation.activeCells[saveCellID].aiContainer);
|
|
|
|
if(!CellInformation.activeCells[saveCellID].aiInWorld.ContainsKey(entityID))
|
|
CellInformation.activeCells[saveCellID].aiInWorld.Add(entityID, this);
|
|
}
|
|
else
|
|
{
|
|
if (!allCellAI.ContainsKey(runtimeStartingCell))
|
|
{
|
|
allCellAI.Add(runtimeStartingCell, new AIIDList());
|
|
allCellAI[runtimeStartingCell].allIDs.Add(entityID);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SaveOnFile_JustInstantaited()
|
|
{
|
|
var allAI = SaveSystemManager.instance.saveFile.AIData.aiDictionary;
|
|
|
|
// Save this AI to the allAI dictionary
|
|
if (allAI.ContainsKey(entityID))
|
|
{
|
|
// Update entry
|
|
allAI[entityID] = ToSaveData();
|
|
}
|
|
else // create
|
|
allAI.Add(entityID, ToSaveData());
|
|
|
|
// Update CellAI dictionary
|
|
var aiCell = SaveSystem.SaveSystemManager.instance.saveFile.AIData.aiCellDictionary;
|
|
if (aiCell.ContainsKey(cellIDOfLastSaved))
|
|
{
|
|
// Update it
|
|
var res = aiCell[cellIDOfLastSaved];
|
|
|
|
if (!res.allIDs.Contains(entityID))
|
|
{
|
|
res.allIDs.Add(entityID);
|
|
aiCell[cellIDOfLastSaved] = res;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AIIDList list = new AIIDList();
|
|
list.allIDs.Add(entityID);
|
|
// Create new entry
|
|
aiCell.Add(cellIDOfLastSaved, list);
|
|
}
|
|
}
|
|
|
|
public AISaveData ToSaveData()
|
|
{
|
|
AISaveData newData = new AISaveData()
|
|
{
|
|
position = transform.position,
|
|
rotation = transform.rotation,
|
|
aiAttributes = attributes.ToSaveData(),
|
|
aiInventory = inventory.ToSaveData(),
|
|
isAlive = isAlive,
|
|
isHostile = isHostile,
|
|
isHostileAgainstPC = isHostileAgainstPC,
|
|
isInCombat = isInCombat,
|
|
isFleeing = isFleeing,
|
|
isUnconscious = isUnconscious,
|
|
enterInCombatCalled = enterInCombatCalled,
|
|
isEssential = isEssential,
|
|
usesRagdoll = usesRagdoll,
|
|
dialogueSystemEnabled = dialogueSystemEnabled,
|
|
currentDialogueID = (currentDialogueGraph) ? currentDialogueGraph.ID : string.Empty,
|
|
previousDialogueID = (previousDialogueGraph) ? previousDialogueGraph.ID : string.Empty,
|
|
defaultDialogueID = (defaultDialogueGraph) ? defaultDialogueGraph.ID : string.Empty,
|
|
isInConversation = isInConversation,
|
|
isTalking = isTalking,
|
|
isListening = isListening,
|
|
mustSpeakToPlayer = mustSpeakToPlayer,
|
|
mustSpeakToEntity = mustSpeakToEntity,
|
|
speakerIndex = speakerIndex,
|
|
usesMovements = usesMovements,
|
|
usesOfflineMode = usesOfflineMode,
|
|
usesTlinkUnstuck = usesTlinkUnstuck,
|
|
isWalking = isWalking,
|
|
canSeeTarget = canSeeTarget,
|
|
hasCompletlyLostTarget = hasCompletlyLostTarget,
|
|
shouldFollowMainTarget = shouldFollowMainTarget,
|
|
shouldFollowOnlyIfCanSee = shouldFollowOnlyIfCanSee,
|
|
lookAtTarget = lookAtTarget,
|
|
dialogueLookAt = dialogueLookAt,
|
|
shouldFollowAIPath = shouldFollowAIPath,
|
|
shouldWander = shouldWander,
|
|
shouldUseNPCActionPoint = shouldUseNPCActionPoint,
|
|
hasMainTarget = hasMainTarget,
|
|
shouldFollowTargetVector = shouldFollowTargetVector,
|
|
//aiCustomPathID = aiPath.ID,
|
|
//actionPointID = actionPoint.ID,
|
|
fleeAtDistanceValue = fleeAtDistanceValue,
|
|
selectedSteeringBehaviour = (int)selectedSteeringBehaviour,
