fix: make EnemyAI StateMachineAI and fix patrol bug
This commit is contained in:
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7550a4381c
commit
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@ -1,12 +1,6 @@
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import GoapActionPlanner from "../../Wolfie2D/AI/GoapActionPlanner";
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import StateMachineAI from "../../Wolfie2D/AI/StateMachineAI";
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import StateMachineAI from "../../Wolfie2D/AI/StateMachineAI";
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import StateMachineGoapAI from "../../Wolfie2D/AI/StateMachineGoapAI";
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import GoapAction from "../../Wolfie2D/DataTypes/Interfaces/GoapAction";
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import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
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import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
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import Stack from "../../Wolfie2D/DataTypes/Stack";
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import State from "../../Wolfie2D/DataTypes/State/State";
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import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
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import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
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import GameEvent from "../../Wolfie2D/Events/GameEvent";
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import GameNode from "../../Wolfie2D/Nodes/GameNode";
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import GameNode from "../../Wolfie2D/Nodes/GameNode";
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import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
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import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
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import OrthogonalTilemap from "../../Wolfie2D/Nodes/Tilemaps/OrthogonalTilemap";
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import OrthogonalTilemap from "../../Wolfie2D/Nodes/Tilemaps/OrthogonalTilemap";
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@ -19,15 +13,13 @@ import { GameState, Statuses } from "../sword_enums";
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import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
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import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
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import MathUtils from "../../Wolfie2D/Utils/MathUtils";
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import { Player_Events } from "../sword_enums";
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import { Player_Events } from "../sword_enums";
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import InputWrapper from "../Tools/InputWrapper";
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import InputWrapper from "../Tools/InputWrapper";
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import Timer from "../../Wolfie2D/Timing/Timer";
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import Timer from "../../Wolfie2D/Timing/Timer";
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import PlayerController from "../Player/PlayerController";
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import PlayerController from "../Player/PlayerController";
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import Rect from "../../Wolfie2D/Nodes/Graphics/Rect";
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import Rect from "../../Wolfie2D/Nodes/Graphics/Rect";
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import Color from "../../Wolfie2D/Utils/Color";
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import Color from "../../Wolfie2D/Utils/Color";
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export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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export default class EnemyAI extends StateMachineAI implements BattlerAI {
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/** The owner of this AI */
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/** The owner of this AI */
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owner: AnimatedSprite;
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owner: AnimatedSprite;
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@ -52,9 +44,6 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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// The last known position of the player
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// The last known position of the player
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lastPlayerPos: Vec2;
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lastPlayerPos: Vec2;
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// Attack range
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inRange: number;
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// Path to player
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// Path to player
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//path: NavigationPath;
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//path: NavigationPath;
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@ -91,7 +80,8 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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//add states
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//add states
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// Patrol mode
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// Patrol mode
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this.addState(EnemyStates.DEFAULT, new Patrol(this, owner));
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this.addState(EnemyStates.PATROL, new Patrol(this, owner));
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// this.addState(EnemyStates.ALERT,)
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this.maxHealth = options.health;
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this.maxHealth = options.health;
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@ -101,22 +91,10 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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this.player = options.player;
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this.player = options.player;
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this.inRange = options.inRange;
