update scripts

This commit is contained in:
2022-04-25 16:23:25 +07:00
parent e1d0bbc1eb
commit 290f5515b7
13 changed files with 120 additions and 47 deletions

View File

@ -25,10 +25,10 @@ public class CharacterFactory : MonoBehaviour
private void Start()
{
var attcNum = SettingsReader.Instance.GetSettings.numOfAttackers;
var defNum = SettingsReader.Instance.GetSettings.numOfDefenders;
var humanDef = SettingsReader.Instance.GetSettings.hasHumanDefender == true ? 1 : 0;
var humanAtc = SettingsReader.Instance.GetSettings.hasHumanAttacker == true ? 1 : 0;
var attcNum = SettingsReader.Instance.GetSettings.NumOfAttackers;
var defNum = SettingsReader.Instance.GetSettings.NumOfDefenders;
var humanDef = SettingsReader.Instance.GetSettings.HasHumanDefender == true ? 1 : 0;
var humanAtc = SettingsReader.Instance.GetSettings.HasHumanAttacker == true ? 1 : 0;
if (humanAtc == 1 && humanDef == 1)
throw new System.ArgumentException("Can be only one human player");
@ -56,6 +56,10 @@ public class CharacterFactory : MonoBehaviour
spawnPoint.position,
Quaternion.identity);
gameobject.SetActive(true);
if (team == Team.Attackers)
gameObject.tag = "Attacker";
else
gameObject.tag = "Defender";
if (typeAi == TypeAI.HumanAI)
{
@ -65,7 +69,7 @@ public class CharacterFactory : MonoBehaviour
else
{
gameobject.GetComponent<NPC>().GetCharacter.Team = team;
gameobject.GetComponent<MovementController>().currentPosition = spawnPoint;
gameobject.GetComponent<MovementController>().CurrentNavPoint = spawnPoint;
Bots.Add(gameobject);
}
}
@ -81,8 +85,8 @@ public class CharacterFactory : MonoBehaviour
else
bot.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].position;
}
var player = Player.GetComponent<Player>();
if (player != null)
Player player;
if (TryGetComponent<Player>(out player))
{
player.ResetCharacter();
if (player.GetCharacter.Team == Team.Attackers)

View File

@ -21,6 +21,17 @@ public class CharacterCondition
OnChangeHealthEvent?.Invoke(value);
}
}
public int GetHealthPointsInQuantile()
{
if (health < 25)
return 0;
else if (health < 50)
return 1;
else if (health < 75)
return 2;
else return 3;
}
private int armour;
public int ArmourPoints
{
@ -51,9 +62,9 @@ public class CharacterCondition
public CharacterCondition()
{
var settings = SettingsReader.Instance.GetSettings;
ammo = settings.maxAmmo;
health = settings.maxHealth;
armour = settings.maxArmour;
ammo = settings.MaxAmmo;
health = settings.MaxHealth;
armour = settings.MaxArmour;
}
public void GiveHealth(int health) => HealthPoints = Mathf.Clamp(health + HealthPoints, 0, 100);

View File

@ -2,16 +2,31 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using System.Threading.Tasks;
[RequireComponent(typeof(NavMeshAgent))]
public class MovementController : MonoBehaviour
{
public NavPoint currentPosition { get; set; }
public NavPoint CurrentNavPoint { get; set; }
public float FlagDistance { get; private set; }
private GameObject flag;
private const float updateFlagPositionDelay = 5;
[SerializeField] private NavMeshAgent navMeshAgent;
private void Start()
{
navMeshAgent.speed = SettingsReader.Instance.GetSettings.movementSpeed;
navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed;
InvokeRepeating(nameof(UpdateFlagPosition), 0, updateFlagPositionDelay);
}
private void OnDestroy()
{
CancelInvoke(nameof(UpdateFlagPosition));
}
private void UpdateFlagPosition()
{
FlagDistance = (flag.transform.position - gameObject.transform.position).magnitude;
}
public void MoveToRandomPoint()
@ -23,7 +38,7 @@ public class MovementController : MonoBehaviour
public List<NavPoint> getPointsCandidate()
{
return MapManager.navPoints
.Where(point => (currentPosition.position - point.position).magnitude < SettingsReader.Instance.GetSettings.movementSpeed)
.Where(point => (CurrentNavPoint.position - point.position).magnitude < SettingsReader.Instance.GetSettings.MovementSpeed)
.ToList();
}