|
|
arriveSteeringBehaviourDeceleration = (int)arriveSteeringBehaviourDeceleration,
|
|
invertAIPath = invertAIPath,
|
|
aiPathCurrentIndex = aiPathCurrentIndex,
|
|
isFollowingAIPath = isFollowingAIPath,
|
|
stoppingHalt = stoppingHalt,
|
|
stoppingDistance = stoppingDistance,
|
|
generalRotationSpeed = generalRotationSpeed,
|
|
cachedMainTarget = cachedMainTarget,
|
|
cachedMainTargetPos = cachedMainTargetPos,
|
|
hasToRandomlySearchTarget = hasToRandomlySearchTarget,
|
|
isReachingActionPoint = isReachingActionPoint,
|
|
fixingInPlaceForActionPoint = fixingInPlaceForActionPoint,
|
|
playingEnterAnimationActionPoint = playingEnterAnimationActionPoint,
|
|
isUsingActionPoint = isUsingActionPoint,
|
|
allowsLootWhenDead = allowsLootWhenDead,
|
|
allowsLootOfEquipment = allowsLootOfEquipment,
|
|
perceptionEnabled = perceptionEnabled,
|
|
checkTick = checkTick,
|
|
isDrawingWeapon = isDrawingWeapon,
|
|
weaponDrawn = weaponDrawn,
|
|
treeTickRate = (int)tickRate,
|
|
xFrames = xFrames,
|
|
xSeconds = xSeconds,
|
|
useBT = useBT,
|
|
pauseBT = pauseBT,
|
|
curBehaviourTreeID = (currentBehaviour) ? currentBehaviour.ID : string.Empty,
|
|
purposeBehaviourTreeID = (purposeBehaviourTree) ? purposeBehaviourTree.ID : string.Empty,
|
|
combatBehaviourTreeID = (combatBehaviourTree) ? combatBehaviourTree.ID : string.Empty,
|
|
keepTicking = keepTicking,
|
|
startingCellID = startingCellID,
|
|
saveCellID = (myCellInfo != null) ? myCellInfo.cell.ID : cellIDOfLastSaved,
|
|
runtimeSaveCellID = runtimeStartingCell,
|
|
hipsPosition = bodyData.hips.transform.position,
|
|
hipsRotation = bodyData.hips.transform.rotation,
|
|
isUsingPurposeBehaviour = isUsingPurposeBehaviour,
|
|
cellIDMovingTo = IsReachingCellID,
|
|
enteredInADoorLastTime = enteredInADoorLastTime,
|
|
doorEnteredID = doorEnteredID,
|
|
overrideShouldFollowMainTarget = overrideShouldFollowMainTarget,
|
|
overrideShouldFollowMainTargetActive = overrideShouldFollowMainTargetActive,
|
|
enteredInADoorLastTimeOverridePos = enteredInADoorLastTimeOverridePos,
|
|
enteredDoorLastTimePos = enteredDoorLastTimePos,
|
|
enteredDoorLastTimeRot = enteredDoorLastTimeRot,
|
|
radius = radius,
|
|
sphereYoffset = sphereYOffset,
|
|
sphereZoffset = sphereForwardOffset,
|
|
lookAtVector3IfStopped = lookAtVector3IfStopped,
|
|
vector3ToLookAtIfStopped = vector3ToLookAtIfStopped,
|
|
followTargetOutsideOfCell = followTargetOutsideOfCell
|
|
};
|
|
|
|
// Save other data
|
|
if (usesRagdoll)
|
|
newData.ragdollSaveData = ragdoll.ToSaveData();
|
|
|
|
// Save factions
|
|
for (int i = 0; i < belongsToFactions.Count; i++)
|
|
newData.allFactions.Add(belongsToFactions[i].ID);
|
|
|
|
newData.entityHesFighting = new List<string>();
|
|
for (int i = 0; i < enemyTargets.Count; i++)
|
|
newData.entityHesFighting.Add(enemyTargets[i].m_entity.entityID);
|
|
|
|
// See if we can save Target
|
|
if(mainTarget != null)
|
|
{
|
|
ITargetable targetable = mainTarget.GetComponent<ITargetable>();
|
|
|
|
if(targetable != null)
|
|
{
|
|
newData.mainTargetID = targetable.GetID();
|
|
newData.mainTargetType = (int)targetable.GetTargetableType();
|
|
}
|
|
else
|
|
newData.mainTargetID = string.Empty;
|
|
}
|
|
else
|
|
