Firstborn/Assets/RPG Creation Kit/Scripts/AI/AI Scripts/AICombatSystem.cs
Schaken-Mods 959e80cf72 assets upload
assets upload description.
2023-03-28 12:16:30 -05:00

1333 lines
46 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPGCreationKit;
using RPGCreationKit.BehaviourTree;
using System.Linq;
using RPGCreationKit.Player;
namespace RPGCreationKit.AI
{
/// <summary>
/// Adds the Combat System to the AI.
/// </summary>
public class AICombatSystem : AIPerception, IMeleeAttacker, IRangedAttacker
{
[Header("References")]
public RuntimeAnimatorController defaultAnimatorController; // The RuntimeAnimatorController that needs to be played when the entity is not in combat
public WeaponItem defaultWeapon; // This is the weapon that will be equipped if there's none (usually it is fists)
public WeaponOnHand defaultWeaponOnHand;
public SpellsKnowledge spellsKnowledge;
public GameObject blockingArea;
public int YNewProperty
{ get; set; }
public float CurrentHealth
{
get
{
return attributes.CurHealth;
}
}
public Projectile currentProjectile;
public AudioSource combatAudioSource;
// Spells Related
GameObject spellProjectile;
SpellProjectile currentSpellProjectile;
[Space(10)]
[Header("Status")]
public float targetDistance2D = 99999.9f;
public bool weaponDrawn = false;
public bool canAttack = true;
public bool isAttacking = false; // Is playing attack animation
public bool isCastingSpell = false;
public bool spellsLimitedByMana = false;
public bool isBlocking = false;
public bool isUnbalanced = false;
public bool lastAttackWasCharged;
public int curAttackType = 0;
public int curChargedAttackType = 0;
[HideInInspector] public int lastAttackIndex = 0;
[HideInInspector] public int lastChargedAttackIndex = 0;
bool wantsToAttack;
public bool hasToBlock = false;
public int combatType = 0;
public bool helpsMembersOfSameFactions = true;
public EntityAttributes mainTargetAttributes;
// BehaviourTrees
public override void Update()
{
base.Update();
if (isAlive && !isInOfflineMode)
{
BlockCheck();
CheckForEnemies();
if (m_isInCombat)
WhileInCombat();
}
else if(!isAlive)
{
// Force health to be negative if dead
attributes.CurHealth = -1;
}
}
// Use this for initialization
public override void Start()
{
YNewProperty = 10000;
base.Start();
if (!equipment.currentWeapon && defaultWeapon)
{
equipment.currentWeapon = defaultWeapon;
currentWeaponOnHand = defaultWeaponOnHand;
defaultWeaponOnHand.gameObject.SetActive(true);
equipment.currentWeaponObject = null;
canAttack = true;
if (weaponDrawn)
{
m_Anim.runtimeAnimatorController = equipment.currentWeapon.tpsAnimatorController;
m_Anim.SetTrigger("Draw");
}
m_Anim.SetBool("isDrawn", weaponDrawn);
}
}
[ContextMenu("Draw Weapon"), AIInvokable]
public void DrawWeapon()
{
combatType = (int)equipment.currentWeapon.weaponType;
m_Anim.SetInteger("CombatType", combatType);
//m_Anim.runtimeAnimatorController = currentWeapon.tpsAnimatorController;
m_Anim.SetTrigger("Draw");
m_Anim.SetBool("isDrawn", true);
//FullComboChainReset();
wantsToAttack = false;
isDrawingWeapon = true;
weaponDrawn = true;
}
[ContextMenu("Undraw Weapon")]
public void UndrawWeapon()
{
if (weaponDrawn == false || !isAlive)
return;
combatType = (int)equipment.currentWeapon.weaponType;
m_Anim.SetInteger("CombatType", combatType);
weaponDrawn = false;
m_Anim.SetBool("isDrawn", false);
m_Anim.SetTrigger("Undraw");
wantsToAttack = false;
}
/// <summary>
/// Called by animation event, resets the animator runtime controller to default
/// </summary>
public void UndrawWeaponEvent()
{
//m_Anim.runtimeAnimatorController = defaultAnimatorController;
isInCombat = false;
m_Anim.SetBool("InCombat", false);
FullComboChainReset();
}
/// <summary>
/// Called by animation event, resets the animator runtime controller to default
/// </summary>
public void DrawWeaponEvent()
{
//m_Anim.runtimeAnimatorController = defaultAnimatorController;
