Fixes? and side channels.

This commit is contained in:
2022-05-17 19:09:50 +07:00
parent b5aff44f79
commit e976a3fbff
18 changed files with 454 additions and 90 deletions

View File

@ -30,8 +30,7 @@ namespace Animators.Leonid_Animator.Bot
public void UpdateAnimatorValues()
{
var movementDir = _movementController.Velocity;
_myAnimatorHandler.UpdateAnimatorValues(movementDir.y, movementDir.x,
_myAnimatorHandler.UpdateAnimatorValues( Mathf.Clamp01(movementDir.magnitude), 0,
false, _npc.NpcBodyState is NpcCrouchingState, _npc.IsFiring);
}
}

View File

@ -29,11 +29,6 @@ public class CharacterFactory : MonoBehaviour
}
}
private void Update()
{
print(Player == null);
}
private void Start()
{
var attcNum = SettingsReader.Instance.GetSettings.NumOfAttackers;
@ -69,8 +64,7 @@ public class CharacterFactory : MonoBehaviour
Quaternion.identity);
ApplyMaterial(team, gameobject);
gameobject.SetActive(true);
gameObject.tag = team == Team.Attackers ? "Attacker" : "Defender";
gameobject.tag = team == Team.Attackers ? "Attacker" : "Defender";
if (typeAi == TypeAI.HumanAI)
{
print("added player to list");

View File

@ -6,6 +6,7 @@ using UnityEngine.AI;
using Random = UnityEngine.Random;
[RequireComponent(typeof(NavMeshAgent))]
[RequireComponent(typeof(NPC))]
public class MovementController : MonoBehaviour
{
private Transform _firePointTransform;
@ -21,12 +22,13 @@ public class MovementController : MonoBehaviour
public float RemainingDistance => navMeshAgent.remainingDistance;
public Vector3 Velocity => navMeshAgent.velocity;
private Dictionary<int, NavPoint> _idNavPointDict;
private NPC _myNpc;
private void Awake()
{
navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed;
_idNavPointDict = MapManager.Instance.IDToNavPoint;
_myNpc = GetComponent<NPC>();
_firePointTransform = transform.GetChild(0);
InvokeRepeating(nameof(UpdateFlagPosition), 0, UpdateFlagPositionDelay);
InvokeRepeating(nameof(ReachedDestination), 0, UpdateReachedDestinationDelay);
@ -38,11 +40,25 @@ public class MovementController : MonoBehaviour
CancelInvoke(nameof(ReachedDestination));
}
private void Update()
{
print($"{_myNpc.NpcState.ToString()}, {_myNpc.GetCharacter.Team}");
if (Velocity.magnitude > 0)
_myNpc.ChangeBaseState(NpcEnumState.InRunning);
else
{
_myNpc.ChangeBaseState(_idNavPointDict[PointStartID].navType == NavPointType.Cover
? NpcEnumState.InCover
: NpcEnumState.InDirectPoint);
}
}
private void UpdateFlagPosition()
{
FlagDistance = (flag.transform.position - gameObject.transform.position).magnitude;
}
[Obsolete]
public void MoveToRandomPoint()
{
GoToNextNavPoint(MapManager.Instance.NavPoints[Random.Range(0, MapManager.Instance.NavPoints.Count)]);
@ -79,7 +95,9 @@ public class MovementController : MonoBehaviour
public void ReachedDestination()
{
if ((navMeshAgent.isStopped == false) && (navMeshAgent.velocity.magnitude < 0.1))
if (navMeshAgent.remainingDistance < float.Epsilon)
{
PointStartID = PointEndID;
}
}
}

