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";
|
2022-04-10 21:32:22 -04:00
|
|
|
|
|
|
|
import { Player_Events } from "../sword_enums";
|
2022-04-10 18:58:09 -04:00
|
|
|
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;
|
2022-04-10 21:32:22 -04:00
|
|
|
//TODO -
|
|
|
|
this.owner.animation.play("HURT");
|
|
|
|
console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left");
|
2022-04-10 18:58:09 -04:00
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
2022-04-10 21:32:22 -04:00
|
|
|
this.emitter.fireEvent(Player_Events.ENEMY_KILLED, {owner: this.owner.id, ai:this});
|
2022-04-10 18:58:09 -04:00
|
|
|
|
|
|
|
|
|
|
|
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"
|
|
|
|
}
|