newData.mainTargetID = string.Empty;
|
|
|
|
|
|
// Save PurposeState
|
|
newData.purposeState = purposeState;
|
|
|
|
|
|
return newData;
|
|
}
|
|
|
|
public void DestroyThis()
|
|
{
|
|
SaveOnFile();
|
|
myCellInfo.aiInWorld.Remove(entityID);
|
|
Destroy(this.gameObject);
|
|
}
|
|
|
|
// Travel doors
|
|
public bool teleportIfUnloadedWhileGoingToDoor = true;
|
|
public bool teleportIfWalkableSurfaceEnds = true;
|
|
|
|
public bool isReachingDoor;
|
|
public Door doorIsReaching;
|
|
public string IsReachingCellID;
|
|
public bool enteredInADoorLastTime;
|
|
public bool enteredInADoorLastTimeOverridePos;
|
|
public Vector3 enteredDoorLastTimePos;
|
|
public Quaternion enteredDoorLastTimeRot;
|
|
public string doorEnteredID;
|
|
|
|
public string aiwuhje;
|
|
[ContextMenu("GO TO CELL")]
|
|
public void ae()
|
|
{
|
|
// Assign Purpose
|
|
|
|
MoveToCell(aiwuhje);
|
|
SetNewBehaviourTree(false, "BTP_FollowMainTargetOnly");
|
|
SwitchBehaviourTree(false);
|
|
|
|
purposeState.AssignPurpose(this, mainTarget.gameObject, PurposeClearTypes.ClearOnTeleportToCell, new PurposeStateClearsOnData("FarmHouseT"), "BTP_RoamRelax001");
|
|
}
|
|
|
|
public override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (followTargetOutsideOfCell)
|
|
FollowTargetOutsideOfCell();
|
|
}
|
|
|
|
public static Transform GetTransformToDoor(string _cellID)
|
|
{
|
|
bool doorFound = false;
|
|
|
|
// Lookup the dictionary that contains "Cell -> DoorsToThatCell"
|
|
var pref = PersistentReferences.PersistentReferenceManager.instance;
|
|
|
|
if (pref.cellsDoorsDictionary.ContainsKey(_cellID))
|
|
{
|
|
string doorID = pref.cellsDoorsDictionary[_cellID];
|
|
|
|
if (pref.cellsDoorsDictionary.ContainsKey(_cellID) && pref.refs.ContainsKey(doorID))
|
|
{
|
|
return pref.refs[doorID].transform;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The AI has to move to a door (or a PRef) that will bring him there
|
|
Door fDoor = null;
|
|
|
|
// Foreach active cell
|
|
foreach (KeyValuePair<string, CellInformation> cellinfo in CellInformation.activeCells)
|
|
{
|
|
// For each Door in the current cell
|
|
foreach (KeyValuePair<string, Door> door in cellinfo.Value.allDoors)
|
|
{
|
|
if (door.Value.teleports && door.Value.toCell != null && door.Value.toCell.ID == _cellID)
|
|
{
|
|
// We found the door in the active cells
|
|
doorFound = true;
|
|
fDoor = door.Value;
|
|
return fDoor.transform;
|
|
}
|
|
}
|
|
|
|
if (doorFound)
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!doorFound) // Door is not in active cells, so look for pref otherwise teleport
|
|
{
|
|
Debug.Log("Tried to GetTransformToDoor: " + _cellID + " | But couldn't be found because it's unloaded and there is no Persistent Reference to that door.");
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public void MoveToCell(string _cellID, Vector3 onceEnteredPos, Quaternion onceEnteredRot)
|
|
{
|
|
enteredInADoorLastTimeOverridePos = true;
|
|
enteredDoorLastTimePos = onceEnteredPos;
|
|
enteredDoorLastTimeRot = onceEnteredRot;
|
|
|
|
MoveToCell(_cellID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Says to the AI to find a door and move to the desired cell after
|
|
/// </summary>
|
|
public void MoveToCell(string _cellID)
