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

246 lines
6.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPGCreationKit;
using RPGCreationKit.Player;
namespace RPGCreationKit.AI
{
/// <summary>
/// Determines the status of the AI
/// </summary>
public class AIStatus : AIBase, IHittable, IDamageable
{
public bool isAlive = true;
public bool isHostile = false;
public bool isHostileAgainstPC = false;
public bool isInCombat = false;
public bool isDrawingWeapon = false;
public bool isFleeing = false;
public bool isUnconscious = false;
public bool enterInCombatCalled = false; // called as soon as the ai gets hit
public bool isInOfflineMode = false; // Defines if this AI is in Offline mode or not
// If this is set to true, the AI Agent cannot die
public bool isEssential = false;
public EntityAttributes attributes;
[Space(5)]
public bool usesRagdoll;
public Ragdoll ragdoll;
[Space(10)]
[SerializeField] Events onDeathEvents;
private bool recoveringStamina;
private float recoverStaminaAmount = 10f;
private float recoverAfterActionDelay = 2.5f;
public virtual void Damage(DamageContext context)
{
if (!isAlive)
return;
isHostile = true;
attributes.CurHealth -= context.amount;
if(context.sender.CompareTag("Player"))
{
RckPlayer.instance.OnPlayerHits();
}
// Check for essential
if (attributes.CurHealth <= 0)
{
if (!isEssential)
{
PlayDeathSound();
Die();
}
else
attributes.CurHealth = attributes.MaxHealth;
}
}
public void PlayDeathSound()
{
if (aiSounds != null)
{
if (aiSounds.deathSounds.Length > 0)
{
int n = Random.Range(1, aiSounds.deathSounds.Length);
if (aiSounds.deathSounds[n] != null)
{
audioSource.clip = aiSounds.deathSounds[n];
audioSource.Play();
}
}
}
}
public virtual void DamageBlocked(DamageContext damageContext)
{
}
public void InvokeResetRecover(bool _customAmount = false, float _amount = 0.0f)
{
if (!_customAmount)
_amount = recoverAfterActionDelay;
Invoke("ResetRecover", _amount);
}
public void ResetRecover()
{
recoveringStamina = true;
StartCoroutine("RecoverStamina");
}
public IEnumerator RecoverStamina()
{
while (recoveringStamina)
{
if (attributes.CurStamina < attributes.MaxStamina)
{
attributes.CurStamina += recoverStaminaAmount * Time.deltaTime;
attributes.CurStamina = Mathf.Clamp(attributes.CurStamina, 0, attributes.MaxStamina);
yield return null;
}
else
yield return null;
}
}
public void StopRecoveringStamina()
{
StopCoroutine("RecoverStamina");
CancelInvoke("ResetRecover");
recoveringStamina = false;
}
public virtual void Die()
{
if(!isEssential)
{
isAlive = false;
isHostile = false;
isHostileAgainstPC = false;
isInCombat = false;
if(onDeathEvents.EvaluateConditions())
{
if(onDeathEvents.questDealers.Count > 0)
QuestManager.instance.QuestDealerActivator(onDeathEvents.questDealers);
if (onDeathEvents.questUpdaters.Count > 0)
QuestManager.instance.QuestUpdaterActivator(onDeathEvents.questUpdaters);
if (onDeathEvents.consequences.Count > 0)
ConsequenceManager.instance.ConsequencesActivator(gameObject, onDeathEvents.consequences);
}
if (usesRagdoll)
ragdoll.ToggleRagdoll(false);
else
m_Anim.SetTrigger("Death");
}
else
{
isUnconscious = true;
isHostile = false;
isHostileAgainstPC = false;
isInCombat = false;
if (usesRagdoll)
ragdoll.ToggleRagdoll(false);
else
m_Anim.SetTrigger("Death");
// Getup after x seconds? TODO
}
}
public void GenerateBlood()
{
}
public void GenerateDecal()
{
}
public float GetCurrentHP()
{
return attributes.CurHealth;
}
public string GetEntityID()
{
return entityID;
}
public string GetEntityName()
{
return entityName;
}
public float GetMaxHP()
{
return attributes.MaxHealth;
}
public void Hit(Vector3 hitDir, float forceAmount = 25, DamageContext damageContext = null)
{
}
public bool IsAlive()
{
return isAlive;
}
public bool IsHostile()
{
return isHostile;
}
public bool IsHostileAgainstPC()
{
return isHostileAgainstPC;
}
public bool IsUnconscious()
{
return isUnconscious;
}
public bool ShouldDisplayHealthIfHostile()
{
return true;
}
bool IDamageable.Bleeds()
{
return attributes.bleeds;
}
void IDamageable.InstantiateBlood(Vector3 pos)
{
var blood = Instantiate(attributes.bloodPrefab, pos, Quaternion.identity, this.transform);
Destroy(blood, 2.5f);
}
public Entity GetEntity()
{
return this;
}
}
}