View File

@ -3,7 +3,6 @@ using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using System.Collections.Generic;
[RequireComponent(typeof(MovementController))]
public class NPC : Agent, ICharacter
@ -11,6 +10,7 @@ public class NPC : Agent, ICharacter
[HideInInspector]
public Character AgentCharacter;
public CharacterCondition Condition;
private FlagZone flagZone;
public NPC_BaseState NPC_State { get; private set; }
@ -47,29 +47,38 @@ public class NPC : Agent, ICharacter
public override void OnEpisodeBegin()
{
NPC_State = DirectState;
flagZone = GameObject.FindObjectOfType<FlagZone>();
}
public override void CollectObservations(VectorSensor sensor)
{
var candidates = moveController.getPointsCandidate();
sensor.AddObservation(Condition.HealthPoints);
sensor.AddObservation(Condition.ArmourPoints);
sensor.AddObservation(Condition.Ammunition);
sensor.AddObservation((int)NPC_State.State);
var candidates = moveController.getPointsCandidate();
sensor.AddObservation((!flagZone.isNotOccup).ToInt());
sensor.AddObservation(AgentCharacter.LastTimeHit);
sensor.AddObservation(Condition.GetHealthPointsInQuantile());
sensor.AddObservation(candidates.Count);
sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, AgentCharacter.Team));
foreach (var point in candidates)
{
Debug.Log((float)moveController.CurrentNavPoint.PointId);
bufferSensor.AppendObservation(new float[] {
//1 position in navpointId
(float)moveController.currentPosition.PointId,
(float)moveController.CurrentNavPoint.PointId,
//2 distance to flag
moveController.currentPosition.FlagDistance,
moveController.FlagDistance,
//3 death count in point
moveController.currentPosition.DeathAttr,
moveController.CurrentNavPoint.DeathAttr,
//4 flagEnemyDistance
GameManager.IsCloserToFlagFromNextNavPoint(point, transform.position)==true?1:0,
GameManager.IsCloserToFlagFromNextNavPoint(point, transform.position).ToInt(),
//5 EnemyVsNavPointDistance
GameManager.IsCloserToEnemyThanToNextNavPoint(point,transform.position, AgentCharacter.Team)==true?1:0
GameManager.IsCloserToEnemyThanToNextNavPoint(point,transform.position, AgentCharacter.Team).ToInt()
});
}
@ -103,7 +112,7 @@ public class NPC : Agent, ICharacter
if (Condition.HealthPoints < 0)
{
OnKilledEvent?.Invoke(this);
moveController.currentPosition.DeathAttr += 1;
moveController.CurrentNavPoint.DeathAttr += 1;
}
}

View File

@ -51,6 +51,20 @@ public class GameManager : MonoBehaviour
return false;
}
public static bool IsEnemyNearby(Vector3 currentTransform, Team team)
{
SimpleMultiAgentGroup agentGroup;
if (team == Team.Attackers)
agentGroup = AttackersTeam;
else
agentGroup = DefendersTeam;
foreach (var agent in agentGroup.GetRegisteredAgents())
if ((currentTransform - agent.transform.position).magnitude < SettingsReader.Instance.GetSettings.ViewDistance)
return true;
return false;
}
public static bool IsCloserToFlagFromNextNavPoint(NavPoint navPoint, Vector3 currentTransform)
=> navPoint.FlagDistance < (currentTransform - GameObject.FindGameObjectWithTag("Flag").transform.position).magnitude;