|
|
{
|
|
bool doorFound = false;
|
|
|
|
// Lookup the dictionary that contains "Cell -> DoorsToThatCell"
|
|
var pref = PersistentReferences.PersistentReferenceManager.instance;
|
|
|
|
if (pref.cellsDoorsDictionary.ContainsKey(_cellID))
|
|
{
|
|
string doorID = pref.cellsDoorsDictionary[_cellID];
|
|
|
|
if (pref.cellsDoorsDictionary.ContainsKey(_cellID) && pref.refs.ContainsKey(doorID))
|
|
{
|
|
doorIsReaching = null; // Door is reaching is null because we're following a persistent reference transform
|
|
// it will be assigned later, when the AI reaches the door
|
|
|
|
PersistentReferences.PersistentReference TToDoor = pref.refs[doorID];
|
|
IsReachingCellID = _cellID;
|
|
|
|
doorFound = true;
|
|
toDoorTransform = TToDoor.transform;
|
|
isReachingDoor = true;
|
|
SetTarget(TToDoor.gameObject);
|
|
StartCoroutine(MovingToCell(_cellID, doorID));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The AI has to move to a door (or a PRef) that will bring him there
|
|
Door fDoor = null;
|
|
|
|
// Foreach active cell
|
|
foreach (KeyValuePair<string, CellInformation> cellinfo in CellInformation.activeCells)
|
|
{
|
|
// For each Door in the current cell
|
|
foreach (KeyValuePair<string, Door> door in cellinfo.Value.allDoors)
|
|
{
|
|
if (door.Value.teleports && door.Value.toCell != null && door.Value.toCell.ID == _cellID)
|
|
{
|
|
// We found the door in the active cells
|
|
doorFound = true;
|
|
fDoor = door.Value;
|
|
IsReachingCellID = fDoor.toCell.ID;
|
|
doorEnteredID = fDoor.linkedDoorObjRef;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (doorFound)
|
|
break;
|
|
}
|
|
|
|
// Door was in active cells
|
|
if (doorFound && fDoor != null)
|
|
{
|
|
isReachingDoor = true;
|
|
doorIsReaching = fDoor;
|
|
|
|
toDoorTransform = doorIsReaching.groundPivot;
|
|
|
|
SetTarget(doorIsReaching.groundPivot.gameObject);
|
|
StartCoroutine(MovingToCell(_cellID));
|
|
}
|
|
}
|
|
|
|
if(!doorFound) // Door is not in active cells, so look for pref otherwise teleport
|
|
{
|
|
Debug.Log("The AI can't get to Cell: " + _cellID + " | Because it's unloaded and there is no Persistent Reference to that door.");
|
|
}
|
|
}
|
|
|
|
public Transform toDoorTransform;
|
|
IEnumerator MovingToCell(string _cellID, string doorID = null)
|
|
{
|
|
// Wait until the AI reaches the door, the Teleport to the other cell
|
|
isReachingDoor = true;
|
|
|
|
while (Vector3.Distance(transform.position, toDoorTransform.position) > stoppingDistance || m_isInCombat)
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
m_Anim.CrossFade("OpenDoor", 0.1f);
|
|
yield return new WaitForSeconds(m_Anim.GetCurrentAnimatorClipInfo(0).Length);
|
|
|
|
if (doorIsReaching == null && doorID != null)
|
|
{
|
|
if (myCellInfo.allDoors.ContainsKey(doorID))
|
|
{
|
|
// Assign the door and the linkedDoorObjRef
|
|
doorIsReaching = myCellInfo.allDoors[doorID];
|
|
doorEnteredID = doorIsReaching.linkedDoorObjRef;
|
|
}
|
|
}
|
|
|
|
isReachingDoor = false;
|
|
IsReachingCellID = string.Empty;
|
|
enteredInADoorLastTime = true;
|
|
|
|
SaveOnFile();
|
|
|
|
// We reached the door
|
|
TeleportToCell(_cellID);
|
|
|
|
yield return null;
|
|
}
|
|
|
|
public void TeleportToCell(string _cellID)
