Add random point moving.

This commit is contained in:
2022-04-13 11:00:07 +07:00
parent 5371fe0f9c
commit b9b2f3ddf7
43 changed files with 3408 additions and 711 deletions

View File

@ -1,39 +1,71 @@
using System;
using UnityEngine;
public class CharacterCondition : MonoBehaviour
public enum NPCState
{
public event Action<object> OnKilledEvent;
public event Action<int> OnDamageHealthTakenEvent;
public event Action<int> OnDamageArmourTakenEvent;
public event Action<int> OnAmmunitionTakenEvent;
InCover,
InBlancPoint,
InRunning,
}
[SerializeField] private int HealthPoints;
[SerializeField] private int ArmourPoints;
[SerializeField] private int Ammunition;
public class CharacterCondition
{
public event Action<int> OnChangeHealthEvent;
public event Action<int> OnChangeArmourEvent;
public event Action<int> OnChangeAmmunitionEvent;
public void Start()
{
private int health;
public int HealthPoints
{
get
{
return health;
}
private set
{
health = value;
OnChangeHealthEvent?.Invoke(value);
}
}
public void GetDamage(float damage)
private int armour;
public int ArmourPoints
{
HealthPoints -= Mathf.RoundToInt(damage * (1 - ArmourPoints * 0.5f));
ArmourPoints -= Mathf.RoundToInt(Mathf.Sqrt(damage) * 5);
OnDamageHealthTakenEvent?.Invoke(HealthPoints);
OnDamageArmourTakenEvent?.Invoke(ArmourPoints);
if (HealthPoints < 0)
OnKilledEvent?.Invoke(gameObject);
get
{
return armour;
}
private set
{
armour = value;
OnChangeArmourEvent?.Invoke(value);
}
}
private int ammo;
public int Ammunition
{
get
{
return ammo;
}
private set
{
ammo = value;
OnChangeAmmunitionEvent?.Invoke(value);
}
}
[HideInInspector]
public NPCState npcState { get; private set; }
public CharacterCondition()
{
var settings = SettingsReader.Instance.GetSettings;
ammo = settings.maxAmmo;
health = settings.maxHealth;
armour = settings.maxArmour;
}
public void GiveHealth(int health) => HealthPoints = Mathf.Clamp(health + HealthPoints, 0, 100);
public void SetHealth(int health) => HealthPoints = Mathf.Clamp(health, 0, 100);
public void GiveArmour(int armour) => ArmourPoints = Mathf.Clamp(armour + ArmourPoints, 0, 100);
public void SetArmour(int armour) => ArmourPoints = Mathf.Clamp(armour, 0, 100);
public void TakeAmmo(int ammo)
{
Ammunition += ammo;
OnAmmunitionTakenEvent?.Invoke(Ammunition);
}
public void TakeAmmo(int ammo) => Ammunition += ammo;
}

View File

@ -7,7 +7,6 @@ using UnityEngine.AI;
public class MovementController : MonoBehaviour
{
public NavPoint currentPosition { get; private set; }
[SerializeField] private MapManager mapManager;
[SerializeField] private NavMeshAgent navMeshAgent;
private void Start()
@ -21,18 +20,21 @@ public class MovementController : MonoBehaviour
goToNextNavPoint(pointCandidate);
}
// todo внутри сенсора передавать в mlagents как variable length observations: https://github.com/Unity-Technologies/ml-agents/blob/main/docs/Learning-Environment-Design-Agents.md#variable-length-observations
public void MoveToRandomPoint()
{
Debug.Log(MapManager.navPoints == null);
goToNextNavPoint(MapManager.navPoints[Random.Range(0, MapManager.navPoints.Count)]);
}
private NavPoint getPointCandidate()
{
var NavPointsPositions = mapManager.navPoints
var NavPointsPositions = MapManager.navPoints
.Select(point => point.transform.position)
.Where(point => (currentPosition.transform.position - point).magnitude <= SettingsReader.Instance.GetSettings.movementSpeed)
.ToList();
//TODO AI
return null;
}
private void goToNextNavPoint(NavPoint destination) =>
public void goToNextNavPoint(NavPoint destination) =>
navMeshAgent.SetDestination(destination.transform.position);
}

View File

@ -1,37 +1,61 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
[RequireComponent(typeof(MovementController))]
public class NPC : Agent
{
public float LastTimeHit;
private BaseBehaviour NPCBehaviour;
public List<Action> ActionList;
[SerializeField]
private List<ISensor> SensorList; // todo тут интерфейс должен быть наш
public void SetBehaviour(BaseBehaviour behaviour) => NPCBehaviour = behaviour;
public Team Team { get; set; }
[HideInInspector]
private float LastTimeHit;
public CharacterCondition Condition;
public MovementController moveController;
private void Start()
{
Condition = new CharacterCondition();
moveController = gameObject.GetComponent<MovementController>();
}
public override void OnEpisodeBegin()
{
}
public override void CollectObservations(VectorSensor sensor)
{
// Target and Agent positions
foreach (var _sensor in SensorList)
sensor.AddObservation(Condition.HealthPoints);
sensor.AddObservation(Condition.ArmourPoints);
sensor.AddObservation(Condition.Ammunition);
sensor.AddObservation((int)Condition.npcState);
}
public override void Heuristic(in ActionBuffers actionsOut)
{
var discreteActionsOut = actionsOut.DiscreteActions;
if (Input.GetKeyDown(KeyCode.W))
{
sensor.AddObservation(1); // todo
// sensor.AddObservation(_sensor.GetValue());
discreteActionsOut[0] = 1;
}
}
private void Update()
public override void OnActionReceived(ActionBuffers actions)
{
//NPCBehaviour.DoAction();
if (actions.DiscreteActions[0] == 1)
moveController.MoveToRandomPoint();
}
public event Action<object> OnKilledEvent;
public void GetDamage(float damage)
{
Condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - Condition.ArmourPoints * 0.5f)));
Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
if (Condition.HealthPoints < 0)
OnKilledEvent?.Invoke(this);
}
}