isInCombat = true;
m_Anim.SetBool("InCombat", true);
FullComboChainReset();
isSwitchingWeapon = false;
isDrawingWeapon = false;
}
public bool m_isInCombat = false;
public void EnterInCombatAgainst(Entity _entiy)
{
if (m_isInCombat || !isAlive)
return;
enterInCombatCalled = true;
StartCoroutine(EnterInCombatTask(_entiy));
}
bool doonce = false;
public IEnumerator EnterInCombatTask(Entity _entiy)
{
yield return new WaitForEndOfFrame();
if (isUsingActionPoint)
{
if (!doonce)
{
shouldUseNPCActionPoint = false;
isReachingActionPoint = false;
StopUsingNPCActionPoint();
doonce = true;
}
while (isUsingActionPoint)
{
yield return null;
}
agent.enabled = true;
}
if (isInConversation)
while (isInConversation)
yield return null;
doonce = false;
// Movements
StopFollowingPath();
ResetActionPointAgentState();
// Stop following the current NavMeshPath
if (navmeshPath == null)
navmeshPath = new UnityEngine.AI.NavMeshPath();
if (agent.isActiveAndEnabled)
agent.CalculatePath(agent.transform.position + (transform.forward * 0.1f), navmeshPath);
// Set the main target
SetTarget(_entiy.gameObject);
// Try to get the target attributes
mainTargetAttributes = mainTarget.GetComponent<EntityAttributes>();
enemyTargets.Add(new VisibleEnemy(_entiy, mainTargetAttributes, new AggroInfo(50)));
m_isInCombat = true;
OnEnterInCombat();
yield break;
}
/// TO ALLOW OVERRIDE THE TASK OR AT LEAST RUN CODE AT THE END
public virtual void OnEnterInCombat()
{
}
/// <summary>
/// Returns true if the Entity given is an Enemy Target
/// </summary>
/// <returns></returns>
public bool IsFightingEntity(Entity _entity)
{
for (int i = 0; i < enemyTargets.Count; i++)
if (enemyTargets[i].m_entity == _entity)
return true;
return false;
}
public int SortByAggro(VisibleEnemy a1, VisibleEnemy a2)
{
return a1.m_aggro.aggroValue.CompareTo(a2.m_aggro.aggroValue);
}
public virtual void LeaveCombat()
{
if (!isAlive)
return;
ClearTarget();
mainTargetAttributes = null;
SetLookAtTarget(false);
hasToBlock = false;
//if (setMainTarget)
// mainTarget = setMainTarget;
// Stop following the current NavMeshPath
try
{
if(agent.isOnNavMesh)
agent.CalculatePath(agent.transform.position + (transform.forward * 0.1f), navmeshPath);
}
catch
{
}
m_isInCombat = false;
enterInCombatCalled = false;
// Undraw
UndrawWeapon();
// Default is seek
selectedSteeringBehaviour = SteeringBehaviours.Seek;
}
public float curCombatPulse = 999999; // initialize at this value to have an instant pulse
public void WhileInCombat()
{
if (!m_isInCombat)
return;
curCombatPulse += AggroSettings.COMBAT_PULSE_RATE * Time.deltaTime;
if (curCombatPulse >= AggroSettings.COMBAT_PULSE_RATE)
{
// Update aggro pulse and list
for (int i = 0; i < enemyTargets.Count; i++)
{
if (enemyTargets[i].m_entityAttributes.CurHealth <= 0)
{
enemyTargets.RemoveAt(i);
continue;
}
enemyTargets[i].m_aggro.CombatPulse();
enemyTargets[i].m_aggro.AlterAggroValue(AggroSettings.Modifier.Distance, Vector3.Distance(transform.position, enemyTargets[i].m_entity.transform.position));
}
if(enemyTargets.Count > 0)
enemyTargets = enemyTargets.OrderByDescending(a => a.m_aggro.aggroValue).ToList();
curCombatPulse = 0;
// Always set the most threating enemy as mainTarget
if (enemyTargets.Count > 0)
{
SetTarget(enemyTargets[0].m_entity.gameObject);
if (aiLookAt != null && enemyTargets[0].m_entity.entityFocusPart != null)
aiLookAt.ForceToLookAtTarget(enemyTargets[0].m_entity.entityFocusPart.transform);
mainTargetAttributes = enemyTargets[0].m_entityAttributes;
}
else
{
if (aiLookAt != null)
aiLookAt.StopForcingLookAtTarget();
LeaveCombat();
}
}
// if is using bow and is standing still always face target
if(currentWeaponOnHand.weaponItem.weaponType == WeaponType.Bow || currentWeaponOnHand.weaponItem.weaponType == WeaponType.Crossbow)
{
if(isStopped && mainTarget != null)
{
// Rotate torwards target
