Files
fracturepoint/.FROMOLDPROJECTPLEASEORGANISETHESEORDELETE/Scripts/TestScripts/RocketmanAI.cs
2026-01-21 10:56:26 -07:00

469 lines
16 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Pathfinding;
using System.Threading.Tasks;
using System;
using System.Linq;
using System.Text;
//Designed by Jacob Weedman
//Use on Rocketman type enemies
public class RocketmanAI : MonoBehaviour
{
//MISC
GameObject target;
float nextWaypointDistance = 5;
Path path;
int currentWaypoint = 0;
bool reachedEndOfPath = false;
GameObject projectile;
GameObject player;
GameObject barrel;
public List<GameObject> SuitablePositions;
public List<GameObject> AllPositions;
float DistanceFromPlayer;
Vector2 StartPosition;
public List<GameObject> PatrolPositions;
public GameObject LastKnownPlayerLocation;
//CONDITIONS/GENERAL INFORMATION
bool canJump = true;
bool canMove = true; // Prevent all movement
bool canPursue = false; // Follow player
bool canFire = false;
bool currentlyReloading = false;
bool currentlyPatrolling;
bool currentlyMovingToNextPatrolTarget = false;
float DesiredDistance;
float MinumumDistance = 5f;
bool targetingPlayer = false;
bool inFiringCycle = false;
int WeaponCurrentMagazineAmmount;
float angle;
//ENEMY STATS (Changeable)
public float Speed = 0.8f; // In relation to player's walking speed
public float JumpHeight = 0.8f; // In relation to player's regular jump height
public float Health = 30;
public float PatrolDistance = 15;
public int PatrolStallTime = 2000; //ms
public int PlayerDetectionRange = 40;
//WEAPON STATS (CHANGEABLE)
public int WeaponDamage = 30; // Damage per hit
public int WeaponFireRate = 2500; // Delay in time between attacks both melee and ranged
public float WeaponRandomSpread = 1.5f; // Random direction of lanched projectiles
public int WeaponRange = 30; // Maximum range of the projectile before it drops off
public float WeaponProjectileSpeed = 40f; // Speed of launched projectiles
public int WeaponMagazineSize = 1; // Number of shots the enemy will take before having to reload
public int WeaponReloadTime = 5000; // Time it takes to reload the magazine
//REFERENCES
Seeker seeker;
Rigidbody2D rb;
//ONCE THE GAME STARTS
void Start()
{
seeker = GetComponent<Seeker>();
rb = GetComponent<Rigidbody2D>();
transform.Find("ReloadingIndicator").GetComponent<SpriteRenderer>().enabled = false;
transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = false;
StartPosition = transform.position;
AllPositions = GameObject.FindGameObjectsWithTag("PossiblePositions").ToList();
foreach (GameObject pos in AllPositions)
{
if (Vector2.Distance(pos.transform.position, StartPosition) <= PatrolDistance)
{
PatrolPositions.Add(pos);
}
}
target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)];
projectile = GameObject.Find("EnemyProjectile");
player = GameObject.FindGameObjectWithTag("Player");
barrel = transform.Find("Barrel").gameObject;
LastKnownPlayerLocation = null;
WeaponCurrentMagazineAmmount = WeaponMagazineSize;
DesiredDistance = WeaponRange - 5;
InvokeRepeating("UpdatePath", 0f, 0.1f);
InvokeRepeating("PathfindingTimeout", 0f, 10);
}
// When enemy has reached the next node
void OnPathComplete(Path p)
{
if (!p.error)
{
path = p;
currentWaypoint = 0;
}
}
// Select next node
void UpdatePath()
{
if (seeker.IsDone() && target != null)
{
seeker.StartPath(rb.position, target.transform.position, OnPathComplete);
}
}
// Pathfiniding Timeout
void PathfindingTimeout()
{
if (Vector2.Distance(transform.position, target.transform.position) > 0.5)
{
target = gameObject;
MoveNextPatrol();
}
}
//MAIN LOGIC
void FixedUpdate()
{
//DEATH
if (Health <= 0)
{
GameObject DeadBody;
DeadBody = Instantiate(gameObject, transform.position, Quaternion.identity);
Destroy(GameObject.Find(DeadBody.name).GetComponent<TestEnemyAIGroundRanged>());
Destroy(GameObject.Find(DeadBody.name).GetComponent<Seeker>());
foreach (Transform child in DeadBody.transform) {
GameObject.Destroy(child.gameObject);
}
Destroy(gameObject);
}
//ICONS
if (targetingPlayer)
{
transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = true;
}
else
{
transform.Find("PursuingIndicator").GetComponent<SpriteRenderer>().enabled = false;
}
