214 lines
8.1 KiB
C#
214 lines
8.1 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Threading.Tasks;
|
|
using Unity.MLAgents;
|
|
using Unity.MLAgents.Actuators;
|
|
using Unity.MLAgents.Sensors;
|
|
using UnityEngine;
|
|
|
|
[RequireComponent(typeof(MovementController),typeof(BufferSensorComponent))]
|
|
public class NPC : Agent, ICharacter
|
|
{
|
|
[HideInInspector]
|
|
private Character AgentCharacter;
|
|
public CharacterCondition Condition;
|
|
private FlagZone flagZone = null;
|
|
|
|
public INpcBaseState NpcState { get; private set; }
|
|
public INpcBaseBodyState NpcBodyState { get; private set; }
|
|
|
|
public Character GetCharacter => AgentCharacter;
|
|
|
|
private NpcDirectPointState DirectState;
|
|
private NpcInCoverState CoverState;
|
|
private NpcRunningState RunningState;
|
|
|
|
private NpcStandingState StandingState;
|
|
private NpcCrouchingState CrouchingState;
|
|
|
|
private MovementController moveController;
|
|
private BufferSensorComponent bufferSensor;
|
|
|
|
private Dictionary<int, NavPoint> navPointIdDict;
|
|
|
|
#region UnityEvents and ML
|
|
private void Awake()
|
|
{
|
|
DirectState = new NpcDirectPointState();
|
|
CoverState = new NpcInCoverState();
|
|
RunningState = new NpcRunningState();
|
|
NpcState = DirectState;
|
|
|
|
CrouchingState = new NpcCrouchingState();
|
|
StandingState = new NpcStandingState();
|
|
NpcBodyState = StandingState;
|
|
|
|
AgentCharacter = new Character();
|
|
Condition = AgentCharacter.Condition;
|
|
|
|
moveController = gameObject.GetComponent<MovementController>();
|
|
bufferSensor = gameObject.GetComponent<BufferSensorComponent>();
|
|
|
|
flagZone = GameObject.FindObjectOfType<FlagZone>();
|
|
if (flagZone is null)
|
|
Debug.LogError("Flag Is Not Set");
|
|
|
|
navPointIdDict = MapManager.Instance.IDToNavPoint;
|
|
if (navPointIdDict is null)
|
|
Debug.LogError("Cant Find Nav Point Dictionary");
|
|
}
|
|
|
|
private void OnDestroy()
|
|
{
|
|
Debug.LogWarning("Pooled object was destroyed");
|
|
}
|
|
|
|
public override void OnEpisodeBegin()
|
|
{
|
|
if (navPointIdDict is null)
|
|
Debug.LogError("Cant Find Nav Point Dictionary");
|
|
|
|
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)
|
|
Debug.LogError("Cant Find Nav Point Dictionary");
|
|
var candidates = moveController.GetPointsCandidate();
|
|
|
|
//common sensors
|
|
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(candidates.Count);
|
|
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);
|
|
// Debug.Log("Done state sensors!");
|
|
|
|
//point sensors
|
|
foreach (var point in candidates)
|
|
{
|
|
var position = transform.position;
|
|
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(),
|
|
//6 Have been seen by enemy in this point
|
|
GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(),
|
|
point.Position).ToInt()
|
|
});
|
|
}
|
|
// Debug.Log("Done collect observations!");
|
|
}
|
|
|
|
public override void OnActionReceived(ActionBuffers actions)
|
|
{
|
|
// Debug.Log("Actions recieved!");
|
|
var result = actions.DiscreteActions;
|
|
// Debug.Log(result[0] + " " + result[1]);
|
|
if (result[0] == 0)
|
|
{
|
|
if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Cover)
|
|
return;
|
|
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;
|
|
default: throw new ArgumentException("Undefined Action recieved");
|
|
}
|
|
}
|
|
// Debug.Log(result[0] == 1);
|
|
if (result[0] == 1)
|
|
{
|
|
// Debug.Log("BEFORE SOme shitty if >:(");
|
|
if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Direction)
|
|
{
|
|
// Debug.Log("SOme shitty if >:(");
|
|
return;
|
|
}
|
|
// Debug.Log("FUCK");
|
|
|
|
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;
|
|
default: throw new ArgumentException("Undefined Action recieved");
|
|
}
|
|
}
|
|
|
|
if (result[0] == 2)
|
|
{
|
|
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;
|
|
default: throw new ArgumentException("Undefined Action recieved");
|
|
}
|
|
}
|
|
// Debug.Log("Actions processed!");
|
|
}
|
|
#endregion
|
|
|
|
public event Action<NpcBodyState> OnChangePosition;
|
|
private void Peek()
|
|
{
|
|
OnChangePosition?.Invoke(global::NpcBodyState.Standing);
|
|
NpcBodyState = StandingState;
|
|
}
|
|
|
|
private void Cover()
|
|
{
|
|
OnChangePosition?.Invoke(global::NpcBodyState.Crouching);
|
|
NpcBodyState = CrouchingState;
|
|
}
|
|
|
|
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);
|
|
|
|
if (Condition.HealthPoints < 0)
|
|
{
|
|
MapManager.AddDeathAttributeToPoints(moveController.PointStartID, moveController.PointEndID,
|
|
moveController.DistanceToGo, moveController.RemainingDistance);
|
|
var pos = gameObject.transform.position;
|
|
var id = moveController.PointStartID;
|
|
CharacterFactory.Instance.ReSpawn(this, ref pos, ref id);
|
|
}
|
|
}
|
|
|
|
public void ResetCharacter()
|
|
{
|
|
Condition.Reset();
|
|
EndEpisode();
|
|
}
|
|
}
|