fix: make EnemyAI StateMachineAI and fix patrol bug
This commit is contained in:
parent
7550a4381c
commit
7c63a7957b
|
@ -1,12 +1,6 @@
|
|||
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";
|
||||
|
@ -19,15 +13,13 @@ import { GameState, Statuses } from "../sword_enums";
|
|||
|
||||
import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
|
||||
|
||||
import MathUtils from "../../Wolfie2D/Utils/MathUtils";
|
||||
|
||||
import { Player_Events } from "../sword_enums";
|
||||
import InputWrapper from "../Tools/InputWrapper";
|
||||
import Timer from "../../Wolfie2D/Timing/Timer";
|
||||
import PlayerController from "../Player/PlayerController";
|
||||
import Rect from "../../Wolfie2D/Nodes/Graphics/Rect";
|
||||
import Color from "../../Wolfie2D/Utils/Color";
|
||||
export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
|
||||
export default class EnemyAI extends StateMachineAI implements BattlerAI {
|
||||
/** The owner of this AI */
|
||||
owner: AnimatedSprite;
|
||||
|
||||
|
@ -52,9 +44,6 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
|
|||
// The last known position of the player
|
||||
lastPlayerPos: Vec2;
|
||||
|
||||
// Attack range
|
||||
inRange: number;
|
||||
|
||||
// Path to player
|
||||
//path: NavigationPath;
|
||||
|
||||
|
@ -91,7 +80,8 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
|
|||
|
||||
//add states
|
||||
// Patrol mode
|
||||
this.addState(EnemyStates.DEFAULT, new Patrol(this, owner));
|
||||
this.addState(EnemyStates.PATROL, new Patrol(this, owner));
|
||||
// this.addState(EnemyStates.ALERT,)
|
||||
|
||||
this.maxHealth = options.health;
|
||||
|
||||
|
@ -101,22 +91,10 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
|
|||
|
||||
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 = <OrthogonalTilemap>this.owner.getScene().getLayer("Wall").getItems()[0];
|
||||
// Initialize to the default state
|
||||
this.initialize(EnemyStates.DEFAULT);
|
||||
this.initialize(EnemyStates.PATROL);
|
||||
|
||||
this.direction = 1; //default moving to the right
|
||||
|
||||
|
@ -131,8 +109,6 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
|
|||
this.attackTimer = new Timer(2500);
|
||||
}
|
||||
|
||||
activate(options: Record<string, any>): void { }
|
||||
|
||||
damage(damage: number): void {
|
||||
// enemy already dead, do not send new event
|
||||
if (this.CURRENT_HP <= 0) {
|
||||
|
@ -144,11 +120,6 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
|
|||
this.owner.animation.play("HURT",false);
|
||||
console.log(damage +" damage taken, "+this.CURRENT_HP+" hp left");
|
||||
|
||||
// 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, {});
|
||||
|
@ -172,17 +143,10 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
|
|||
}
|
||||
|
||||
this.emitter.fireEvent(Player_Events.ENEMY_KILLED, {owner: this.owner.id, ai:this});
|
||||
|
||||
|
||||
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 ifplayer is visible, taking into account walls
|
||||
|
||||
|
@ -235,12 +199,9 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
|
|||
* @returns position of the player if visible, else null
|
||||
*/
|
||||
getPlayerPosition(): Vec2 {
|
||||
//TODO - check if player is visible
|
||||
if(this.isPlayerVisible(this.player.position))
|
||||
return this.player.position;
|
||||
else
|
||||
return null;
|
||||
return this.isPlayerVisible(this.player.position);
|
||||
}
|
||||
|
||||
update(deltaT: number){
|
||||
if (InputWrapper.getState() != GameState.GAMING) {