if (currentlyReloading)
{
transform.Find("ReloadingIndicator").GetComponent<SpriteRenderer>().enabled = true;
}
else
{
transform.Find("ReloadingIndicator").GetComponent<SpriteRenderer>().enabled = false;
}
//if (90 <= angle || angle <= 270)
//{
// barrel.transform.localScale = new Vector2(-barrel.transform.localScale.x, barrel.transform.localScale.y);
//}
//MISC PATHFINDING
if (path == null)
return;
if (target == null)
return;
if (currentWaypoint >= path.vectorPath.Count)
{
reachedEndOfPath = true;
return;
}
else
{
reachedEndOfPath = false;
}
//RANGED ATTACK
// Check if enemy has line of sight on the player & if they are in the acceptable range
if (WeaponCurrentMagazineAmmount > 0 && canFire == true && currentlyReloading == false && currentlyPatrolling == false)
{
if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= WeaponRange && Vector2.Distance(transform.position, player.transform.position) <= DesiredDistance)
{
UseWeapon();
}
}
else if (WeaponCurrentMagazineAmmount == 0 && currentlyReloading == false)
{
ReloadWeapon();
}
//MOVEMENT
if (canMove == true)
{
canFire = false;
Vector2 direction = (Vector2)path.vectorPath[currentWaypoint] - rb.position;
if (direction.x > 0) // Move right
{
rb.AddForce(new Vector2(Speed * 20, rb.linearVelocity.y));
}
if (direction.x < 0) // Move left
{
rb.AddForce(new Vector2(-1 * Speed * 20, rb.linearVelocity.y));
}
if (direction.y > 1f) // Wants to jump
{
JumpMethod();
}
// A* logic
float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]);
if (distance < nextWaypointDistance)
{
currentWaypoint++;
}
}
//GROUND DETECTION
//Detecting if the enemy has reached the ground
if (GetComponentInChildren<GroundCheck>().isGrounded == true && rb.linearVelocity.y == 0)
{
canJump = true;
if (inFiringCycle == false)
{
canFire = true;
}
}
else
{
canJump = false;
canFire = false;
}
//PATROL & DETECTION
// Enemy detects player
if (DetermineLineOfSight(gameObject, player) == true && Vector2.Distance(transform.position, player.transform.position) <= PlayerDetectionRange)
{
currentlyPatrolling = false;
targetingPlayer = true;
canPursue = true;
// Get the last know player location by finding which of the positions is closest to the player
if (LastKnownPlayerLocation == null)
{
LastKnownPlayerLocation = gameObject;
}
foreach (GameObject pos in AllPositions)
{
if (Vector2.Distance(player.transform.position, pos.transform.position) < Vector2.Distance(player.transform.position, LastKnownPlayerLocation.transform.position))
{
LastKnownPlayerLocation = pos;
}
}
// Angle barrel towards player
angle = Mathf.Atan2(player.transform.position.y - barrel.transform.position.y, player.transform.position.x - barrel.transform.position.x) * Mathf.Rad2Deg;
}
// Player has broken line of sight and the enemy will attempt to move to the last known location
else if (LastKnownPlayerLocation != null)
{
if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) > 0.5)
{
canPursue = false;
target = LastKnownPlayerLocation;
}
if (Vector2.Distance(transform.position, LastKnownPlayerLocation.transform.position) < 0.5 && DetermineLineOfSight(player, gameObject) == false)
{
targetingPlayer = false;
LastKnownPlayerLocation = null;
}
// Reset barrel rotation
angle = 0f;
}
// Go back to patrol move
else
{
currentlyPatrolling = true;
targetingPlayer = false;
if (canMove == true && currentlyMovingToNextPatrolTarget == false)
{
MoveNextPatrol();
}
// Reset barrel rotation
angle = 0f;
}
// Rotate barrel towards player
Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, angle));
barrel.transform.rotation = Quaternion.RotateTowards(barrel.transform.rotation, targetRotation, 200 * Time.deltaTime);
//TARGET DETERMINATION
if (canPursue == true)
{
// If the player moves away (CHANGE TARGET)
if (Vector2.Distance(target.transform.position, player.transform.position) > DesiredDistance)
{
ComputeClosestPositionToPlayer();
}
// If the player is too close to the target (CHANGE TARGET)
if (Vector2.Distance(target.transform.position, player.transform.position) < MinumumDistance)
{
ComputeClosestPositionToPlayer();
}
// If the target is on the other side of the player (CHANGE TARGET)
