This commit is contained in:
2022-05-15 18:24:43 +07:00
parent abf262095f
commit bb6aea8720
22 changed files with 5008 additions and 170 deletions

View File

@ -1,6 +1,6 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Animators.Leonid_Animator;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
@ -10,51 +10,57 @@ using UnityEngine;
public class NPC : Agent, ICharacter
{
[HideInInspector]
private Character AgentCharacter;
public CharacterCondition Condition;
private FlagZone flagZone = null;
private Character _agentCharacter;
public INpcBaseState NpcState { get; private set; }
private CharacterCondition _condition;
private FlagZone _flagZone = null;
private INpcBaseState NpcState { get; set; }
public INpcBaseBodyState NpcBodyState { get; private set; }
public Character GetCharacter => AgentCharacter;
public Character GetCharacter => _agentCharacter;
private NpcDirectPointState DirectState;
private NpcInCoverState CoverState;
private NpcRunningState RunningState;
private NpcDirectPointState _directState;
private NpcInCoverState _coverState;
private NpcRunningState _runningState;
private NpcStandingState StandingState;
private NpcCrouchingState CrouchingState;
private NpcStandingState _standingState;
private NpcCrouchingState _crouchingState;
private MovementController moveController;
private BufferSensorComponent bufferSensor;
private MovementController _moveController;
private BufferSensorComponent _bufferSensor;
private AnimatorHandler _animatorHandler;
private AimAssistant _assistant;
private Dictionary<int, NavPoint> _navPointIdDict;
private Dictionary<int, NavPoint> navPointIdDict;
#region UnityEvents and ML
private void Awake()
{
DirectState = new NpcDirectPointState();
CoverState = new NpcInCoverState();
RunningState = new NpcRunningState();
NpcState = DirectState;
_directState = new NpcDirectPointState();
_coverState = new NpcInCoverState();
_runningState = new NpcRunningState();
NpcState = _directState;
CrouchingState = new NpcCrouchingState();
StandingState = new NpcStandingState();
NpcBodyState = StandingState;
_crouchingState = new NpcCrouchingState();
_standingState = new NpcStandingState();
NpcBodyState = _standingState;
AgentCharacter = new Character();
Condition = AgentCharacter.Condition;
_agentCharacter = new Character();
_condition = _agentCharacter.Condition;
moveController = gameObject.GetComponent<MovementController>();
bufferSensor = gameObject.GetComponent<BufferSensorComponent>();
_moveController = gameObject.GetComponent<MovementController>();
_bufferSensor = gameObject.GetComponent<BufferSensorComponent>();
_animatorHandler = gameObject.GetComponent<AnimatorHandler>();
_assistant = gameObject.GetComponent<AimAssistant>();
flagZone = GameObject.FindObjectOfType<FlagZone>();
if (flagZone is null)
_flagZone = GameObject.FindObjectOfType<FlagZone>();
if (_flagZone is null)
Debug.LogError("Flag Is Not Set");
navPointIdDict = MapManager.Instance.IDToNavPoint;
if (navPointIdDict is null)
_navPointIdDict = MapManager.Instance.IDToNavPoint;
if (_navPointIdDict is null)
Debug.LogError("Cant Find Nav Point Dictionary");
}
@ -65,54 +71,54 @@ public class NPC : Agent, ICharacter
public override void OnEpisodeBegin()
{
if (navPointIdDict is null)
if (_navPointIdDict is null)
Debug.LogError("Cant Find Nav Point Dictionary");
NpcState = DirectState;
flagZone = GameObject.FindObjectOfType<FlagZone>();
NpcState = _directState;
_flagZone = GameObject.FindObjectOfType<FlagZone>();
}
public override void CollectObservations(VectorSensor sensor)
{
// Debug.Log("Collect observations called!");
navPointIdDict = MapManager.Instance.IDToNavPoint;
if (navPointIdDict is null)
_navPointIdDict = MapManager.Instance.IDToNavPoint;
if (_navPointIdDict is null)
Debug.LogError("Cant Find Nav Point Dictionary");
var candidates = moveController.GetPointsCandidate();
var candidates = _moveController.GetPointsCandidate();
//common sensors
sensor.AddObservation(GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(),
sensor.AddObservation(GameManager.IsHaveSeenByEnemy(_agentCharacter.Team.GetOppositeTeam(),
NpcBodyState.GetPointToHit(gameObject)).ToInt());
sensor.AddObservation(AgentCharacter.LastTimeHit);
sensor.AddObservation((!flagZone.IsNotOccup).ToInt());
sensor.AddObservation(Condition.GetHealthPointsInQuantile());
sensor.AddObservation(Condition.GetArmourPointsInQuantile());
sensor.AddObservation(_agentCharacter.LastTimeHit);
sensor.AddObservation((!_flagZone.IsNotOccup).ToInt());
sensor.AddObservation(_condition.GetHealthPointsInQuantile());
sensor.AddObservation(_condition.GetArmourPointsInQuantile());
sensor.AddObservation(candidates.Count);
sensor.AddObservation(moveController.PointStartID);
sensor.AddObservation(moveController.PointEndID);
sensor.AddObservation(_moveController.PointStartID);
sensor.AddObservation(_moveController.PointEndID);
// Debug.Log("Done common!");
//state sensors
sensor.AddObservation((int)NpcState.State);
sensor.AddObservation((int)NpcBodyState.State);
sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, AgentCharacter.Team));
sensor.AddObservation(navPointIdDict[moveController.PointStartID].DeathAttr);
sensor.AddObservation(navPointIdDict[moveController.PointEndID].DeathAttr);
sensor.AddObservation(moveController.FlagDistance);
sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, _agentCharacter.Team));
sensor.AddObservation(_navPointIdDict[_moveController.PointStartID].DeathAttr);
sensor.AddObservation(_navPointIdDict[_moveController.PointEndID].DeathAttr);
sensor.AddObservation(_moveController.FlagDistance);
// Debug.Log("Done state sensors!");
//point sensors
foreach (var point in candidates)
{
var position = transform.position;
bufferSensor.AppendObservation(new float[] {
_bufferSensor.AppendObservation(new float[] {
point.DeathAttr,
(int)point.navType,
//4 flagEnemyDistance
GameManager.IsCloserToFlagFromNextNavPoint(point, position).ToInt(),
//5 EnemyVsNavPointDistance
GameManager.IsCloserToEnemyThanToNextNavPoint(point, position, AgentCharacter.Team.GetOppositeTeam()).ToInt(),
GameManager.IsCloserToEnemyThanToNextNavPoint(point, position, _agentCharacter.Team.GetOppositeTeam()).ToInt(),
//6 Have been seen by enemy in this point
GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(),
GameManager.IsHaveSeenByEnemy(_agentCharacter.Team.GetOppositeTeam(),
point.Position).ToInt()
});
}
@ -126,16 +132,16 @@ public class NPC : Agent, ICharacter
// Debug.Log(result[0] + " " + result[1]);
if (result[0] == 0)
{
if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Cover)
if (_navPointIdDict[_moveController.PointStartID].navType != NavPointType.Cover)
return;
NpcState = CoverState;
NpcState = _coverState;
switch (result[1])
{
case 0: Peek(); break;
case 1: Cover(); break;
case 3: Peek(); moveController.GoToNextNavPoint(navPointIdDict[result[2]]); break;
case 4: NpcState = DirectState; break;
case 3: Peek(); _moveController.GoToNextNavPoint(_navPointIdDict[result[2]]); break;
case 4: NpcState = _directState; break;
default: throw new ArgumentException("Undefined Action recieved");
}
}
@ -143,7 +149,7 @@ public class NPC : Agent, ICharacter
if (result[0] == 1)
{
// Debug.Log("BEFORE SOme shitty if >:(");
if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Direction)
if (_navPointIdDict[_moveController.PointStartID].navType != NavPointType.Direction)
{
// Debug.Log("SOme shitty if >:(");
return;
@ -152,64 +158,72 @@ public class NPC : Agent, ICharacter
switch (result[1])
{
case 0: moveController.GoToNextNavPoint(navPointIdDict[result[2]]);
NpcState = RunningState; Debug.Log("Go to point " + result[2]);break;
case 1: NpcState = DirectState; break;
case 0: _moveController.GoToNextNavPoint(_navPointIdDict[result[2]]);
NpcState = _runningState; Debug.Log("Go to point " + result[2]);break;
case 1: NpcState = _directState; break;
default: throw new ArgumentException("Undefined Action recieved");
}
}
if (result[0] == 2)
{
if (moveController.PointStartID == moveController.PointEndID && moveController.PointEndID != -1)
if (_moveController.PointStartID == _moveController.PointEndID && _moveController.PointEndID != -1)
return;
switch (result[1])
{
case 0: moveController.StopOnPath(); NpcState = DirectState; break;
case 1: moveController.ReturnToStartPoint(); NpcState = RunningState; break;
case 0: _moveController.StopOnPath(); NpcState = _directState; break;
case 1: _moveController.ReturnToStartPoint(); NpcState = _runningState; break;
default: throw new ArgumentException("Undefined Action recieved");
}
}
// Debug.Log("Actions processed!");
}
private void UpdateAnimatorValues()
{
var movementDir = _moveController.Velocity;
//Тут может быть косяк, так как я не помню горизонтальное по x или y.
_animatorHandler.UpdateAnimatorValues(movementDir.x, movementDir.y,
false, NpcBodyState == _crouchingState, _assistant._isFiring);
}
#endregion
public event Action<NpcBodyState> OnChangePosition;
private void Peek()
{
OnChangePosition?.Invoke(global::NpcBodyState.Standing);
NpcBodyState = StandingState;
NpcBodyState = _standingState;
}
private void Cover()
{
OnChangePosition?.Invoke(global::NpcBodyState.Crouching);
NpcBodyState = CrouchingState;
NpcBodyState = _crouchingState;
}
public event Action<bool> OnDeathEvent;
public event Action<int, Team> OnDamageRecieved;
public void GetDamage(int damage)
{
AgentCharacter.LastTimeHit = TimeManager.Instance.CurrentTime;
Condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - Condition.ArmourPoints * 0.5f)));
Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
OnDamageRecieved?.Invoke(damage, AgentCharacter.Team);
_agentCharacter.LastTimeHit = TimeManager.Instance.CurrentTime;
_condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - _condition.ArmourPoints * 0.5f)));
_condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
OnDamageRecieved?.Invoke(damage, _agentCharacter.Team);
if (Condition.HealthPoints < 0)
if (_condition.HealthPoints < 0)
{
MapManager.AddDeathAttributeToPoints(moveController.PointStartID, moveController.PointEndID,
moveController.DistanceToGo, moveController.RemainingDistance);
OnDeathEvent?.Invoke(true);
MapManager.AddDeathAttributeToPoints(_moveController.PointStartID, _moveController.PointEndID,
_moveController.DistanceToGo, _moveController.RemainingDistance);
var pos = gameObject.transform.position;
var id = moveController.PointStartID;
var id = _moveController.PointStartID;
CharacterFactory.Instance.ReSpawn(this, ref pos, ref id);
}
}
//public event OnDeathEvent<
public void ResetCharacter()
{
Condition.Reset();
_condition.Reset();
EndEpisode();
}
}