init
This commit is contained in:
@@ -0,0 +1,84 @@
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using System;
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using System.Linq;
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using Schema;
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using Sirenix.Utilities;
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using UnityEngine;
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using VOID.Generic.Dict.Ability;
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using VOID.Generic.Util;
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using VOID.ScriptableObjects.Abilities;
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using Action = Schema.Action;
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namespace VOID.Generic.AI.Schema.Actions
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{
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[Description("Gets ability by selected filters from this unit and save it as blackboard variable")]
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[Category(SchemaCategory.ThisUnit)]
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public class GetAbility : Action
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{
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private enum SearchType
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{
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First,
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Random,
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LeastExpensive,
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MostExpensive,
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GreatestRange
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}
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private enum AbilityPurposeType
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{
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Any,
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All
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}
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[SerializeField] private bool includeBasicAttack;
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[SerializeField] private BlackboardEntrySelector<float> atLeastRange;
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[SerializeField] private AbilityPurposeType abilityPurposeType;
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[SerializeField] private AbilityPurposeFlag abilityPurpose;
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[SerializeField] private SearchType searchBy;
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[SerializeField, WriteOnly, Space(15)] private BlackboardEntrySelector<BasicAbility> saveTo;
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public override NodeStatus Tick(object nodeMemory, SchemaAgent agent)
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{
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var thisUnit = ((UnitObjectSchemaAgent)agent).unit;
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var allAbilities = thisUnit.unitAbilityBook.abilities.ToList();
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// Unit dont have any abilities
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if (allAbilities.IsNullOrEmpty()) return NodeStatus.Failure;
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if (includeBasicAttack) allAbilities.Add(thisUnit.unitAbilityBook.attackAbility);
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// Filter by range required
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allAbilities = allAbilities.Where(ability => ability.range >= atLeastRange.value).ToList();
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// Filter by wanted purpose
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allAbilities = allAbilities.Where(ability =>
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{
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switch (abilityPurposeType)
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{
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case AbilityPurposeType.All when (ability.abilityPurpose & abilityPurpose) == abilityPurpose:
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case AbilityPurposeType.Any when (ability.abilityPurpose & abilityPurpose) != AbilityPurposeFlag.None:
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return true;
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default:
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return false;
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}
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}).ToList();
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// Getting final ability and saving it
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saveTo.value = searchBy switch
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{
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SearchType.First => allAbilities.FirstOrDefault(),
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SearchType.Random => RandomUtil.RandomElement(allAbilities),
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SearchType.LeastExpensive => allAbilities.Aggregate(allAbilities.First(),
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(a1, a2) => a2.actionPointCost > a1.actionPointCost ? a1 : a2),
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SearchType.MostExpensive => allAbilities.Aggregate(allAbilities.First(),
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(a1, a2) => a2.actionPointCost <= a1.actionPointCost ? a1 : a2),
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SearchType.GreatestRange => allAbilities.Aggregate(allAbilities.First(),
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(a1, a2) => a2.range <= a1.range ? a1 : a2),
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_ => throw new ArgumentOutOfRangeException()
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};
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if (!saveTo.value) return NodeStatus.Failure;
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return NodeStatus.Success;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 0912de9aef0840feb6e15e730b800677
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timeCreated: 1709738283
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@@ -0,0 +1,23 @@
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using Schema;
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using UnityEngine;