|
|
{
|
|
//// PURPOSE_CALLBACK: ClearOnTeleportToCell \\\\\
|
|
if (purposeState != null && purposeState.IsAssigned && purposeState.clearsOn == PurposeClearTypes.ClearOnTeleportToCell)
|
|
{
|
|
if (purposeState.clearsOnData.stringData == _cellID)
|
|
{
|
|
// We did it
|
|
purposeState.CompletePurpose();
|
|
}
|
|
}
|
|
|
|
var aiData = SaveSystemManager.instance.saveFile.AIData;
|
|
|
|
// Check if cellDictionary contains the cell we're putting this npc into
|
|
if (aiData.aiCellDictionary.ContainsKey(_cellID))
|
|
{
|
|
if (!aiData.aiCellDictionary[_cellID].allIDs.Contains(entityID))
|
|
aiData.aiCellDictionary[_cellID].allIDs.Add(entityID);
|
|
}
|
|
else
|
|
{
|
|
aiData.aiCellDictionary.Add(_cellID, new AIIDList());
|
|
aiData.aiCellDictionary[_cellID].allIDs.Add(entityID);
|
|
}
|
|
|
|
// Manually set the Cell and coor and manually save
|
|
string oldSaveCell = myCellInfo.cell.ID;
|
|
myCellInfo.aiInWorld.Remove(entityID);
|
|
|
|
AISaveData thisAIData = ToSaveData();
|
|
|
|
thisAIData.isReachingDoor = false;
|
|
thisAIData.cellIDMovingTo = string.Empty;
|
|
thisAIData.saveCellID = _cellID;
|
|
thisAIData.position = new Vector3(0, 0, 0);
|
|
|
|
// If the AI has never been saved we can safely move it to the new cell
|
|
if (!aiData.aiDictionary.ContainsKey(entityID))
|
|
aiData.aiDictionary.Add(entityID, thisAIData);
|
|
else
|
|
{
|
|
aiData.aiDictionary[entityID] = thisAIData;
|
|
|
|
// Remove it from his old aiCellDicitonary
|
|
if (aiData.aiCellDictionary.ContainsKey(oldSaveCell))
|
|
aiData.aiCellDictionary[oldSaveCell].allIDs.Remove(entityID);
|
|
}
|
|
|
|
|
|
myCellInfo.aiInWorld.Remove(entityID);
|
|
|
|
// If the cell is loaded (or cached, move this gameobject, otherwise destroy it, it will be instantiated next time the cell will be loaded)
|
|
if (CellInformation.activeCells.ContainsKey(_cellID))
|
|
CellInformation.activeCells[_cellID].AddToAIToInstantiateIfCached(entityID);
|
|
|
|
Destroy(this.gameObject);
|
|
}
|
|
|
|
public bool followTargetOutsideOfCell = false;
|
|
/// <summary>
|
|
/// This function detects if the AI was following its target and that target changed cell, if its enabled, this AI will be teleported where the
|
|
/// </summary>
|
|
public void FollowTargetOutsideOfCell()
|
|
{
|
|
// If its the player
|
|
if(isAlive && shouldFollowMainTarget && mainTarget.CompareTag("Player") &&
|
|
myCellInfo != null && WorldManager.instance != null)
|
|
{
|
|
// Perform the check
|
|
if(myCellInfo.cell != null && myCellInfo.cell.ID != WorldManager.instance.currentCenterCell.ID && this.isInOfflineMode)
|
|
{
|
|
myCellInfo.aiInWorld.Remove(this.entityID);
|
|
|
|
// Teleport out
|
|
transform.SetParent(CellInformation.activeCells[WorldManager.instance.currentCenterCell.ID].aiContainer);
|
|
|
|
CellInformation.activeCells[WorldManager.instance.currentCenterCell.ID].aiInWorld.Add(entityID, this);
|
|
myCellInfo = CellInformation.activeCells[WorldManager.instance.currentCenterCell.ID];
|
|
|
|
transform.position = (mainTarget.position + mainTarget.forward) + (transform.right * UnityEngine.Random.Range(-1,1));
|
|
onlineComponents.OnGoingOnline();
|
|
|
|
SaveOnFile();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