if (Vector2.Distance(transform.position, player.transform.position) < Vector2.Distance(target.transform.position, player.transform.position))
{
ComputeClosestPositionToPlayer();
}
// If the player is not within line of sight of the desired position (CHANGE TARGET)
if (DetermineLineOfSight(target, player) == false)
{
ComputeClosestPositionToPlayer();
}
// If the enemy reaches the target
if (Vector2.Distance(target.transform.position, transform.position) <= 1 && DetermineLineOfSight(gameObject, player))
{
if (canFire == false && inFiringCycle == false)
{
canFire = true;
}
}
}
}
//MISC METHODS
// Perform jump
async Task JumpMethod()
{
if (canJump == true)
{
rb.linearVelocity = new Vector2(rb.linearVelocity.x, JumpHeight * 12);
canJump = false;
await Task.Delay(500);
}
}
// Use Ranged Weapon
async Task UseWeapon()
{
canFire = false;
canMove = false;
inFiringCycle = true;
WeaponCurrentMagazineAmmount--;
GameObject Rocket;
Rocket = Instantiate(GameObject.Find("EnemyRocket"), new Vector3(transform.position.x + UnityEngine.Random.Range(-0.5f, 0.5f), transform.position.y + UnityEngine.Random.Range(-0.5f, 0.5f), GameObject.Find("EnemyRocket").transform.position.z), Quaternion.identity);
Rocket.transform.rotation = Quaternion.Euler(Vector3.forward * UnityEngine.Random.Range(-90, 90));
// Send it on its way
Rocket.GetComponent<Rigidbody2D>().linearVelocity = new Vector2(transform.position.x - player.transform.position.x + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread), transform.position.y - player.transform.position.y + UnityEngine.Random.Range(-WeaponRandomSpread, WeaponRandomSpread)).normalized * WeaponProjectileSpeed * -1;
Rocket.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Vector2.SignedAngle(Vector2.right, Rocket.transform.forward) - 90));
// Variables
Rocket.GetComponent<EnemyRocket>().WeaponDamage = WeaponDamage;
await Task.Delay(WeaponFireRate);
canFire = true;
canMove = true;
inFiringCycle = false;
}
// Reload Weapon
async Task ReloadWeapon()
{
canFire = false;
canMove = false;
//play reload animation
currentlyReloading = true;
await Task.Delay(WeaponReloadTime);
WeaponCurrentMagazineAmmount = WeaponMagazineSize;
currentlyReloading = false;
canFire = true;
canMove = true;
}
// Part of the patrol cycle
async Task MoveNextPatrol()
{
LastKnownPlayerLocation = null;
canPursue = false;
currentlyMovingToNextPatrolTarget = true;
//Find Random Position nearby
if (Vector2.Distance(transform.position, target.transform.position) <= 0.5 || PatrolPositions.Contains(target) == false)
{
target = PatrolPositions[UnityEngine.Random.Range(0, PatrolPositions.Count)];
await Task.Delay(PatrolStallTime + UnityEngine.Random.Range((PatrolStallTime * -1), PatrolStallTime));
}
currentlyMovingToNextPatrolTarget = false;
}
// General Utility
bool DetermineLineOfSight(GameObject object1, GameObject object2)
{
Vector3 RaycastStart = object1.transform.position;
Vector3 RaycastDirection = (object2.transform.position - object1.transform.position).normalized;
float RaycastDistance = Vector3.Distance(object2.transform.position, object1.transform.position);
if (Physics2D.Raycast(RaycastStart, RaycastDirection, RaycastDistance, LayerMask.GetMask("SolidGround")) == false)
{
Debug.DrawRay(RaycastStart, RaycastDirection * RaycastDistance);
return true;
}
else
{
return false;
}
}
// Part of the pursue cycle
void ComputeClosestPositionToPlayer()
{
canFire = false;
canMove = true;
SuitablePositions.Clear();
foreach (GameObject query in AllPositions)
{
// Check the distance of the position
if (Vector2.Distance(query.transform.position, player.transform.position) < DesiredDistance && Vector2.Distance(query.transform.position, player.transform.position) >= MinumumDistance)
{
// Check line of sight of the position
if (DetermineLineOfSight(query, player))
{
SuitablePositions.Add(query);
}
}
}
if (SuitablePositions.Count > 0)
{
target = SuitablePositions[UnityEngine.Random.Range(0, SuitablePositions.Count)];
foreach (GameObject pos in SuitablePositions)
{
//Find the point that is closest to the enemy
if (Vector2.Distance(transform.position, pos.transform.position) < Vector2.Distance(transform.position, target.transform.position))
{
target = pos;
}
}
}
}
}