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using VOID.ScriptableObjects.Abilities;
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namespace VOID.Generic.AI.Schema.Actions
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{
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[Description("Gets basic attack ability from this unit and save it as blackboard variable")]
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[Category(SchemaCategory.ThisUnit)]
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public class GetAttackAbility : Action
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{
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[SerializeField, WriteOnly] public BlackboardEntrySelector<BasicAbility> _saveTo;
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public override NodeStatus Tick(object nodeMemory, SchemaAgent agent)
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{
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var thisUnit = ((UnitObjectSchemaAgent)agent).unit;
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_saveTo.value = thisUnit.unitAbilityBook.attackAbility;
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if (!_saveTo.value) return NodeStatus.Failure;
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return NodeStatus.Success;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 60fa739b5d604f3b9e0a0155377b4692
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timeCreated: 1710064236
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@@ -0,0 +1,52 @@
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using System;
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using Schema;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using VOID.Generic.Objects.Unit;
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using VOID.Generic.Util;
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using Action = Schema.Action;
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namespace VOID.Generic.AI.Schema.Actions
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{
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[Description("Gets distance between ThisUnit and target position or unit, minus radius of both of units")]
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[Category(SchemaCategory.ThisUnit)]
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public class GetDistanceTo : Action
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{
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private enum DistanceFrom
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{
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Current,
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Another
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}
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private enum DistanceTo
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{
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Position,
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Unit
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}
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[SerializeField] private DistanceFrom _distanceFrom;
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[SerializeField, ShowIf(nameof(_distanceFrom), DistanceFrom.Another)] private BlackboardEntrySelector<Vector3> _position;
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[SerializeField, Space(15)] private DistanceTo _distanceTo;
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[SerializeField, ShowIf(nameof(_distanceTo), DistanceTo.Position)] private BlackboardEntrySelector<Vector3> _toPosition;
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[SerializeField, ShowIf(nameof(_distanceTo), DistanceTo.Unit)] private BlackboardEntrySelector<UnitObject> _toUnit;
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[WriteOnly, SerializeField, Space(15)] private BlackboardEntrySelector<float> _saveTo;
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public override NodeStatus Tick(object nodeMemory, SchemaAgent agent)
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{
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var unitAgent = (UnitObjectSchemaAgent)agent;
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var thisUnit = unitAgent.unit;
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_saveTo.value = (_distanceFrom, _distanceTo) switch
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{
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(DistanceFrom.Current, DistanceTo.Position) => RangeUtil.GetDistance(thisUnit, _toPosition.value),
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(DistanceFrom.Current, DistanceTo.Unit) => RangeUtil.GetDistance(thisUnit, _toUnit.value),
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(DistanceFrom.Another, DistanceTo.Position) => RangeUtil.GetDistance(_toPosition.value, _position.value) - thisUnit.basicData.radius,
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(DistanceFrom.Another, DistanceTo.Unit) => RangeUtil.GetDistance(_toUnit.value, _position.value) - thisUnit.basicData.radius,
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_ => throw new ArgumentOutOfRangeException()
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};
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return NodeStatus.Success;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: f3deac86e81441299d91ee926c0015af
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timeCreated: 1726666687
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@@ -0,0 +1,64 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Schema;
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using UnityEngine;
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using UnityEngine.AI;
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using VOID.Generic.Objects.Unit;
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using VOID.Generic.Util;
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using Action = Schema.Action;
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namespace VOID.Generic.AI.Schema.Actions
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{
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[Description("Gets point where ThisUnit can go with current MovementPoints towards given destination point")]
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[Category(SchemaCategory.CombatThisUnit)]
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public class GetReachablePosition : Action