View File

@ -1,7 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Animators.Leonid_Animator;
using Animators.Leonid_Animator.Bot;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
@ -15,9 +13,8 @@ using UnityEngine;
public class NPC : Agent, ICharacter
{
private CharacterCondition _condition;
private FlagZone _flagZone = null;
private INpcBaseState NpcState { get; set; }
private FlagZone _flagZone;
public INpcBaseState NpcState { get; set; }
public INpcBaseBodyState NpcBodyState { get; private set; }
[field: HideInInspector]
@ -38,6 +35,22 @@ public class NPC : Agent, ICharacter
private Dictionary<int, NavPoint> _navPointIdDict;
public bool IsFiring => _assistant.fireAnimation;
public void ChangeBaseState(NpcEnumState state)
{
switch (state)
{
case NpcEnumState.InCover:
NpcState = _coverState;
break;
case NpcEnumState.InRunning:
NpcState = _runningState;
break;
case NpcEnumState.InDirectPoint:
NpcState = _directState;
break;
}
}
#region UnityEvents and ML
private void Awake()
@ -89,7 +102,6 @@ public class NPC : Agent, ICharacter
public override void CollectObservations(VectorSensor sensor)
{
Debug.Log("Collect observations called!");
_navPointIdDict = MapManager.Instance.IDToNavPoint;
if (_navPointIdDict is null)
Debug.LogError("Cant Find Nav Point Dictionary");
@ -109,8 +121,8 @@ public class NPC : Agent, ICharacter
sensor.AddObservation((int)NpcState.State);
sensor.AddObservation((int)NpcBodyState.State);
sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, GetCharacter.Team));
sensor.AddObservation(_navPointIdDict[_moveController.PointStartID].DeathAttr);
sensor.AddObservation(_navPointIdDict[_moveController.PointEndID].DeathAttr);
//sensor.AddObservation(_navPointIdDict[_moveController.PointStartID].DeathAttr);
//sensor.AddObservation(_navPointIdDict[_moveController.PointEndID].DeathAttr);
sensor.AddObservation(_moveController.FlagDistance);
//point sensors
@ -134,7 +146,6 @@ public class NPC : Agent, ICharacter
public override void OnActionReceived(ActionBuffers actions)
{
var result = actions.DiscreteActions;
print(result[0]);
if (result[0] == 0)
{
if (_navPointIdDict[_moveController.PointStartID].navType != NavPointType.Cover)
@ -159,7 +170,7 @@ 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;
NpcState = _runningState; break;
case 1: NpcState = _directState; break;
case 2: break;
case 3: break;
@ -180,6 +191,7 @@ public class NPC : Agent, ICharacter
default: throw new ArgumentException("Undefined Action received");
}
}
AddReward(-0.001f);
}
#endregion
@ -204,6 +216,7 @@ public class NPC : Agent, ICharacter
_condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - _condition.ArmourPoints * 0.5f)));
_condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
OnDamageReceived?.Invoke(damage, GetCharacter.Team);
AddReward(-0.03f);
if (_condition.HealthPoints < 1)
{
Die();
@ -212,6 +225,7 @@ public class NPC : Agent, ICharacter
private void Die()
{
AddReward(-0.2f);
OnDeathEvent?.Invoke(true);
MapManager.AddDeathAttributeToPoints(_moveController.PointStartID, _moveController.PointEndID,
_moveController.DistanceToGo, _moveController.RemainingDistance);

View File

@ -26,8 +26,8 @@ public class Player : MonoBehaviour, ICharacter
PlayerCharacter.LastTimeHit = TimeManager.Instance.CurrentTime;
Condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - Condition.ArmourPoints * 0.5f)));
Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
if (Condition.HealthPoints < 1)
print(Condition.HealthPoints);
if (Condition.HealthPoints < 10)
Die();
}

View File

@ -119,10 +119,14 @@ public class GameManager : MonoBehaviour
{
case Team.Attackers:
Debug.Log("Attackers Win");
_attackersTeam.AddGroupReward(1f);
_defendersTeam.AddGroupReward(-1f);
ResetScene();
break;
case Team.Defenders:
Debug.Log("Defenders Win");
_defendersTeam.AddGroupReward(1f);
_attackersTeam.AddGroupReward(-1f);
ResetScene();
break;
}
@ -130,6 +134,8 @@ public class GameManager : MonoBehaviour
private void TimeOut()
{
_attackersTeam.AddGroupReward(-1f);
_defendersTeam.AddGroupReward(-1f);
ResetScene();
}

View File

@ -7,13 +7,11 @@ public class GlobalEventManager
public static void SendCaptureFlag(Team team)
{
OnCaptureFlag?.Invoke(team);
OnCaptureFlag = null;
}
public static event Action OnTimeLeft;
public static void SendTimeout()
{
OnTimeLeft?.Invoke();
OnTimeLeft = null;
}
}