|
||||
this.owner.animation.pause();
|
||||
|
@ -249,22 +210,6 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
|
|||
this.owner.animation.resume();
|
||||
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
|
||||
if(this.possibleActions === undefined){
|
||||
console.log("undefined possiblse actions");
|
||||
}
|
||||
|
||||
if(this.currentState === undefined){
|
||||
console.log("undefined current status");
|
||||
}
|
||||
this.plan = this.planner.plan(Statuses.REACHED_GOAL, this.possibleActions, this.currentStatus, null);
|
||||
}
|
||||
*/
|
||||
|
||||
//TODO
|
||||
if(this.burnTimer.isStopped() && this.burnCounter >0){
|
||||
this.burnCounter --;
|
||||
this.burnTimer.start();
|
||||
|
@ -281,10 +226,6 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
|
|||
this.damage(5 + (<PlayerController>this.player._ai).extraDotDmg + (<PlayerController>this.player._ai).CURRENT_ATK * .08);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
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;
|
||||
|
@ -314,7 +255,7 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
|
|||
}
|
||||
|
||||
export enum EnemyStates {
|
||||
DEFAULT = "default",
|
||||
PATROL = "patrol",
|
||||
ALERT = "alert",
|
||||
PREVIOUS = "previous"
|
||||
ATTACK = "attack"
|
||||
}
|
|
@ -1,47 +0,0 @@
|
|||
import StateMachineGoapAI from "../../../Wolfie2D/AI/StateMachineGoapAI";
|
||||
import GoapAction from "../../../Wolfie2D/DataTypes/Interfaces/GoapAction";
|
||||
import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
|
||||
import Emitter from "../../../Wolfie2D/Events/Emitter";
|
||||
import GameNode from "../../../Wolfie2D/Nodes/GameNode";
|
||||
import EnemyAI from "../EnemyAI";
|
||||
|
||||
export default class AttackAction extends GoapAction {
|
||||
protected emitter: Emitter;
|
||||
|
||||
constructor(cost: number, preconditions: Array<string>, effects: Array<string>, options?: Record<string, any>) {
|
||||
super();
|
||||
this.cost = cost;
|
||||
this.preconditions = preconditions;
|
||||
this.effects = effects;
|
||||
}
|
||||
|
||||
performAction(statuses: Array<string>, actor: StateMachineGoapAI, deltaT: number, target?: StateMachineGoapAI): Array<string> {
|
||||
//Check if preconditions are met for this action to be performed
|
||||
if (this.checkPreconditions(statuses)){
|
||||
let enemy = <EnemyAI>actor;
|
||||
|
||||
//If the player is out of sight, don't bother attacking
|
||||
if (enemy.getPlayerPosition() == null){
|
||||
return null;
|
||||
}
|
||||
|
||||
//Randomize attack direction, gives the enemy gun users stormtrooper aim
|
||||
let dir = enemy.getPlayerPosition().clone().sub(enemy.owner.position).normalize();
|
||||
dir.rotateCCW(Math.PI / 4 * Math.random() - Math.PI/8);
|
||||
if(enemy.weapon.use(enemy.owner, "enemy", dir)){
|
||||
// If we fired, face that direction
|
||||
enemy.owner.rotation = Vec2.UP.angleToCCW(dir);
|
||||
}
|
||||
|
||||
return this.effects;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
updateCost(options: Record<string, number>): void {}
|
||||
|
||||
toString(): string {
|
||||
return "(AttackAction)";
|
||||
}
|
||||
|
||||
}
|
|
@ -1,47 +0,0 @@
|
|||
import StateMachineGoapAI from "../../../Wolfie2D/AI/StateMachineGoapAI";
|
||||
import GoapAction from "../../../Wolfie2D/DataTypes/Interfaces/GoapAction";
|
||||
import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
|
||||
import Emitter from "../../../Wolfie2D/Events/Emitter";
|