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{
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private enum DestinationType
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{
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Position,
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Unit
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}
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[SerializeField] private DestinationType _destinationType;
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[SerializeField] private BlackboardEntrySelector<UnitObject> _toUnit;
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[SerializeField] private BlackboardEntrySelector<Vector3> _toPosition;
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[SerializeField, WriteOnly, Space(15)] private BlackboardEntrySelector<Vector3> _saveTo;
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public override NodeStatus Tick(object nodeMemory, SchemaAgent agent)
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{
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var thisUnit = ((UnitObjectSchemaAgent)agent).unit;
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if (!thisUnit.basicState.turnManager) return NodeStatus.Failure;
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// Whole path to destination
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var path = _destinationType switch
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{
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DestinationType.Position => GetPathToPosition(thisUnit),
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DestinationType.Unit => GetPathToUnit(thisUnit),
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_ => throw new ArgumentOutOfRangeException()
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};
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var movePoints = thisUnit.unitData.currentResources.movePoints;
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// Path can't be calculated
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if (thisUnit.unitNavAgent.GetPath().status is NavMeshPathStatus.PathInvalid) return NodeStatus.Failure;
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// Reachable path (within move points range) and its last possible point
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NavMeshPathUtil.SplitPath(path.ToArray(), movePoints, out var reachablePath, out _);
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_saveTo.value = reachablePath.Last();
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return NodeStatus.Success;
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}
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private List<Vector3> GetPathToPosition(UnitObject thisUnit)
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{
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thisUnit.unitNavAgent.CalculatePathTo(_toPosition.value);
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return thisUnit.unitNavAgent.GetCorrectedPath();
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}
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private List<Vector3> GetPathToUnit(UnitObject thisUnit)
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{
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thisUnit.unitNavAgent.CalculatePathTo(_toUnit.value);
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return thisUnit.unitNavAgent.GetCorrectedPath();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 74aab9b029674f94ac8347a3683ca308
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timeCreated: 1726254338
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@@ -0,0 +1,19 @@
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using Schema;
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using UnityEngine;
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using VOID.Generic.Objects.Unit;
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namespace VOID.Generic.AI.Schema.Actions
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{
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[Description("Gets this unit and save it as blackboard variable")]
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[Category(SchemaCategory.ThisUnit)]
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public class GetThisUnit : Action
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{
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[SerializeField, WriteOnly] public BlackboardEntrySelector<UnitObject> _saveTo;
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public override NodeStatus Tick(object nodeMemory, SchemaAgent agent)
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{
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_saveTo.value = ((UnitObjectSchemaAgent)agent).unit;
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return NodeStatus.Success;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: a40ad4564276481f831e44fd55979d34
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timeCreated: 1709499899
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@@ -0,0 +1,178 @@
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using System.Collections.Generic;
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using System.Linq;
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using Schema;
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using UnityEngine;
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using UnityEngine.AI;
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using VOID.Generic.Dict;
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using VOID.Generic.Objects.Unit;
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using VOID.Generic.Util;
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namespace VOID.Generic.AI.Schema.Actions
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{
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[Description("Gets unit by selected filters and save it as blackboard variable")]
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[Category(SchemaCategory.CombatThisUnit)]
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public class GetUnit : Action
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{
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private enum UnitType
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{
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Any,
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Enemy,