var lookAt = Quaternion.LookRotation(mainTarget.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, lookAt, Time.deltaTime * generalRotationSpeed);
}
}
}
public void CheckForEnemies()
{
if (!isLoaded || isInConversation) // if this is not loaded skip until it is
return;
for(int i = 0; i < visibleAI.Count; i++)
{
if (visibleAI[i] == null || !visibleAI[i].isLoaded) // If the entity is not loaded we have no way to tell if he's dead or not
continue;
if (visibleAI[i].isAlive && !enemyTargets.Any(t => t.m_entity == visibleAI[i]) && Faction.AreHostile(this.belongsToFactions, visibleAI[i].belongsToFactions))
{
if (!m_isInCombat)
EnterInCombatAgainst(visibleAI[i]);
enemyTargets.Add(new VisibleEnemy(visibleAI[i], visibleAI[i].GetComponent<EntityAttributes>(), new AggroInfo(50)));
}
else if (!m_isInCombat && enemyTargets.Any(t => t.m_entity == visibleAI[i]))
EnterInCombatAgainst(visibleAI[i]);
// check if we're not in combat and if a memeber of our faction is fighting against an enemy
if(helpsMembersOfSameFactions)
{
if(visibleAI[i].isInCombat && !isInCombat &&
visibleAI[i].belongsToFactions.Any(t => belongsToFactions.Contains(FactionsDatabase.GetFaction(t.ID))))
{
if (visibleAI[i].enemyTargets.Count > 1)
{
EnterInCombatAgainst(visibleAI[i].enemyTargets[0].m_entity);
}
}
}
}
try
{
if (!m_isInCombat && enemyTargets.Any(t => t.m_entity.CompareTag("Player")) && visibleTargets.Any(t => t.tr.CompareTag("Player"))
|| visibleTargets.Any(t => t.tr.CompareTag("Player") && !enemyTargets.Any(t => t.m_entity.CompareTag("Player")) && Faction.AreHostile(this.belongsToFactions, RckPlayer.instance.belongsToFactions)
&& RckPlayer.instance.isAlive))
{
if (enemyTargets.Any(t => t.m_entity == Entity.GetPlayerEntity()))
return;
enemyTargets.Add(new VisibleEnemy(Entity.GetPlayerEntity(), RckPlayer.instance.playerAttributes, new AggroInfo(50)));
EnterInCombatAgainst(Entity.GetPlayerEntity());
}
}
catch { }
}
public void ResetComboChain()
{
curAttackType = 0;
}
public void ResetComboChainCharged()
{
curChargedAttackType = 0;
}
public void FullComboChainReset()
{
ResetComboChain();
ResetComboChainCharged();
CancelInvoke("ResetComboChain");
CancelInvoke("ResetComboChainCharged");
}
public void AttackAnimationEvent()
{
currentWeaponOnHand.StartCasting(false, lastAttackIndex);
}
public void ChargedAttackAnimationEvent()
{
currentWeaponOnHand.StartCasting(true, lastChargedAttackIndex);
}
public void EndAttackAnimationEvent()
{
currentWeaponOnHand.StopCasting();
}
public void PlayAttackSound()
{
currentWeaponOnHand.PlayOneShot(currentWeaponOnHand.weaponItem.weaponAttacks[curAttackType].attackSound);
}
public void PlayChargedAttackSound()
{
currentWeaponOnHand.PlayOneShot(currentWeaponOnHand.weaponItem.weaponChargedAttacks[curChargedAttackType].attackSound);
}
public void ResetAttackStateEvent()
{
isAttacking = false;
canAttack = true;
}
public void DrawWeaponAnimationEvent()
{
equipment.currentWeaponOnHip.SetActive(false);
currentWeaponOnHand.gameObject.SetActive(true);
}
public void UndrawWeaponAnimationEvent()
{
currentWeaponOnHand.gameObject.SetActive(false);
equipment.currentWeaponOnHip.SetActive(true);
}
public void MeleeChargedAttack()
{
// Perform a charged attack
isAttacking = true;
// Check if the fatigue is enough for the current attack
if (attributes.CurStamina < equipment.currentWeapon.weaponChargedAttacks[curChargedAttackType].StaminaAmount)
curChargedAttackType = 0;
m_Anim.ResetTrigger("Attack");
m_Anim.ResetTrigger("ChargedAttack");
// Set the animation from the AnimatorController, the AnimationsEvents on the 'Swing' animation will do the job
m_Anim.SetTrigger("ChargedAttack");
m_Anim.SetInteger("ChargedAttackType", curChargedAttackType);
lastChargedAttackIndex = curChargedAttackType;
//attributes.AttackFatigue(currentWeapon.weaponChargedAttacks[curChargedAttackType].StaminaAmount); remove stamina!!