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this.goal = options.goal;
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this.currentStatus = options.status;
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this.possibleActions = options.actions;
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this.plan = new Stack<GoapAction>();
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this.planner = new GoapActionPlanner();
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//TODO - get correct tilemap
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//TODO - get correct tilemap
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this.tilemap = <OrthogonalTilemap>this.owner.getScene().getLayer("Wall").getItems()[0];
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this.tilemap = <OrthogonalTilemap>this.owner.getScene().getLayer("Wall").getItems()[0];
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// Initialize to the default state
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// Initialize to the default state
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this.initialize(EnemyStates.DEFAULT);
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this.initialize(EnemyStates.PATROL);
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this.direction = 1; //default moving to the right
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this.direction = 1; //default moving to the right
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@ -131,8 +109,6 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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this.attackTimer = new Timer(2500);
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this.attackTimer = new Timer(2500);
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}
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}
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activate(options: Record<string, any>): void { }
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damage(damage: number): void {
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damage(damage: number): void {
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// enemy already dead, do not send new event
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// enemy already dead, do not send new event
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if (this.CURRENT_HP <= 0) {
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if (this.CURRENT_HP <= 0) {
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@ -144,11 +120,6 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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this.owner.animation.play("HURT",false);
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this.owner.animation.play("HURT",false);
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console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left");
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console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left");
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// If we're low enough, add Low Health status to enemy
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if (this.CURRENT_HP <= Math.floor(this.maxHealth/2)) {
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}
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// If health goes below 0, disable AI and fire enemyDied event
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// If health goes below 0, disable AI and fire enemyDied event
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if (this.CURRENT_HP <= 0) {
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if (this.CURRENT_HP <= 0) {
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this.owner.setAIActive(false, {});
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this.owner.setAIActive(false, {});
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@ -172,17 +143,10 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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}
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}
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this.emitter.fireEvent(Player_Events.ENEMY_KILLED, {owner: this.owner.id, ai:this});
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this.emitter.fireEvent(Player_Events.ENEMY_KILLED, {owner: this.owner.id, ai:this});
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if (Math.random() < 0.05) {
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// give buff maybe
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//this.emitter.fireEvent("giveBuff", { position: this.owner.position });
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}
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}
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}
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}
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}
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//TODO - need to modify for side view
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//TODO - need to modify for side view
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isPlayerVisible(pos: Vec2): Vec2{
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isPlayerVisible(pos: Vec2): Vec2{
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//Check ifplayer is visible, taking into account walls
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//Check ifplayer is visible, taking into account walls
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@ -235,12 +199,9 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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* @returns position of the player if visible, else null
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* @returns position of the player if visible, else null
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*/
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*/
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getPlayerPosition(): Vec2 {
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getPlayerPosition(): Vec2 {
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//TODO - check if player is visible
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return this.isPlayerVisible(this.player.position);
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if(this.isPlayerVisible(this.player.position))
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return this.player.position;
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else
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return null;
