ShatteredSword/src/shattered_sword/AI/EnemyAI.ts

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import StateMachineAI from "../../Wolfie2D/AI/StateMachineAI";
import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import GameNode from "../../Wolfie2D/Nodes/GameNode";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import OrthogonalTilemap from "../../Wolfie2D/Nodes/Tilemaps/OrthogonalTilemap";
import BattlerAI from "./BattlerAI";
import Patrol from "./EnemyStates/Patrol";
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import Alert from "./EnemyStates/Alert";
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import Attack from "./EnemyStates/Attack";
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import { GameState, Statuses } from "../sword_enums";
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import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
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import { Player_Events } from "../sword_enums";
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import InputWrapper from "../Tools/InputWrapper";
import Timer from "../../Wolfie2D/Timing/Timer";
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import PlayerController from "../Player/PlayerController";
import Rect from "../../Wolfie2D/Nodes/Graphics/Rect";
import Color from "../../Wolfie2D/Utils/Color";
export default class EnemyAI extends StateMachineAI implements BattlerAI {
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/** The owner of this AI */
owner: AnimatedSprite;
/** The total possible amount of health this entity has */
maxHealth: number;
/** The current amount of health this entity has */
CURRENT_HP: number;
/** The default movement speed of this AI */
speed: number = 20;
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maxSpeed: number = 40;
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/** A reference to the player object */
player: GameNode;
// The current known position of the player
playerPos: Vec2;
tilemap: OrthogonalTilemap;
velocity: Vec2 = Vec2.ZERO;
direction: number; //1 for right, -1 for left
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exp_val: number = 100; //exp value to give player when this dies
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poisonTimer : Timer;
poisonCounter : number = 0;
burnTimer : Timer ;
burnCounter : number =0;
bleedTimer : Timer;
bleedCounter :number = 0;
healthBar: Rect;
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poisonStat: Sprite;
burnStat: Sprite;
bleedStat: Sprite;
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attackTimer : Timer;
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initializeAI(owner: AnimatedSprite, options: Record<string, any>): void {
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this.owner = owner;
//add states
// Patrol mode
this.addState(EnemyStates.PATROL, new Patrol(this, owner));
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this.addState(EnemyStates.ALERT, new Alert(this, owner));
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this.addState(EnemyStates.ATTACK, new Attack(this, owner));
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this.maxHealth = options.health;
this.CURRENT_HP = options.health;
this.player = options.player;
//TODO - get correct tilemap
this.tilemap = <OrthogonalTilemap>this.owner.getScene().getLayer("Wall").getItems()[0];
// Initialize to the default state
this.initialize(EnemyStates.PATROL);
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this.direction = 1; //default moving to the right
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//exp value
this.exp_val = options.exp;
//TODO - dots every 1 sec? can change
this.burnTimer = new Timer(1000);
this.bleedTimer = new Timer(1000);
this.poisonTimer = new Timer(1000);
this.attackTimer = new Timer(2500);
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}
damage(damage: number): void {
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// enemy already dead, do not send new event
if (this.CURRENT_HP <= 0) {
return;
}
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console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left");
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this.CURRENT_HP -= damage;
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//TODO -
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this.owner.animation.play("HURT",false);
console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left");
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// If health goes below 0, disable AI and fire enemyDied event
if (this.CURRENT_HP <= 0) {
this.owner.setAIActive(false, {});
this.owner.isCollidable = false;
this.owner.visible = false;
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if (this.healthBar) {
this.healthBar.destroy();
this.healthBar = undefined;
}
if (this.poisonStat) {