// To reset the combo if the attack is not done fast
if (curChargedAttackType + 1 < equipment.currentWeapon.chargedAttackTypes)
curChargedAttackType++;
else
curChargedAttackType = 0;
CancelInvoke("ResetComboChainCharged");
if (curChargedAttackType != 0)
Invoke("ResetComboChainCharged", equipment.currentWeapon.chargedAttackChainTime);
// audio
if (equipment.currentWeapon.weaponChargedAttacks[curChargedAttackType].attackSound != null)
{
combatAudioSource.clip = equipment.currentWeapon.weaponChargedAttacks[curChargedAttackType].attackSound;
combatAudioSource.Play();
}
canAttack = false;
wantsToAttack = false;
lastAttackWasCharged = true;
}
[AIInvokable]
public void MeleeAttack()
{
isAttacking = true;
// Check if the fatigue is enough for the current attack
//if (attributes.CurStamina < equipment.currentWeapon.weaponAttacks[curAttackType].StaminaAmount)
// curAttackType = 0;
m_Anim.ResetTrigger("Attack");
// Set the animation from the AnimatorController, the AnimationsEvents on the 'Swing' animation will do the job
m_Anim.SetTrigger("Attack");
m_Anim.SetInteger("AttackType", curAttackType);
lastAttackIndex = curAttackType;
attributes.DamageStamina(equipment.currentWeapon.weaponAttacks[lastAttackIndex].StaminaAmount, true, RCKSettings.DRAIN_STAMINA_ON_ATTACK_SPEEDAMOUNT);
StopRecoveringStamina();
InvokeResetRecover();
// To reset the combo if the attack is not done fast
if (curAttackType + 1 < equipment.currentWeapon.AttackTypes)
curAttackType++;
else
curAttackType = 0;
CancelInvoke("ResetComboChain");
if (curAttackType != 0)
Invoke("ResetComboChain", equipment.currentWeapon.attackChainTime);
canAttack = false;
wantsToAttack = false;
lastAttackWasCharged = false;
}
[AIInvokable]
public void CastSpell()
{
if (spellsKnowledge != null)
{
if(spellsKnowledge.spellInUse != null)
{
if((spellsLimitedByMana && RckPlayer.instance.playerAttributes.CurMana >= spellsKnowledge.spellInUse.manaCost) || !spellsLimitedByMana)
{
isAttacking = true;
isCastingSpell = true;
int castHand = (equipment.isUsingShield || (equipment.currentWeapon != null &&
equipment.currentWeapon.weaponType == WeaponType.Bow)) ? 1 : 0;
m_Anim.ResetTrigger("Attack");
m_Anim.ResetTrigger("CastSpell");
m_Anim.SetTrigger("CastSpell");
m_Anim.SetInteger("CastType", (int)spellsKnowledge.spellInUse.mode);
m_Anim.SetInteger("CastHand", castHand);
attributes.DamageMana(spellsKnowledge.spellInUse.manaCost, true, RCKSettings.DRAIN_MANA_ON_CAST_SPEEDAMOUNT);
canAttack = false;
wantsToAttack = false;
lastAttackWasCharged = false;
}
// else not enough mana
} //else no spell equipped
}
else
Debug.LogWarning("AI " + entityID + " tried to cast spell, but no Spell Knowledge was set. You may have to assign Spells Knowledge in the Combat Tab.");
}
public void RangedAttack()
{
// Check if there is ammo (and if it's of correct type
if (equipment.itemsEquipped[(int)EquipmentSlots.Ammo] != null && equipment.itemsEquipped[(int)EquipmentSlots.Ammo].item != null && equipment.itemsEquipped[(int)EquipmentSlots.Ammo].Amount >= 1)
{
// Player wants to nock an arrow
wantsToAttack = true;
isAttacking = true;
curAttackType = 0; // you may choose different shot types (ex. for the crouch)
m_Anim.ResetTrigger("Attack");
// Set the animation from the AnimatorController, the AnimationsEvents on the 'Swing' animation will do the job
m_Anim.SetTrigger("Attack");
m_Anim.SetInteger("AttackType", curAttackType);
lastAttackIndex = curAttackType;
//cameraAnim.AttackAnimation(currentWeapon.weaponAttacks[curAttackType].cameraAnim);
lastAttackIndex = curAttackType;
//attributes.AttackFatigue(currentWeapon.weaponAttacks[curAttackType].StaminaAmount);
// audio
if (equipment.currentWeapon.weaponAttacks[curAttackType].attackSound != null)
{
combatAudioSource.clip = equipment.currentWeapon.weaponAttacks[curAttackType].attackSound;
combatAudioSource.Play();
}
canAttack = false;
lastAttackWasCharged = false;
}
}
[AIInvokable]
public void SetBlocking(bool startBlocking)