||||
import NavigationPath from "../../../Wolfie2D/Pathfinding/NavigationPath";
|
||||
import EnemyAI from "../EnemyAI";
|
||||
|
||||
export default class Move extends GoapAction {
|
||||
private inRange: number;
|
||||
|
||||
private path: NavigationPath;
|
||||
protected emitter: Emitter;
|
||||
|
||||
constructor(cost: number, preconditions: Array<string>, effects: Array<string>, options?: Record<string, any>) {
|
||||
super();
|
||||
this.cost = cost;
|
||||
this.preconditions = preconditions;
|
||||
this.effects = effects;
|
||||
this.loopAction = true;
|
||||
this.inRange = options.inRange;
|
||||
}
|
||||
|
||||
performAction(statuses: Array<string>, actor: StateMachineGoapAI, deltaT: number, target?: StateMachineGoapAI): Array<string> {
|
||||
if (this.checkPreconditions(statuses)){
|
||||
//Check distance from player
|
||||
let enemy = <EnemyAI>actor;
|
||||
let playerPos = enemy.lastPlayerPos;
|
||||
let distance = enemy.owner.position.distanceTo(playerPos);
|
||||
|
||||
//If close enough, we've moved far enough and this loop action is done
|
||||
if (distance <= this.inRange){
|
||||
return this.effects;
|
||||
}
|
||||
|
||||
//Otherwise move
|
||||
return null;
|
||||
}
|
||||
return this.effects;
|
||||
}
|
||||
|
||||
updateCost(options: Record<string, number>): void {}
|
||||
|
||||
toString(): string {
|
||||
return "(Move)";
|
||||
}
|
||||
|
||||
}
|
|
@ -1,4 +1,7 @@
|
|||
import AABB from "../../../Wolfie2D/DataTypes/Shapes/AABB";
|
||||
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 EnemyAI from "../EnemyAI";
|
||||
|
||||
|
@ -12,12 +15,18 @@ export default abstract class EnemyState extends State {
|
|||
this.owner = owner;
|
||||
}
|
||||
|
||||
handleInput(event: GameEvent): void { }
|
||||
|
||||
canWalk() {
|
||||
let collision = <AABB>this.owner.collisionShape;
|
||||
let colrow = this.parent.tilemap.getColRowAt(collision.center.clone().add(new Vec2(this.parent.direction * (collision.hw+2))));
|
||||
return !this.parent.tilemap.isTileCollidable(colrow.x, colrow.y) && this.parent.tilemap.isTileCollidable(colrow.x,colrow.y+1);
|
||||
}
|
||||
|
||||
update(deltaT: number): void {
|
||||
// Do gravity
|
||||
this.parent.velocity.y += this.gravity * deltaT;
|
||||
}
|
||||
|
||||
this.owner.move(this.parent.velocity.scaled(deltaT));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -8,63 +8,27 @@ import EnemyState from "./EnemyState";
|
|||
import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
|
||||
import MathUtils from "../../../Wolfie2D/Utils/MathUtils";
|
||||
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
|
||||
import AABB from "../../../Wolfie2D/DataTypes/Shapes/AABB";
|
||||
|
||||
export default class Patrol extends EnemyState {
|
||||
|
||||
|
||||
|
||||
// A return object for exiting this state
|
||||
protected retObj: Record<string, any>;
|
||||
|
||||
constructor(parent: EnemyAI, owner: GameNode){
|
||||
super(parent, owner);
|
||||
|
||||
}
|
||||
|
||||
onEnter(options: Record<string, any>): void {
|
||||
//this.currentPath = this.getNextPath();
|
||||
//if(!(<AnimatedSprite>this.owner).animation.isPlaying("DYING")){
|
||||
//(<AnimatedSprite>this.owner).animation.queue("IDLE", true);
|
||||
//}
|
||||
//else{
|
||||
(<AnimatedSprite>this.owner).animation.playIfNotAlready("IDLE", true);
|
||||
//}
|
||||
}
|
||||
|
||||
handleInput(event: GameEvent): void { }
|
||||
|
||||
update(deltaT: number): void {
|
||||
super.update(deltaT);
|
||||
|
||||