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}
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}
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update(deltaT: number){
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update(deltaT: number){
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if (InputWrapper.getState() != GameState.GAMING) {
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if (InputWrapper.getState() != GameState.GAMING) {
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this.owner.animation.pause();
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this.owner.animation.pause();
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@ -249,22 +210,6 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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this.owner.animation.resume();
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this.owner.animation.resume();
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super.update(deltaT);
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super.update(deltaT);
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// 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
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/*
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if (this.plan.isEmpty()) {
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//get a new plan
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if(this.possibleActions === undefined){
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console.log("undefined possiblse actions");
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}
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if(this.currentState === undefined){
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console.log("undefined current status");
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}
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this.plan = this.planner.plan(Statuses.REACHED_GOAL, this.possibleActions, this.currentStatus, null);
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}
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*/
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//TODO
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if(this.burnTimer.isStopped() && this.burnCounter >0){
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if(this.burnTimer.isStopped() && this.burnCounter >0){
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this.burnCounter --;
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this.burnCounter --;
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this.burnTimer.start();
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this.burnTimer.start();
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@ -281,10 +226,6 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .08);
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this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .08);
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}
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}
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if (this.healthBar) {
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if (this.healthBar) {
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this.healthBar.position = this.owner.collisionShape.center.clone().add(new Vec2(0, -((<AABB>this.owner.collisionShape).hh+5)));
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this.healthBar.position = this.owner.collisionShape.center.clone().add(new Vec2(0, -((<AABB>this.owner.collisionShape).hh+5)));
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this.healthBar.fillWidth = this.CURRENT_HP/this.maxHealth * this.owner.collisionShape.hw * 3;
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this.healthBar.fillWidth = this.CURRENT_HP/this.maxHealth * this.owner.collisionShape.hw * 3;
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@ -314,7 +255,7 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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}
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}
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export enum EnemyStates {
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export enum EnemyStates {
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DEFAULT = "default",
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PATROL = "patrol",
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ALERT = "alert",
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ALERT = "alert",
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PREVIOUS = "previous"
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ATTACK = "attack"
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}
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}
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@ -1,47 +0,0 @@
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import StateMachineGoapAI from "../../../Wolfie2D/AI/StateMachineGoapAI";
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import GoapAction from "../../../Wolfie2D/DataTypes/Interfaces/GoapAction";
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import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
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import Emitter from "../../../Wolfie2D/Events/Emitter";
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import GameNode from "../../../Wolfie2D/Nodes/GameNode";
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import EnemyAI from "../EnemyAI";
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export default class AttackAction extends GoapAction {
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protected emitter: Emitter;
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constructor(cost: number, preconditions: Array<string>, effects: Array<string>, options?: Record<string, any>) {
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super();
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this.cost = cost;
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this.preconditions = preconditions;
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this.effects = effects;
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}
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performAction(statuses: Array<string>, actor: StateMachineGoapAI, deltaT: number, target?: StateMachineGoapAI): Array<string> {
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//Check if preconditions are met for this action to be performed
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if (this.checkPreconditions(statuses)){