{
hasToBlock = startBlocking;
}
public void BlockToggle()
{
hasToBlock = !hasToBlock;
}
public bool wasBlocking = false;
public void BlockCheck()
{
isBlocking = hasToBlock;
m_Anim.SetBool("isBlocking", isBlocking);
//fpcAnim.SetBool("isUnbalanced", isUnbalanced);
if (isBlocking && !wasBlocking)
{
m_Anim.ResetTrigger("hasBlockedAttack");
m_Anim.SetTrigger("StartBlocking");
}
if (isBlocking)
{
if (!wasBlocking)
{
//attributes.BlockingFatigue(); TODO
wasBlocking = true;
}
}
else
{
if (blockingArea.activeSelf)
blockingArea.SetActive(false);
if (wasBlocking)
{
//playerVitals.StopBlockingFatigue();
wasBlocking = false;
isBlocking = false;
}
}
}
/// <summary>
/// Called by an Animation event on the block idle that enables the blocking area
/// </summary>
public void BlockAnimationEvent()
{
blockingArea.SetActive(true);
}
public override void DamageBlocked(DamageContext damageContext)
{
base.DamageBlocked(damageContext);
// If the attack was blocked reduce the damage
float blockingMultiplier = (equipment.isUsingShield) ? ((ArmorItem)equipment.itemsEquipped[(int)EquipmentSlots.LHand].item).blockingMultiplier : equipment.currentWeapon.BlockingMultiplier;
AudioClip blockingSound = (equipment.isUsingShield) ? null : equipment.currentWeapon.blockSound;
if (blockingSound != null)
currentWeaponOnHand.PlayOneShot(blockingSound);
damageContext.amount *= blockingMultiplier;
attributes.DamageStamina(damageContext.amount * blockingMultiplier, true, RCKSettings.DRAIN_STAMINA_ON_ATTACKBLOCKED_SPEEDAMOUNT);
if (attributes.CurStamina <= 0)
{
attributes.CurStamina = 0;
isUnbalanced = true;
isBlocking = false;
m_Anim.SetTrigger("hasBeenUnbalanced");
}
else
{
m_Anim.SetTrigger("hasBlockedAttack");
}
Damage(damageContext);
}
public override void Die()
{
hasToBlock = false;
// If the AI had a shield equipped
if(equipment.isUsingShield)
{
// Spawn the item in the world
ItemInWorld itemInWorld = Instantiate(equipment.currentShield.itemInWorld, bodyData.lHand.transform.position, bodyData.lHand.transform.rotation).GetComponent<ItemInWorld>();
itemInWorld.isCreatedItem = true;
var allItems = SaveSystem.SaveSystemManager.instance.saveFile.CreatedItemsInWorldData.allCreatedItemsInWorld;
// Add this created item
if (allItems.ContainsKey(WorldManager.instance.currentCenterCell.ID))
allItems[WorldManager.instance.currentCenterCell.ID].itemsInThis.Add(itemInWorld.ToCreatedItemSaveData());
else
{
allItems.Add(WorldManager.instance.currentCenterCell.ID, new SaveSystem.CreatedItemInWorldCollection());
allItems[WorldManager.instance.currentCenterCell.ID].itemsInThis.Add(itemInWorld.ToCreatedItemSaveData());
}
equipment.currentShieldObject.SetActive(false);
equipment.Unequip(EquipmentSlots.LHand);
inventory.RemoveItem(equipment.currentShield.ItemID, 1);
itemInWorld.Metadata = inventory.GetItem(equipment.currentShield.ItemID).metadata;
}
// If the AI weapon was drawn
if (isInCombat && currentWeaponOnHand != null)
{
// Stop casting (entity may have died while attacking)
currentWeaponOnHand.StopCasting();
// Instantiate the InWorld equivalent
if(equipment.currentWeapon.itemInWorld != null)
{
// Spawn the item in the world
ItemInWorld itemInWorld = Instantiate(equipment.currentWeapon.itemInWorld, bodyData.lHand.transform.position, bodyData.lHand.transform.rotation).GetComponent<ItemInWorld>();
itemInWorld.isCreatedItem = true;
var allItems = SaveSystem.SaveSystemManager.instance.saveFile.CreatedItemsInWorldData.allCreatedItemsInWorld;
// Add this created item
if (allItems.ContainsKey(WorldManager.instance.currentCenterCell.ID))
allItems[WorldManager.instance.currentCenterCell.ID].itemsInThis.Add(itemInWorld.ToCreatedItemSaveData());
else
{
allItems.Add(WorldManager.instance.currentCenterCell.ID, new SaveSystem.CreatedItemInWorldCollection());
allItems[WorldManager.instance.currentCenterCell.ID].itemsInThis.Add(itemInWorld.ToCreatedItemSaveData());
}