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Neutral,
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Friendly
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}
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private enum SearchType
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{
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ClosestByDistance,
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FarthestByDistance,
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Random,
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LeastHp,
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MostHp,
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ClosestByPath,
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FarthestByPath
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}
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[SerializeField] private UnitType _findUnitBy;
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[SerializeField] private SearchType _searchBy;
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[SerializeField, Space(15)] private BlackboardEntrySelector<UnitObject> _saveTo;
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public override NodeStatus Tick(object nodeMemory, SchemaAgent agent)
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{
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var thisUnit = ((UnitObjectSchemaAgent)agent).unit;
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if (!thisUnit.basicState.turnManager) return NodeStatus.Failure;
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// Get all participants in combat except current unit
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var allUnits = thisUnit.basicState.turnManager.allUnitsInQueue.Where(otherUnit => otherUnit != thisUnit)
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.ToList();
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// Filter by UnitType
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if (_findUnitBy is UnitType.Enemy) allUnits = GetEnemy(thisUnit, allUnits);
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if (_findUnitBy is UnitType.Neutral) allUnits = GetNeutral(thisUnit, allUnits);
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if (_findUnitBy is UnitType.Friendly) allUnits = GetFriendly(thisUnit, allUnits);
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// Filter by SearchType
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if (_searchBy is SearchType.ClosestByDistance) _saveTo.value = GetClosestByDistance(thisUnit, allUnits);
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if (_searchBy is SearchType.FarthestByDistance) _saveTo.value = GetFarthestByDistance(thisUnit, allUnits);
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if (_searchBy is SearchType.Random) _saveTo.value = RandomUtil.RandomElement(allUnits);
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if (_searchBy is SearchType.LeastHp) _saveTo.value = GetByLeastHp(allUnits);
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if (_searchBy is SearchType.MostHp) _saveTo.value = GetByMostHp(allUnits);
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if (_searchBy is SearchType.ClosestByPath) _saveTo.value = GetClosestByPath(thisUnit, allUnits);
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if (_searchBy is SearchType.FarthestByPath) _saveTo.value = GetFarthestByPath(thisUnit, allUnits);
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// Could not find anything
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if (!_saveTo.value) return NodeStatus.Failure;
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return NodeStatus.Success;
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}
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private List<UnitObject> GetEnemy(UnitObject thisUnit, List<UnitObject> units)
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{
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return units.Where(otherUnit => thisUnit.unitAttitude.GetAttitudeWith(otherUnit) < AttitudeType.Neutral)
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.ToList();
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}
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private List<UnitObject> GetNeutral(UnitObject thisUnit, List<UnitObject> units)
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{
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return units.Where(otherUnit => thisUnit.unitAttitude.GetAttitudeWith(otherUnit) == AttitudeType.Neutral)
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.ToList();
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}
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private List<UnitObject> GetFriendly(UnitObject thisUnit, List<UnitObject> units)
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{
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return units.Where(otherUnit => thisUnit.unitAttitude.GetAttitudeWith(otherUnit) > AttitudeType.Neutral)
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.ToList();
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}
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private UnitObject GetClosestByDistance(UnitObject thisUnit, List<UnitObject> units)
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{
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var closestDistance = float.MaxValue;
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var closestUnit = (UnitObject)null;
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units.ForEach(otherUnit =>
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{
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var distance = RangeUtil.GetDistance(thisUnit, otherUnit);
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if (distance >= closestDistance) return;
|
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closestDistance = distance;
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closestUnit = otherUnit;
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});
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return closestUnit;
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}
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||||
|
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private UnitObject GetFarthestByDistance(UnitObject thisUnit, List<UnitObject> units)
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{
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var farthestDistance = float.MinValue;