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let enemy = <EnemyAI>actor;
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//If the player is out of sight, don't bother attacking
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if (enemy.getPlayerPosition() == null){
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return null;
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}
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//Randomize attack direction, gives the enemy gun users stormtrooper aim
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let dir = enemy.getPlayerPosition().clone().sub(enemy.owner.position).normalize();
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dir.rotateCCW(Math.PI / 4 * Math.random() - Math.PI/8);
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if(enemy.weapon.use(enemy.owner, "enemy", dir)){
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// If we fired, face that direction
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enemy.owner.rotation = Vec2.UP.angleToCCW(dir);
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}
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return this.effects;
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}
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return null;
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}
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updateCost(options: Record<string, number>): void {}
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toString(): string {
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return "(AttackAction)";
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}
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}
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import StateMachineGoapAI from "../../../Wolfie2D/AI/StateMachineGoapAI";
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import GoapAction from "../../../Wolfie2D/DataTypes/Interfaces/GoapAction";
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import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
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import Emitter from "../../../Wolfie2D/Events/Emitter";
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import NavigationPath from "../../../Wolfie2D/Pathfinding/NavigationPath";
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import EnemyAI from "../EnemyAI";
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export default class Move extends GoapAction {
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private inRange: number;
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private path: NavigationPath;
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protected emitter: Emitter;
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constructor(cost: number, preconditions: Array<string>, effects: Array<string>, options?: Record<string, any>) {
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super();
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this.cost = cost;
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this.preconditions = preconditions;
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this.effects = effects;
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this.loopAction = true;
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this.inRange = options.inRange;
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}
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performAction(statuses: Array<string>, actor: StateMachineGoapAI, deltaT: number, target?: StateMachineGoapAI): Array<string> {
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if (this.checkPreconditions(statuses)){
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//Check distance from player
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let enemy = <EnemyAI>actor;
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let playerPos = enemy.lastPlayerPos;
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let distance = enemy.owner.position.distanceTo(playerPos);
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//If close enough, we've moved far enough and this loop action is done
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if (distance <= this.inRange){
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return this.effects;
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}
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//Otherwise move
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return null;
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}
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return this.effects;
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}
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updateCost(options: Record<string, number>): void {}
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toString(): string {
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return "(Move)";
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}
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}
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import AABB from "../../../Wolfie2D/DataTypes/Shapes/AABB";
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import State from "../../../Wolfie2D/DataTypes/State/State";
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import State from "../../../Wolfie2D/DataTypes/State/State";
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import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
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import GameEvent from "../../../Wolfie2D/Events/GameEvent";
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import GameNode from "../../../Wolfie2D/Nodes/GameNode";
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import GameNode from "../../../Wolfie2D/Nodes/GameNode";
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import EnemyAI from "../EnemyAI";
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import EnemyAI from "../EnemyAI";
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export default abstract class EnemyState extends State {
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export default abstract class EnemyState extends State {
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protected parent: EnemyAI;
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protected parent: EnemyAI;
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protected owner: GameNode;
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protected owner: GameNode;
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gravity: number = 1500; //TODO - can change later