this.poisonStat.destroy();
this.poisonStat = undefined;
}
if (this.burnStat) {
this.burnStat.destroy();
this.burnStat = undefined;
}
if (this.bleedStat) {
this.bleedStat.destroy();
this.bleedStat = undefined;
}
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this.emitter.fireEvent(Player_Events.ENEMY_KILLED, {owner: this.owner.id, ai:this});
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}
}
//TODO - need to modify for side view
isPlayerVisible(pos: Vec2): Vec2{
//Check ifplayer is visible, taking into account walls
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// Get the new player location
let start = this.owner.position.clone();
let delta = pos.clone().sub(start);
// Iterate through the tilemap region until we find a collision
let minX = Math.min(start.x, pos.x);
let maxX = Math.max(start.x, pos.x);
let minY = Math.min(start.y, pos.y);
let maxY = Math.max(start.y, pos.y);
// Get the wall tilemap
let walls = this.tilemap
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let minIndex = walls.getColRowAt(new Vec2(minX, minY));
let maxIndex = walls.getColRowAt(new Vec2(maxX, maxY));
let tileSize = walls.getTileSize();
for (let col = minIndex.x; col <= maxIndex.x; col++) {
for (let row = minIndex.y; row <= maxIndex.y; row++) {
if (walls.isTileCollidable(col, row)) {
// Get the position of this tile
let tilePos = new Vec2(col * tileSize.x + tileSize.x / 2, row * tileSize.y + tileSize.y / 2);
// Create a collider for this tile
let collider = new AABB(tilePos, tileSize.scaled(1 / 2));
let hit = collider.intersectSegment(start, delta, Vec2.ZERO);
if (hit !== null && start.distanceSqTo(hit.pos) < start.distanceSqTo(pos)) {
// We hit a wall, we can't see the player
//console.log("player not visible")
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return null;
}
}
}
}
return pos;
}
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/**
* gets the position of the player
* @returns position of the player if visible, else null
*/
getPlayerPosition(): Vec2 {
return this.isPlayerVisible(this.player.position);
}
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update(deltaT: number){
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if (InputWrapper.getState() != GameState.GAMING) {
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this.owner.animation.pause();
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return;
}
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this.owner.animation.resume();
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super.update(deltaT);
if(this.burnTimer.isStopped() && this.burnCounter >0){
this.burnCounter --;
this.burnTimer.start();
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this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .2);
}
if(this.poisonTimer.isStopped() && this.poisonCounter >0){
this.poisonCounter --;
this.poisonTimer.start();
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this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .2);
}
if(this.bleedTimer.isStopped() && this.bleedCounter >0){
this.bleedCounter --;
this.bleedTimer.start();
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this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .08);
}
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if (this.healthBar) {
this.healthBar.position = this.owner.collisionShape.center.clone().add(new Vec2(0, -((<AABB>this.owner.collisionShape).hh+5)));
this.healthBar.fillWidth = this.CURRENT_HP/this.maxHealth * this.owner.collisionShape.hw * 3;
if (this.CURRENT_HP/this.maxHealth >= 2/3) {
this.healthBar.color = Color.GREEN;
}
else if (this.CURRENT_HP/this.maxHealth >= 1/3) {
this.healthBar.color = Color.YELLOW;
}
else {
this.healthBar.color = Color.RED;
}
}
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if (this.poisonStat) {
this.poisonStat.position = this.owner.collisionShape.center.clone().add(new Vec2(-((<AABB>this.owner.collisionShape).hw)*1.5+10, -((<AABB>this.owner.collisionShape).hh+15)));
this.poisonStat.visible = this.poisonCounter > 0;
}
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if (this.burnStat) {
this.burnStat.position = this.poisonStat.position.clone().add(new Vec2(15, 0));
this.burnStat.visible = this.burnCounter > 0;
}
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if (this.bleedStat) {
this.bleedStat.position = this.poisonStat.position.clone().add(new Vec2(30, 0));
this.bleedStat.visible = this.bleedCounter > 0;
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}
if (this.owner.position.y > this.tilemap.getDimensions().y * this.tilemap.getTileSize().y) {
this.CURRENT_HP = -1;
this.emitter.fireEvent(Player_Events.ENEMY_KILLED, {owner: this.owner.id, ai:this});
}
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}
}
export enum EnemyStates {
PATROL = "patrol",
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ALERT = "alert",
ATTACK = "attack"
}