//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
|
||||
if(!this.canWalk()){
|
||||
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
|
||||
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
|
||||
this.owner.move(this.parent.velocity.scaled(deltaT));
|
||||
//console.log("enemy moving");
|
||||
super.update(deltaT);
|
||||
}
|
||||
|
||||
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 TextInput from "../../Wolfie2D/Nodes/UIElements/TextInput";
|
||||
import { TiledTilemapData } from "../../Wolfie2D/DataTypes/Tilesets/TiledData";
|
||||
import AttackAction from "../AI/EnemyActions/AttackAction";
|
||||
import Move from "../AI/EnemyActions/Move";
|
||||
import GameOver from "./GameOver";
|
||||
import Porcelain from "./Porcelain";
|
||||
import Tutorial from "./Tutorial";
|
||||
|
@ -867,19 +865,7 @@ export default class GameLevel extends Scene {
|
|||
(<EnemyAI>enemy._ai).bleedStat.scale.set(1, 1);
|
||||
enemy.setGroup("Enemy");
|
||||
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
|
||||
this.enemies.push(enemy);
|
||||
//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
|
||||
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) {
|
||||
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
|
||||
this.addEnemy("Snake", enemy.position.scale(32), {
|
||||
player: this.player,
|
||||
health: 50,
|
||||
tilemap: "Main",
|
||||
actions: actionsDefault,
|
||||
status: statusArray,
|
||||
goal: Statuses.REACHED_GOAL,
|
||||
size: new Vec2(14,10),
|
||||
offset : new Vec2(0, 22),
|
||||
|
@ -929,11 +894,8 @@ export default class GameLevel extends Scene {
|
|||
player: this.player,
|
||||
health: 200,
|
||||
tilemap: "Main",
|
||||
goal: Statuses.REACHED_GOAL,
|
||||
exp: 100,
|
||||
weapon : this.createWeapon("knife"),
|
||||
actions: actionsDefault,
|
||||
status: statusArray,
|
||||
})
|
||||
break;
|
||||
|
||||
|
@ -943,11 +905,8 @@ export default class GameLevel extends Scene {
|
|||
health: 200,
|
||||
tilemap: "Main",
|
||||
//actions:actions,
|
||||
goal: Statuses.REACHED_GOAL,
|
||||
exp: 50,
|
||||
weapon : this.createWeapon("knife"),
|
||||
actions: actionsDefault,
|
||||
status: statusArray,
|
||||
})
|
||||
break;
|
||||
case "black_pudding":
|
||||
|
@ -956,14 +915,11 @@ export default class GameLevel extends Scene {
|
|||
health: 200,
|
||||
tilemap: "Main",
|
||||
//actions:actions,
|
||||
goal: Statuses.REACHED_GOAL,
|
||||
scale: .25,
|
||||
size: new Vec2(16,10),
|
||||
offset : new Vec2(0,6),
|
||||
exp: 50,
|
||||
weapon : this.createWeapon("knife"),
|
||||
actions: actionsDefault,
|
||||
status: statusArray,
|
||||
})
|
||||
break;
|
||||
default:
|
||||
|
|
|
@ -11,8 +11,6 @@ import { Statuses } from "../sword_enums";
|
|||
import AABB from "../../Wolfie2D/DataTypes/Shapes/AABB";
|
||||
import EnemyAI from "../AI/EnemyAI";
|
||||
import BattlerAI from "../AI/BattlerAI";
|
||||
import AttackAction from "../AI/EnemyActions/AttackAction";
|
||||
import Move from "../AI/EnemyActions/Move";
|
||||
import Porcelain from "./Porcelain";
|
||||
import MainMenu from "./MainMenu";
|
||||
|
||||
|
@ -45,13 +43,9 @@ export default class Tutorial extends GameLevel {
|
|||
player: this.player,
|
||||
health: 50,
|
||||
tilemap: "Main",
|
||||
goal: Statuses.REACHED_GOAL,
|
||||
size: new Vec2(14,10),
|
||||
offset : new Vec2(0, 22),
|
||||
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")
|
||||
})
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
Block a user