Files
real-shooter/Assets/Scripts/Character/NPC.cs
2022-05-15 18:24:43 +07:00

230 lines
8.8 KiB
C#

using System;
using System.Collections.Generic;
using Animators.Leonid_Animator;
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;
private CharacterCondition _condition;
private FlagZone _flagZone = null;
private INpcBaseState NpcState { get; 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 AnimatorHandler _animatorHandler;
private AimAssistant _assistant;
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>();
_animatorHandler = gameObject.GetComponent<AnimatorHandler>();
_assistant = gameObject.GetComponent<AimAssistant>();
_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!");
}
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;
}
private void Cover()
{
OnChangePosition?.Invoke(global::NpcBodyState.Crouching);
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);
if (_condition.HealthPoints < 0)
{
OnDeathEvent?.Invoke(true);
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();
}
}