itemInWorld.Metadata = inventory.GetItem(equipment.currentWeapon.ItemID).metadata;
}
currentWeaponOnHand.gameObject.SetActive(false);
inventory.RemoveItem(equipment.currentWeapon.ItemID, 1);
}
StopAllCoroutines();
m_isInCombat = false;
isInCombat = false;
if (currentSpellProjectile != null && !currentSpellProjectile.shot)
DestroyImmediate(currentSpellProjectile.gameObject);
base.Die();
blockingArea.SetActive(false);
}
public bool isSwitchingWeapon = false;
public void ChangeWeapon(WeaponItem _weaponToEquip)
{
isSwitchingWeapon = true;
ItemInInventory itemToEquip;
// Check if item exists in inventory
if ((itemToEquip = inventory.GetItem(_weaponToEquip)) != null)
StartCoroutine(ChangeWeaponTask(itemToEquip));
}
public void ChangeWeapon(string weaponID)
{
isSwitchingWeapon = true;
ItemInInventory itemToEquip;
// Check if item exists in inventory
if( (itemToEquip = inventory.GetItem(weaponID)) != null)
{
StartCoroutine(ChangeWeaponTask(itemToEquip));
}
}
public IEnumerator ChangeWeaponTask(ItemInInventory _itemToEquip)
{
hasToBlock = false;
bool wasDrawn = weaponDrawn;
bool wasInCombat = m_isInCombat;
if (isInCombat)
{
while (!canAttack || isDrawingWeapon)
yield return new WaitForEndOfFrame();
// Undraw the weapon
UndrawWeapon();
}
while (isInCombat || isDrawingWeapon)
yield return new WaitForEndOfFrame();
equipment.Equip(_itemToEquip.item);
OnEquipmentChangesHands();
OnEquipmentChangesAmmo();
if (wasInCombat)
DrawWeapon();
else
isSwitchingWeapon = false;
yield return null;
}
/// <summary>
/// Returns true if the caller has ammo for the equipped weapon and equips it, otherwise it returns false without equipping anything.
/// </summary>
/// <returns></returns>
public bool EquipAmmoForCurrentWeapon()
{
AmmoItem curAmmo = null;
switch(currentWeaponOnHand.weaponItem.weaponType)
{
case WeaponType.Bow:
for(int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
{
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
if (curAmmo.type == AmmoItem.AmmoType.Arrow)
{
equipment.Equip(curAmmo);
return true;
}
}
break;
case WeaponType.Crossbow:
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
{
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
if (curAmmo.type == AmmoItem.AmmoType.Dart)
{
equipment.Equip(curAmmo);
return true;
}
}
break;
default:
return false;
}
return false;
}
/// <summary>
/// Returns true if the caller has ammo for the equipped weapon and equips it, otherwise it returns false without equipping anything.
/// </summary>
/// <returns></returns>
public bool EquipAmmoForWeapon(WeaponItem _weapon)
{
AmmoItem curAmmo = null;
switch (_weapon.weaponType)
{
case WeaponType.Bow:
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
{
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
if (curAmmo.type.HasFlag(AmmoItem.AmmoType.Arrow))
{
equipment.Equip(curAmmo);
return true;
}
}
break;
case WeaponType.Crossbow:
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
{
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
if (curAmmo.type.HasFlag(AmmoItem.AmmoType.Dart))
{
equipment.Equip(curAmmo);
return true;
}
}
break;
default:
return false;
}
return false;
}
/// <summary>
/// Returns the AmmoItem if the caller has ammo for the equipped weapon, otherwise it returns null.
/// </summary>
/// <returns></returns>
public AmmoItem HasAmmoForCurrentWeapon()
{
AmmoItem curAmmo = null;
switch (currentWeaponOnHand.weaponItem.weaponType)
{
case WeaponType.Bow:
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
{
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
if (curAmmo.type == AmmoItem.AmmoType.Arrow)
{
return curAmmo;
}
}
break;
case WeaponType.Crossbow:
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
{
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
if (curAmmo.type == AmmoItem.AmmoType.Dart)
{
return(curAmmo);
}
}
break;
default:
return null;
}
return null;
}
/// <summary>
/// Returns the AmmoItem if the caller has ammo for the weapon passed, otherwise it returns null.