View File

@ -47,7 +47,7 @@ public class MapManager : MonoBehaviour
var startNavPoint = _instance.IDToNavPoint[startPoint];
var endNavPoint = _instance.IDToNavPoint[endPoint];
float coef;
if (allDistance != 0)
if (Mathf.Abs(allDistance) > float.Epsilon)
{
coef = remainingDistance / allDistance;
startNavPoint.DeathAttr += 1 - coef;

View File

@ -1,8 +1,8 @@
using UnityEngine;
using System;
using UnityEngine;
public class FlagZone : MonoBehaviour
{
[SerializeField]
public float TimeStayAttackers { get; private set; }
public float TimeStayDefenders { get; private set; }
private int occupDefenders;
@ -13,7 +13,6 @@ public class FlagZone : MonoBehaviour
private void Start()
{
timeForWin = SettingsReader.Instance.GetSettings.TimeToWin;
TimeStayAttackers = 0;
TimeStayDefenders = 0;
@ -30,8 +29,12 @@ public class FlagZone : MonoBehaviour
case "Attacker":
occupAttackers++;
break;
default:
print(other.tag);
break;
}
}
private void OnTriggerExit(Collider other)
{
switch (other.tag)
@ -50,19 +53,32 @@ public class FlagZone : MonoBehaviour
{
TimeStayAttackers = 0;
TimeStayDefenders = 0;
return;
}
else if (occupAttackers > 0)
{
TimeStayAttackers += Time.deltaTime;
GameManager._attackersTeam.AddGroupReward(Time.deltaTime* 0.1f);
GameManager._defendersTeam.AddGroupReward(-Time.deltaTime* 0.1f);
if (TimeStayAttackers > timeForWin)
{
GlobalEventManager.SendCaptureFlag(Team.Attackers);
NullifyFlagCapture();
}
}
else
else if (occupDefenders > 0)
{
TimeStayDefenders += Time.deltaTime;
if (TimeStayDefenders > timeForWin)
{
GlobalEventManager.SendCaptureFlag(Team.Defenders);
NullifyFlagCapture();
}
}
}
private void NullifyFlagCapture()
{
TimeStayAttackers = 0;
TimeStayDefenders = 0;
}
}

View File

@ -38,7 +38,7 @@ public class Settings : ScriptableObject
public float DoDamageChanceInCover;
public int RifleDamage;
public int RateOfFire;
public float RateOfFire;
public float CrouchingCoefficient;

View File

@ -1,19 +1,29 @@
using System.IO;
using System;
using Unity.MLAgents.SideChannels;
using UnityEngine;
public class Logger
namespace Statistics
{
private const string Directory = "/Logs/";
private const string BaseName = "Log#";
public static void SaveLog<T>(T objToSerialize)
public class LoggerSideChannel : SideChannel
{
var dir = Application.persistentDataPath + Directory;
if (!System.IO.Directory.Exists(dir))
System.IO.Directory.CreateDirectory(dir);
public LoggerSideChannel()
{
ChannelId = new Guid("621f0a70-4f87-11ea-a6bf-784f4387d1f7");
}
var logName = BaseName + (System.IO.Directory.GetFiles(dir).Length + 1).ToString();
var json = JsonUtility.ToJson(objToSerialize);
File.WriteAllText(dir + logName, json);
public void SendLog(Log log)
{
using (var logOut = new OutgoingMessage())
{
logOut.WriteString(JsonUtility.ToJson(log));
QueueMessageToSend(logOut);
}
}
protected override void OnMessageReceived(IncomingMessage msg)
{
var receivedString = msg.ReadString();
Debug.Log("From Python : " + receivedString);
}
}
}

View File

@ -1,6 +1,8 @@
using UnityEngine;
using System;
using Statistics;
using UnityEngine;
internal class Log
public class Log
{
public int damageTakenByDefs = 0;
public int damageTakenByAtc = 0;
@ -13,7 +15,8 @@ internal class Log
public class StatisticManager : MonoBehaviour
{
private Log log = new Log();
private Log _log = new Log();
private LoggerSideChannel _myLoggerSideChannel;
private void Awake()
{
foreach (var npc in GameObject.FindObjectsOfType<NPC>())
@ -21,31 +24,32 @@ public class StatisticManager : MonoBehaviour
GlobalEventManager.OnCaptureFlag += RegisterWin;
GlobalEventManager.OnTimeLeft += RegisterTimeOut;
GameManager.OnResetScene += SendMessage;
}
private void RegisterDamage(int damage, Team team)
{
if (team == Team.Attackers)
log.damageTakenByAtc += damage;
_log.damageTakenByAtc += damage;
else
log.damageTakenByDefs += damage;
_log.damageTakenByDefs += damage;
}
private void RegisterWin(Team team)
{
if (team == Team.Attackers)
log.AtcWin += 1;
_log.AtcWin += 1;
else
log.DefWin += 1;
_log.DefWin += 1;
}
private void RegisterTimeOut()
{
log.TimeOuts += 1;
_log.TimeOuts += 1;
}
private void OnApplicationQuit()
private void SendMessage()
{
Logger.SaveLog<Log>(log);
_myLoggerSideChannel.SendLog(_log);
}
}