private void OnChangeHairColor(Color co) {
|
|
SkinnedMeshRenderer Hair = bodyData.hair;
|
|
Material[] MyMats = Hair.materials;
|
|
for (int i = 0; i < MyMats.Length; i++)
|
|
MyMats[i].SetColor("_Diffuse", co);
|
|
}
|
|
|
|
private void OnChangeLipsColor(Color co) {
|
|
SkinnedMeshRenderer Lips = bodyData.Lips;
|
|
Material[] MyMats = Lips.materials;
|
|
for (int i = 0; i < MyMats.Length; i++)
|
|
MyMats[i].SetColor("_Diffuse", co);
|
|
}
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private void OnChangeSkinColor(Color co) {
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SkinnedMeshRenderer Torso = bodyData.upperbody;
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SkinnedMeshRenderer Legs = bodyData.lowerbody;
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SkinnedMeshRenderer Head = bodyData.head;
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SkinnedMeshRenderer Arms = bodyData.arms;
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SkinnedMeshRenderer Hands = bodyData.hands;
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SkinnedMeshRenderer Feet = bodyData.feet;
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SkinnedMeshRenderer Lips = bodyData.Lips;
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Material[] MyTorsoMats = Torso.materials;
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Material[] MyLegsMats = Legs.materials;
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Material[] MyHeadMats = Head.materials;
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Material[] MyArmsMats = Arms.materials;
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Material[] MyHandsMats = Hands.materials;
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Material[] MyFeetMats = Feet.materials;
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Material[] MyLipsMats = Lips.materials;
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for (int i = 0; i < MyTorsoMats.Length; i++)
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MyTorsoMats[i].SetColor("_Diffuse", co);
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for (int i = 0; i < MyLegsMats.Length; i++)
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MyLegsMats[i].SetColor("_Diffuse", co);
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for (int i = 0; i < MyHeadMats.Length; i++)
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MyHeadMats[i].SetColor("_Diffuse", co);
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for (int i = 0; i < MyArmsMats.Length; i++)
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MyArmsMats[i].SetColor("_Diffuse", co);
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for (int i = 0; i < MyHandsMats.Length; i++)
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MyHandsMats[i].SetColor("_Diffuse", co);
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for (int i = 0; i < MyFeetMats.Length; i++)
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MyFeetMats[i].SetColor("_Diffuse", co);
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}
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}
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} |