/// </summary>
/// <returns></returns>
public AmmoItem HasAmmoForWeapon(WeaponItem _weapon)
{
AmmoItem curAmmo = null;
switch (_weapon.weaponType)
{
case WeaponType.Bow:
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
{
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
if (curAmmo.type.HasFlag(AmmoItem.AmmoType.Arrow))
{
return curAmmo;
}
}
break;
case WeaponType.Crossbow:
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
{
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
if (curAmmo.type.HasFlag(AmmoItem.AmmoType.Dart))
{
return (curAmmo);
}
}
break;
default:
return null;
}
return null;
}
/// TODO
public bool SwitchToBestMeleeWeapon()
{
return false;
}
public bool SwitchToBestRangedWeapon()
{
return false;
}
public bool SwitchToBestAmmo()
{
return false;
}
public bool EquipShieldIfHeCan()
{
return false;
}
GameObject projectile;
public void SpawnAmmoOnRHand()
{
projectile = Instantiate(((AmmoItem)equipment.currentAmmo).projectile, bodyData.rHand);
currentProjectile = projectile.GetComponent<Projectile>();
currentProjectile.shooterEntity = this;
}
public bool projectileNocked = false;
public void OnAmmoIsReady()
{
projectileNocked = true;
}
[AIInvokable]
public void RangedLoadAndAim()
{
StopCoroutine(RangedLoadAndAimTask());
StartCoroutine(RangedLoadAndAimTask());
}
private IEnumerator RangedLoadAndAimTask()
{
// Player wants to nock an arrow
wantsToAttack = true;
isAttacking = true;
curAttackType = 0; // you may choose different shot types (ex. for the crouch)
m_Anim.ResetTrigger("Attack");
// Set the animation from the AnimatorController
m_Anim.SetTrigger("Attack");
m_Anim.SetInteger("AttackType", curAttackType);
equipment.currentWeaponAnimator.ResetTrigger("Load");
equipment.currentWeaponAnimator.Play("Load");
//currentWeaponAnimator.SetTrigger("Load");
//fpcAnim.Play("Load");
//cameraAnim.AttackAnimation(currentWeapon.weaponAttacks[curAttackType].cameraAnim);
lastAttackIndex = curAttackType;
//playerVitals.AttackFatigue(currentWeapon.weaponAttacks[curAttackType].StaminaAmount);
// audio
//if (currentWeapon.weaponAttacks[curAttackType].attackSound != null)
//{
// combatAudioSource.clip = currentWeapon.weaponAttacks[curAttackType].attackSound;
// combatAudioSource.Play();
//}
canAttack = false;
lastAttackWasCharged = false;
//aiLookAt.ForceToLookAtTarget(mainTarget);
Vector3 _shootDir = (mainTarget.transform.position - this.transform.position).normalized;
Vector3 noiseDir = Vector3.zero;
bool abort = false;
while (!projectileNocked && !abort)
{
// Calculate some noise
noiseDir = new Vector3(Random.Range(-1f, 1f) / attributes.derivedAttributes.rangedCombatAccuracy * 100,
Random.Range(-1f, 1f) / attributes.derivedAttributes.rangedCombatAccuracy * 100,
0);
// Aim preditct etc
if (mainTarget == null || !m_isInCombat)
{
abort = true;
break;
}
if (mainTarget.CompareTag("Player"))
{
_shootDir = ((mainTarget.transform.position - this.transform.position) + noiseDir + (Vector3.down * (Player.RckPlayer.instance.IsCrouching ? 2.25f : 1.5f))).normalized;
}
else
_shootDir = ((mainTarget.transform.position - this.transform.position) + noiseDir).normalized;
yield return new WaitForSeconds(0.1f);
}
if(abort)
{
m_Anim.SetTrigger("AbortShoot");
if(currentProjectile != null)
Destroy(currentProjectile.gameObject);
projectileNocked = false;
wantsToAttack = false;
isAttacking = false;
canAttack = true;
}
// Aim
RangedShoot(_shootDir);
}
public void RangedShoot(Vector3 _direction)
{
m_Anim.ResetTrigger("Attack");
m_Anim.SetTrigger("Attack");
m_Anim.SetInteger("AttackType", 1);
equipment.currentWeaponAnimator.ResetTrigger("Shoot");
equipment.currentWeaponAnimator.SetTrigger("Shoot");
projectileNocked = false;
wantsToAttack = false;
isAttacking = false;
// Shoot the arrow
currentProjectile.Shoot(equipment.currentWeapon, (AmmoItem)equipment.itemsEquipped[(int)EquipmentSlots.Ammo].item, this, _direction, false);
//inventory.RemoveItem()
aiLookAt.Invoke("StopForcingLookAtTarget", 1f);
}
/// <summary>
/// Those callbacks will be called by the functionalities of the BehaviourTree.
/// The actual implementations and behaviours of those must be defined per each entity.