View File

@ -7,7 +7,7 @@ public class AimAssistant : MonoBehaviour
[HideInInspector] public GameObject enemy;
private Shooting _shooting;
public bool isFiring = false;
private ICharacter _myNpc;
private NPC _myNpc;
[SerializeField] private float lookSpeed = 400f;
private Transform _myTransform;
private float _fireCountdown;
@ -39,7 +39,11 @@ public class AimAssistant : MonoBehaviour
{
enemy = enemies[new System.Random().Next(enemies.Count)];
var character = enemy.GetComponent<ICharacter>();
character.OnDeathEvent += _ => isFiring = false;
character.OnDeathEvent += _ =>
{
isFiring = false;
_myNpc.AddReward(0.2f);
};
isFiring = true;
}
}
@ -88,7 +92,7 @@ public class AimAssistant : MonoBehaviour
{
while (true)
{
_shooting.Shoot();
_shooting.BotShoot();
yield return new WaitForSeconds(_fireCountdown);
}
}

View File

@ -1,21 +1,31 @@
using System;
using System.Collections;
using System.Collections.Generic;
using JetBrains.Annotations;
using UnityEngine;
[RequireComponent(typeof(AudioSource))]
public class Shooting : MonoBehaviour
{
public GameObject raycast;
public GameObject firePoint;
//[SerializeField] private ParticleSystem projectilePrefab;
public ParticleSystem projectilePrefab;
private float hSliderValue = 0.1f;
private float _fireCountdown = 0.1f;
public GameObject gun;
public AudioSource audioSource;
private NPC _myNpc;
private MovementController _moveCtrl;
private void Awake()
{
audioSource = GetComponent<AudioSource>();
TryGetComponent(out _moveCtrl);
TryGetComponent(out _myNpc);
}
private void Update()
{
@ -30,6 +40,7 @@ public class Shooting : MonoBehaviour
_fireCountdown += hSliderValue;
PlayerShoot();
}
_fireCountdown -= Time.deltaTime;
}
@ -37,7 +48,7 @@ public class Shooting : MonoBehaviour
{
audioSource.Play();
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
if (Physics.Raycast(raycast.transform.position,
if (Physics.Raycast(raycast.transform.position,
raycast.transform.forward, out var hit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
@ -47,18 +58,33 @@ public class Shooting : MonoBehaviour
}
}
}
public void Shoot()
public void BotShoot()
{
if (Physics.Raycast(raycast.transform.position,
if (Physics.Raycast(raycast.transform.position,
raycast.transform.forward, out var hit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (hit.transform.TryGetComponent<NPC>(out var target))
if (hit.transform.TryGetComponent<ICharacter>(out var target))
{
audioSource.Play();
Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation);
var mySpeed = _moveCtrl.Velocity.magnitude;
var enemySpeed = 0f;
var inCover = false;
if (target.GetCharacter.TypeAi == TypeAI.HumanAI)
enemySpeed = hit.rigidbody.velocity.magnitude;
else
{
enemySpeed = hit.collider.GetComponent<MovementController>().Velocity.magnitude;
inCover = hit.collider.GetComponent<NPC>().NpcState.InCover;
}
var hitChance = (1 - 0.5 * mySpeed) * (1 - 0.5 * enemySpeed + 0.5*inCover.ToInt()) / 1.5f;
if (!(UnityEngine.Random.Range(0f, 1f) < hitChance)) return;
_myNpc.AddReward(0.05f);
target.GetDamage(SettingsReader.Instance.GetSettings.RifleDamage);
}
}
}
}
}