ShatteredSword/src/shattered_sword/AI/EnemyAI.ts

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2022-04-10 18:58:09 -04:00
import GoapActionPlanner from "../../Wolfie2D/AI/GoapActionPlanner";
import StateMachineAI from "../../Wolfie2D/AI/StateMachineAI";
import StateMachineGoapAI from "../../Wolfie2D/AI/StateMachineGoapAI";
import GoapAction from "../../Wolfie2D/DataTypes/Interfaces/GoapAction";
import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
import Stack from "../../Wolfie2D/DataTypes/Stack";
import State from "../../Wolfie2D/DataTypes/State/State";
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import GameEvent from "../../Wolfie2D/Events/GameEvent";
import GameNode from "../../Wolfie2D/Nodes/GameNode";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import OrthogonalTilemap from "../../Wolfie2D/Nodes/Tilemaps/OrthogonalTilemap";
import NavigationPath from "../../Wolfie2D/Pathfinding/NavigationPath";
import Weapon from "../GameSystems/items/Weapon";
import BattlerAI from "./BattlerAI";
import Patrol from "./EnemyStates/Patrol";
import { Statuses } from "../sword_enums";
import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
import MathUtils from "../../Wolfie2D/Utils/MathUtils";
export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
/** 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;
/** The weapon this AI has */
weapon: Weapon;
/** A reference to the player object */
player: GameNode;
// The current known position of the player
playerPos: Vec2;
// The last known position of the player
lastPlayerPos: Vec2;
// Attack range
inRange: number;
// Path to player
//path: NavigationPath;
// Path away from player
retreatPath: NavigationPath;
tilemap: OrthogonalTilemap;
velocity: Vec2 = Vec2.ZERO;
direction: number; //1 for right, -1 for left
initializeAI(owner: AnimatedSprite, options: Record<string, any>): void {
this.owner = owner;
//add states
// Patrol mode
this.addState(EnemyStates.DEFAULT, new Patrol(this, owner));
this.maxHealth = options.health;
this.CURRENT_HP = options.health;
this.weapon = options.weapon;
this.player = options.player;
this.inRange = options.inRange;
this.goal = options.goal;
this.currentStatus = options.status;
this.possibleActions = options.actions;
this.plan = new Stack<GoapAction>();
this.planner = new GoapActionPlanner();
//TODO - get correct tilemap
//this.tilemap = this.owner.getScene().getTilemap(options.tilemap) as OrthogonalTilemap;
this.tilemap = <OrthogonalTilemap>this.owner.getScene().getLayer("Wall").getItems()[0];
//this.tilemap = <OrthogonalTilemap>this.owner.getScene().getTilemap("Main");
// Initialize to the default state
this.initialize(EnemyStates.DEFAULT);
//this.getPlayerPosition();
this.direction = 1; //default moving to the right
}
activate(options: Record<string, any>): void { }
damage(damage: number): void {
this.CURRENT_HP -= damage;
// If we're low enough, add Low Health status to enemy
if (this.CURRENT_HP <= Math.floor(this.maxHealth/2)) {
}
// 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;
this.emitter.fireEvent("enemyDied", {enemy: this.owner})
if (Math.random() < 0.05) {
// give buff maybe
//this.emitter.fireEvent("giveBuff", { position: this.owner.position });
}
}
}
//TODO - need to modify for side view
/*
isPlayerVisible(pos: Vec2): Vec2{
//Check if one player is visible, taking into account walls
// 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 = <OrthogonalTilemap>this.owner.getScene().getLayer("Wall").getItems()[0];
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
return null;
}
}
}
}
return pos;
}
*/
update(deltaT: number){
super.update(deltaT);
// This is the plan that is executed in the Active state, so whenever we don't have a plan, acquire a new one given the current statuses the enemy has
/*
if (this.plan.isEmpty()) {
//get a new plan
this.plan = this.planner.plan(Statuses.REACHED_GOAL, this.possibleActions, this.currentStatus, null);
}
*/
}
}
export enum EnemyStates {
DEFAULT = "default",
ALERT = "alert",
PREVIOUS = "previous"
}