/// </summary>
void IMeleeAttacker.BlockEvent()
{
throw new System.NotImplementedException();
}
void IRangedAttacker.BlockEvent()
{
throw new System.NotImplementedException();
}
void IMeleeAttacker.DrawWeapon()
{
throw new System.NotImplementedException();
}
void IRangedAttacker.DrawWeapon()
{
throw new System.NotImplementedException();
}
void IMeleeAttacker.MeleeAttackCheck()
{
throw new System.NotImplementedException();
}
void IMeleeAttacker.MeleeAttackEvent()
{
throw new System.NotImplementedException();
}
void IMeleeAttacker.OnEnterCombat()
{
throw new System.NotImplementedException();
}
void IRangedAttacker.OnEnterCombat()
{
throw new System.NotImplementedException();
}
void IRangedAttacker.RangedAttackCheck()
{
throw new System.NotImplementedException();
}
void IRangedAttacker.RangedAttackEvent()
{
throw new System.NotImplementedException();
}
void IMeleeAttacker.UndrawWeapon()
{
throw new System.NotImplementedException();
}
void IRangedAttacker.UndrawWeapon()
{
throw new System.NotImplementedException();
}
void IMeleeAttacker.UseMelee()
{
throw new System.NotImplementedException();
}
void IRangedAttacker.UseRanged()
{
throw new System.NotImplementedException();
}
public void OnAttackIsBlocked()
{
canAttack = false;
wantsToAttack = false;
isAttacking = true;
isBlocking = false;
FullComboChainReset();
m_Anim.SetTrigger("hasBeenBlocked");
}
[AIInvokable]
public void Get2DTargetDistance()
{
if (mainTarget != null)
targetDistance2D = Calculate2DTargetDistance(transform.position, mainTarget.transform.position);
else
targetDistance2D = 999999.9f;
}
private float Calculate2DTargetDistance(Vector3 v1, Vector3 v2)
{
float xDiff = v1.x - v2.x;
float zDiff = v1.z - v2.z;
return Mathf.Sqrt((xDiff * xDiff) + (zDiff * zDiff));
}
// Spells, Update 1.3 - Anim callbacks
public void CastSpellInit()
{
Spell curSpell = spellsKnowledge.spellInUse;
Transform handT = (equipment.isUsingShield || (equipment.currentWeapon != null && equipment.currentWeapon.weaponType == WeaponType.Bow)) ? bodyData.rHand : bodyData.lHand;
switch (curSpell.mode)
{
case SpellModes.Projectile:
spellProjectile = Instantiate(curSpell.magicProjectile, handT);
spellProjectile.SetLayer(RCKLayers.Default, true);
currentSpellProjectile = spellProjectile.GetComponent<SpellProjectile>();
break;
case SpellModes.Touch:
spellProjectile = Instantiate(curSpell.magicProjectile, handT);
spellProjectile.SetLayer(RCKLayers.Default, true);
currentSpellProjectile = spellProjectile.GetComponent<SpellProjectile>();
currentSpellProjectile.Init(this, false);
break;
case SpellModes.Self:
spellProjectile = Instantiate(curSpell.magicProjectile, handT);
spellProjectile.SetLayer(RCKLayers.Default, true);
currentSpellProjectile = spellProjectile.GetComponent<SpellProjectile>();
currentSpellProjectile.Init(this, false);
break;
}
}
public void CastSpellAttackEvent()
{
// Instantiate/Do Stuff
Spell curSpell = spellsKnowledge.spellInUse;
Vector3 _shootDir;
switch (curSpell.mode)
{
case SpellModes.Projectile:
_shootDir = ((mainTarget.transform.position - this.transform.position) + (Vector3.down * (Player.RckPlayer.instance.IsCrouching ? 2.25f : 1.5f))).normalized;
currentSpellProjectile.Shoot(this, _shootDir, false);
currentSpellProjectile.ExecuteOnCasterEffects();
break;
case SpellModes.Touch:
_shootDir = ((mainTarget.transform.position - this.transform.position) + (Vector3.down * (Player.RckPlayer.instance.IsCrouching ? 2.25f : 1.5f))).normalized;
if (currentSpellProjectile != null)
{
currentSpellProjectile.Shoot(this, _shootDir, false);
currentSpellProjectile.ExecuteOnCasterEffects();
}
break;
case SpellModes.Self:
currentSpellProjectile.Explode();
currentSpellProjectile.ExecuteOnCasterEffects();
break;
}
}
public void CastSpellResetEvent()
{
ResetAttackStateEvent();
isAttacking = false;
isCastingSpell = false;
}
/// <summary>
/// Ignores Faction and just engages with the player if player is visible
/// </summary>
public void TryEngageWithPlayer()
{
if (!isLoaded || isInConversation) // if this is not loaded skip until it is
return;
try
{
if (!m_isInCombat && visibleTargets.Any(t => t.tr.CompareTag("Player")))
{
if (enemyTargets.Any(t => t.m_entity == Entity.GetPlayerEntity()))
return;
enemyTargets.Add(new VisibleEnemy(Entity.GetPlayerEntity(), RckPlayer.instance.playerAttributes, new AggroInfo(50)));
EnterInCombatAgainst(Entity.GetPlayerEntity());
}
}
catch { }
}
}
}