View File

@ -9,14 +9,14 @@ public class FlagZone : MonoBehaviour
public float TimeStayDefenders { get; private set; }
private int occupDefenders;
private int occupAttackers;
private bool isOccupBoth => (occupDefenders>0) && (occupAttackers>0);
private bool isNotOccup => (occupDefenders == 0) && (occupAttackers == 0);
public bool isOccupBoth => (occupDefenders>0) && (occupAttackers>0);
public bool isNotOccup => (occupDefenders == 0) && (occupAttackers == 0);
private float timeForWin;
private void Start()
{
timeForWin = SettingsReader.Instance.GetSettings.timeToWin;
timeForWin = SettingsReader.Instance.GetSettings.TimeToWin;
TimeStayAttackers = 0;
TimeStayDefenders = 0;
occupAttackers = 0;

View File

@ -3,30 +3,32 @@
[CreateAssetMenu(fileName ="Game Settings", menuName = "Game/Settings", order = 51)]
public class Settings : ScriptableObject
{
public bool isTesting;
public bool IsTesting;
public float timeToWin;
public float timeOut;
public float TimeToWin;
public float TimeOut;
[Header("movement")]
public float movementDistance;
public float movementSpeed;
public float MovementDistance;
public float MovementSpeed;
public TypeAI defTeamAI;
public TypeAI atcTeamAI;
public int numOfDefenders;
public int numOfAttackers;
public bool hasHumanDefender;
public bool hasHumanAttacker;
public TypeAI DefTeamAI;
public TypeAI AtcTeamAI;
public int NumOfDefenders;
public int NumOfAttackers;
public bool HasHumanDefender;
public bool HasHumanAttacker;
public int healthPickupAmount;
public int armourPickupAmount;
public int ammunitionPickupAmount;
public int pickupsAmount;
public int HealthPickupAmount;
public int ArmourPickupAmount;
public int AmmunitionPickupAmount;
public int PickupsAmount;
public int maxHealth;
public int maxArmour;
public int maxAmmo;
public int MaxHealth;
public int MaxArmour;
public int MaxAmmo;
public float ViewDistance;
public float GetHitChanceInDirectPoint;
public float GetHitChanceInRunning;

View File

@ -13,7 +13,7 @@ public class AmmoPickUp : MonoBehaviour, IPickable
public void PickObject(GameObject obj)
{
obj.GetComponent<ICharacter>()?.GetCharacter.Condition.TakeAmmo(SettingsReader.Instance.GetSettings.ammunitionPickupAmount);
obj.GetComponent<ICharacter>()?.GetCharacter.Condition.TakeAmmo(SettingsReader.Instance.GetSettings.AmmunitionPickupAmount);
gameObject.SetActive(false);
}
}

View File

@ -13,7 +13,7 @@ public class ArmourPickUp : MonoBehaviour, IPickable
public void PickObject(GameObject obj)
{
obj.GetComponent<ICharacter>()?.GetCharacter.Condition.GiveArmour(SettingsReader.Instance.GetSettings.armourPickupAmount);
obj.GetComponent<ICharacter>()?.GetCharacter.Condition.GiveArmour(SettingsReader.Instance.GetSettings.ArmourPickupAmount);
gameObject.SetActive(false);
}
}

View File

@ -13,7 +13,7 @@ public class HealthPickUp : MonoBehaviour, IPickable
public void PickObject(GameObject obj)
{
obj.GetComponent<ICharacter>()?.GetCharacter.Condition.GiveHealth(SettingsReader.Instance.GetSettings.healthPickupAmount);
obj.GetComponent<ICharacter>()?.GetCharacter.Condition.GiveHealth(SettingsReader.Instance.GetSettings.HealthPickupAmount);
gameObject.SetActive(false);
}
}

View File

@ -27,7 +27,7 @@ public class PickUpSpawner : MonoBehaviour
private void Start()
{
pickups = new List<GameObject>();
var amount = SettingsReader.Instance.GetSettings.pickupsAmount;
var amount = SettingsReader.Instance.GetSettings.PickupsAmount;
for (int i = 0; i < amount; i++)
pickups.Add(GameObject.Instantiate(healthPrefab, spawnPoints[Random.Range(0, spawnPoints.Count)].transform.position, Quaternion.identity));
for (int i = 0; i < amount; i++)

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@ -0,0 +1,7 @@
public static class BoolExtension
{
public static int ToInt(this bool _bool)
{
return _bool == true ? 1 : 0;
}
}

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@ -0,0 +1,11 @@
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