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gravity: number = 1500; //TODO - can change later
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constructor(parent: EnemyAI, owner: GameNode){
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constructor(parent: EnemyAI, owner: GameNode) {
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super(parent);
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super(parent);
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this.owner = owner;
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this.owner = owner;
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}
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}
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handleInput(event: GameEvent): void { }
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canWalk() {
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update(deltaT: number): void {
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let collision = <AABB>this.owner.collisionShape;
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// Do gravity
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let colrow = this.parent.tilemap.getColRowAt(collision.center.clone().add(new Vec2(this.parent.direction * (collision.hw+2))));
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this.parent.velocity.y += this.gravity*deltaT;
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return !this.parent.tilemap.isTileCollidable(colrow.x, colrow.y) && this.parent.tilemap.isTileCollidable(colrow.x,colrow.y+1);
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}
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}
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update(deltaT: number): void {
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// Do gravity
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this.parent.velocity.y += this.gravity * deltaT;
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this.owner.move(this.parent.velocity.scaled(deltaT));
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}
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}
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}
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@ -8,63 +8,27 @@ import EnemyState from "./EnemyState";
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import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
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import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
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import MathUtils from "../../../Wolfie2D/Utils/MathUtils";
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import MathUtils from "../../../Wolfie2D/Utils/MathUtils";
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import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
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import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
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import AABB from "../../../Wolfie2D/DataTypes/Shapes/AABB";
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export default class Patrol extends EnemyState {
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export default class Patrol extends EnemyState {
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// A return object for exiting this state
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protected retObj: Record<string, any>;
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constructor(parent: EnemyAI, owner: GameNode){
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super(parent, owner);
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}
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onEnter(options: Record<string, any>): void {
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onEnter(options: Record<string, any>): void {
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//this.currentPath = this.getNextPath();
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(<AnimatedSprite>this.owner).animation.playIfNotAlready("IDLE", true);
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//if(!(<AnimatedSprite>this.owner).animation.isPlaying("DYING")){
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//(<AnimatedSprite>this.owner).animation.queue("IDLE", true);
|
|
||||||
//}
|
|
||||||
//else{
|
|
||||||
(<AnimatedSprite>this.owner).animation.playIfNotAlready("IDLE", true);
|
|
||||||
//}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
handleInput(event: GameEvent): void { }
|
|
||||||
|
|
||||||
update(deltaT: number): void {
|
update(deltaT: number): void {
|
||||||
super.update(deltaT);
|
if(!this.canWalk()){
|
||||||
|
this.parent.direction *= -1;
|
||||||
//no goap rn, just adding some moving
|
|
||||||
let colrow = this.parent.tilemap.getColRowAt(this.owner.position.clone());
|
|
||||||
|
|
||||||
//check if next tile on walking path is collidable
|
|
||||||
if(this.parent.tilemap.isTileCollidable(colrow.x+this.parent.direction,colrow.y) || this.parent.tilemap.isTileCollidable(colrow.x+this.parent.direction,colrow.y-1)){
|
|
||||||
//turn around
|
|
||||||
this.parent.direction *= -1;
|
|
||||||
}
|
|
||||||
//check if next ground tile is collidable
|
|
||||||
else if(!this.parent.tilemap.isTileCollidable(colrow.x+this.parent.direction,colrow.y+1)){
|
|
||||||
//turn around
|
|
||||||
this.parent.direction *=-1;
|
|
||||||
}
|
|
||||||
else{
|
|
||||||
//keep moving
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//move
|
//move
|
||||||
this.parent.velocity.x = this.parent.direction * this.parent.speed;
|
this.parent.velocity.x = this.parent.direction * this.parent.speed;
|
||||||
(<Sprite>this.owner).invertX = this.parent.direction ==1? true: false ;
|
(<Sprite>this.owner).invertX = this.parent.direction === 1 ? true : false ;
|
||||||
|
|
||||||
//move this elsewhere later
|
super.update(deltaT);
|
||||||
this.owner.move(this.parent.velocity.scaled(deltaT));
|
|
||||||
//console.log("enemy moving");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
onExit(): Record<string, any> {
|
onExit(): Record<string, any> {
|
||||||
return this.retObj;
|
(<AnimatedSprite>this.owner).animation.stop();
|
||||||
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
|
@ -34,8 +34,6 @@ import Story from "../Tools/DataTypes/Story";
|
||||||
import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
|
import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
|
||||||
import TextInput from "../../Wolfie2D/Nodes/UIElements/TextInput";
|
import TextInput from "../../Wolfie2D/Nodes/UIElements/TextInput";
|
||||||
import { TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData";
|
import { TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData";
|
||||||
import AttackAction from "../AI/EnemyActions/AttackAction";
|
|
||||||
import Move from "../AI/EnemyActions/Move";
|
|
||||||
import GameOver from "./GameOver";
|
import GameOver from "./GameOver";
|
||||||
import Porcelain from "./Porcelain";
|
import Porcelain from "./Porcelain";
|
||||||
import Tutorial from "./Tutorial";
|
import Tutorial from "./Tutorial";
|
||||||
|
@ -867,19 +865,7 @@ export default class GameLevel extends Scene {
|
||||||
(<EnemyAI>enemy._ai).bleedStat.scale.set(1, 1);
|
(<EnemyAI>enemy._ai).bleedStat.scale.set(1, 1);
|
||||||
enemy.setGroup("Enemy");
|
enemy.setGroup("Enemy");
|
||||||
enemy.setTrigger("player", Player_Events.PLAYER_COLLIDE, null);
|
enemy.setTrigger("player", Player_Events.PLAYER_COLLIDE, null);
|
||||||
let actionsDefault = [new AttackAction(3, [Statuses.IN_RANGE], [Statuses.REACHED_GOAL]),
|
|
||||||
new Move(2, [], [Statuses.IN_RANGE], {inRange: 60}),
|
|
||||||
];
|
|
||||||
|
|
||||||
let statusArray : Array<string> = [Statuses.CAN_RETREAT, Statuses.CAN_BERSERK];
|
|
||||||
|
|
||||||
//TODO - not working correctly
|
|
||||||
if ( "status" !in aiOptions ){
|
|
||||||
aiOptions["status"] = statusArray;
|
|
||||||
}
|
|
||||||
if( "actions" !in aiOptions){
|
|
||||||
aiOptions["actions"] = actionsDefault;
|
|
||||||
}
|
|
||||||
//add enemy to the enemy array
|
//add enemy to the enemy array
|
||||||
this.enemies.push(enemy);
|
this.enemies.push(enemy);
|
||||||
//this.battleManager.setEnemies(this.enemies.map(enemy => <BattlerAI>enemy._ai));
|
//this.battleManager.setEnemies(this.enemies.map(enemy => <BattlerAI>enemy._ai));
|
||||||
|
@ -889,34 +875,13 @@ export default class GameLevel extends Scene {
|
||||||
|
|
||||||
//TODO - give each enemy unique weapon
|
//TODO - give each enemy unique weapon
|
||||||
protected initializeEnemies( enemies: Enemy[]){
|
protected initializeEnemies( enemies: Enemy[]){
|
||||||
let actionsDefault = [new AttackAction(3, [Statuses.IN_RANGE], [Statuses.REACHED_GOAL]),
|
|
||||||
new Move(2, [], [Statuses.IN_RANGE], {inRange: 60}),
|
|
||||||
];
|
|
||||||
|
|
||||||
let statusArray : Array<string> = [Statuses.CAN_RETREAT, Statuses.CAN_BERSERK];
|
|
||||||
|
|
||||||
for (let enemy of enemies) {
|
for (let enemy of enemies) {
|
||||||
switch (enemy.type) {
|
switch (enemy.type) {
|
||||||
case "test_dummy":
|
|
||||||
this.addEnemy("test_dummy", enemy.position.scale(32), {
|
|
||||||
player: this.player,
|
|
||||||
health: 100,
|
|
||||||
tilemap: "Main",
|
|
||||||
actions: actionsDefault,
|
|
||||||
status: statusArray,
|
|
||||||
goal: Statuses.REACHED_GOAL,
|
|
||||||
//size: new AABB(Vec2.ZERO, new Vec2(16, 25)),
|
|
||||||
exp: 100,
|
|
||||||
weapon : this.createWeapon("knife")
|
|
||||||
})
|
|
||||||
break;
|
|
||||||
case "Snake": //Snake enemies drop from sky("trees")? or could just be very abundant
|
case "Snake": //Snake enemies drop from sky("trees")? or could just be very abundant
|
||||||
this.addEnemy("Snake", enemy.position.scale(32), {
|
this.addEnemy("Snake", enemy.position.scale(32), {
|
||||||
player: this.player,
|
player: this.player,
|
||||||
health: 50,
|
health: 50,
|
||||||
tilemap: "Main",
|
tilemap: "Main",
|
||||||
actions: actionsDefault,
|
|
||||||
status: statusArray,
|
|
||||||
goal: Statuses.REACHED_GOAL,
|
goal: Statuses.REACHED_GOAL,
|
||||||
size: new Vec2(14,10),
|
size: new Vec2(14,10),
|
||||||
offset : new Vec2(0, 22),
|
offset : new Vec2(0, 22),
|
||||||
|
@ -929,11 +894,8 @@ export default class GameLevel extends Scene {
|
||||||
player: this.player,
|
player: this.player,
|
||||||
health: 200,
|
health: 200,
|
||||||
tilemap: "Main",
|
tilemap: "Main",
|
||||||
goal: Statuses.REACHED_GOAL,
|
|
||||||
exp: 100,
|
exp: 100,
|
||||||
weapon : this.createWeapon("knife"),
|
weapon : this.createWeapon("knife"),
|
||||||
actions: actionsDefault,
|
|
||||||
status: statusArray,
|
|
||||||
})
|
})
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -943,11 +905,8 @@ export default class GameLevel extends Scene {
|
||||||
health: 200,
|
health: 200,
|
||||||
tilemap: "Main",
|
tilemap: "Main",
|
||||||
//actions:actions,
|
//actions:actions,
|
||||||
goal: Statuses.REACHED_GOAL,
|
|
||||||
exp: 50,
|
exp: 50,
|
||||||
weapon : this.createWeapon("knife"),
|
weapon : this.createWeapon("knife"),
|
||||||
actions: actionsDefault,
|
|
||||||
status: statusArray,
|
|
||||||
})
|
})
|
||||||
break;
|
break;
|
||||||
case "black_pudding":
|
case "black_pudding":
|
||||||
|
@ -956,14 +915,11 @@ export default class GameLevel extends Scene {
|
||||||
health: 200,
|
health: 200,
|
||||||
tilemap: "Main",
|
tilemap: "Main",
|
||||||
//actions:actions,
|
//actions:actions,
|
||||||
goal: Statuses.REACHED_GOAL,
|
|
||||||
scale: .25,
|
scale: .25,
|
||||||
size: new Vec2(16,10),
|
size: new Vec2(16,10),
|
||||||
offset : new Vec2(0,6),
|
offset : new Vec2(0,6),
|
||||||
exp: 50,
|
exp: 50,
|
||||||
weapon : this.createWeapon("knife"),
|
weapon : this.createWeapon("knife"),
|
||||||
actions: actionsDefault,
|
|
||||||
status: statusArray,
|
|
||||||
})
|
})
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
|
|
|
@ -11,8 +11,6 @@ import { Statuses } from "../sword_enums";
|
||||||
import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
|
import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
|
||||||
import EnemyAI from "../AI/EnemyAI";
|
import EnemyAI from "../AI/EnemyAI";
|
||||||
import BattlerAI from "../AI/BattlerAI";
|
import BattlerAI from "../AI/BattlerAI";
|
||||||
import AttackAction from "../AI/EnemyActions/AttackAction";
|
|
||||||
import Move from "../AI/EnemyActions/Move";
|
|
||||||
import Porcelain from "./Porcelain";
|
import Porcelain from "./Porcelain";
|
||||||
import MainMenu from "./MainMenu";
|
import MainMenu from "./MainMenu";
|
||||||
|
|
||||||
|
@ -45,13 +43,9 @@ export default class Tutorial extends GameLevel {
|
||||||
player: this.player,
|
player: this.player,
|
||||||
health: 50,
|
health: 50,
|
||||||
tilemap: "Main",
|
tilemap: "Main",
|
||||||
goal: Statuses.REACHED_GOAL,
|
|
||||||
size: new Vec2(14,10),
|
size: new Vec2(14,10),
|
||||||
offset : new Vec2(0, 22),
|
offset : new Vec2(0, 22),
|
||||||
exp: 50,
|
exp: 50,
|
||||||
actions: [new AttackAction(3, [Statuses.IN_RANGE], [Statuses.REACHED_GOAL]),
|
|
||||||
new Move(2, [], [Statuses.IN_RANGE], {inRange: 60})],
|
|
||||||
status : [Statuses.CAN_RETREAT, Statuses.CAN_BERSERK],
|
|
||||||
weapon : this.createWeapon("knife")
|
weapon : this.createWeapon("knife")
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue
Block a user