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var farthestUnit = (UnitObject)null;
|
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units.ForEach(otherUnit =>
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{
|
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var distance = RangeUtil.GetDistance(thisUnit, otherUnit);
|
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if (distance <= farthestDistance) return;
|
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farthestDistance = distance;
|
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farthestUnit = otherUnit;
|
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});
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return farthestUnit;
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}
|
||||
|
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private UnitObject GetClosestByPath(UnitObject thisUnit, List<UnitObject> units)
|
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{
|
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var closestPathLength = float.MaxValue;
|
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var closestUnit = (UnitObject)null;
|
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units.ForEach(otherUnit =>
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{
|
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thisUnit.unitNavAgent.CalculatePathTo(otherUnit.transform.position);
|
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var path = thisUnit.unitNavAgent.GetPath();
|
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var pathLength = NavMeshPathUtil.GetPathLength(path);
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if (path.status is not NavMeshPathStatus.PathInvalid)
|
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pathLength += Vector3.Distance(path.corners.Last(), otherUnit.transform.position);
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if (pathLength >= closestPathLength) return;
|
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closestPathLength = pathLength;
|
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closestUnit = otherUnit;
|
||||
});
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||||
return closestUnit;
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||||
}
|
||||
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||||
private UnitObject GetFarthestByPath(UnitObject thisUnit, List<UnitObject> units)
|
||||
{
|
||||
var farthestPathLength = float.MinValue;
|
||||
var farthestUnit = (UnitObject)null;
|
||||
units.ForEach(otherUnit =>
|
||||
{
|
||||
thisUnit.unitNavAgent.CalculatePathTo(otherUnit.transform.position);
|
||||
var path = thisUnit.unitNavAgent.GetPath();
|
||||
var pathLength = NavMeshPathUtil.GetPathLength(path);
|
||||
if (path.status is not NavMeshPathStatus.PathInvalid)
|
||||
pathLength += Vector3.Distance(path.corners.Last(), otherUnit.transform.position);
|
||||
if (pathLength <= farthestPathLength) return;
|
||||
farthestPathLength = pathLength;
|
||||
farthestUnit = otherUnit;
|
||||
});
|
||||
return farthestUnit;
|
||||
}
|
||||
|
||||
private UnitObject GetByLeastHp(List<UnitObject> units)
|
||||
{
|
||||
var leastHp = float.MinValue;
|
||||
var leastHpUnit = (UnitObject)null;
|
||||
units.ForEach(otherUnit =>
|
||||
{
|
||||
var hp = otherUnit.basicData.currentResources.health;
|
||||
if (hp >= leastHp) return;
|
||||
leastHp = hp;
|
||||
leastHpUnit = otherUnit;
|
||||
});
|
||||
return leastHpUnit;
|
||||
}
|
||||
|
||||
private UnitObject GetByMostHp(List<UnitObject> units)
|
||||
{
|
||||
var mostHp = float.MaxValue;
|
||||
var mostHpUnit = (UnitObject)null;
|
||||
units.ForEach(otherUnit =>
|
||||
{
|
||||
var hp = otherUnit.basicData.currentResources.health;
|
||||
if (hp <= mostHp) return;
|
||||
mostHp = hp;
|
||||
mostHpUnit = otherUnit;
|
||||
});
|
||||
return mostHpUnit;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a79026c80b3d42cc922bba86f43a82bb
|
||||
timeCreated: 1709555651
|
||||
@@ -0,0 +1,22 @@
|
||||
using Schema;
|
||||
using VOID.Generic.Objects.Unit.Actions;
|
||||
using VOID.Generic.Objects.Unit.Actions.Exceptions;
|
||||
|
||||
namespace VOID.Generic.AI.Schema.Actions
|
||||
{
|
||||
[Description("Starts turn based fight")]
|
||||
[Category(SchemaCategory.CombatThisUnit)]
|
||||
public class UnitEndTurn : Action
|
||||
{
|
||||
public override NodeStatus Tick(object nodeMemory, SchemaAgent agent)
|
||||
{
|
||||
var unitAgent = (UnitObjectSchemaAgent)agent;
|
||||
if (!unitAgent.unit || !unitAgent.unit.basicState.turnManager || !unitAgent.unit.unitState.isSelfTurn)
|
||||
return NodeStatus.Failure;
|
||||
|
||||
unitAgent.unit.OrderInstantly(new EndTurnAction(unitAgent.unit));
|
||||
|
||||
return NodeStatus.Success;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb47dac215e44eae810d2d4d1537bff5
|
||||
timeCreated: 1709573630
|
||||
@@ -0,0 +1,93 @@
|
||||
using Schema;
|
||||
using UnityEngine;
|
||||
using VOID.Generic.Objects.Unit;
|
||||
using VOID.Generic.Objects.Unit.Actions;
|
||||
using VOID.Generic.Objects.Unit.Events;
|
||||
|
||||
namespace VOID.Generic.AI.Schema.Actions
|
||||
{
|
||||
[Description("This unit will move to given point")]
|
||||
[Category(SchemaCategory.ThisUnit)]
|
||||
public class UnitMoveTo : Action
|
||||
{
|
||||
private class UnitMoveToMemory
|
||||
{
|
||||
public SchemaUnitEventWrapper<MoveEvent, UnitMoveToMemory> onMoveEnd;
|
||||
public bool isMoving;
|
||||
public bool isFinished;
|
||||
}
|
||||
|
||||
private enum MoveToType
|
||||
{
|
||||
Position,
|
||||
Unit
|
||||
}
|
||||
|
||||
[SerializeField] private MoveToType _moveTo;
|
||||
[SerializeField] private BlackboardEntrySelector<Transform> _moveToPosition;
|
||||
[SerializeField] private BlackboardEntrySelector<UnitObject> _moveToUnit;
|
||||
[SerializeField, Space(15)] private BlackboardEntrySelector<float> _range;
|
||||
|
||||
public override void OnNodeEnter(object nodeMemory, SchemaAgent agent)
|
||||
{
|
||||
var memory = (UnitMoveToMemory)nodeMemory;
|
||||
var unitAgent = (UnitObjectSchemaAgent)agent;
|
||||
|
||||
memory.onMoveEnd = new SchemaUnitEventWrapper<MoveEvent, UnitMoveToMemory>(
|
||||
unitAgent.unit.unitEvents.onMoveEnd, OnMoveEnd, unitAgent, memory);
|
||||
memory.onMoveEnd.On();
|
||||
memory.isMoving = false;
|
||||
memory.isFinished = false;
|
||||
}
|
||||
|
||||
public override NodeStatus Tick(object nodeMemory, SchemaAgent agent)
|
||||
{
|
||||
var memory = (UnitMoveToMemory)nodeMemory;
|
||||
var unitAgent = (UnitObjectSchemaAgent)agent;
|
||||
|
||||
// moveTo target not defined
|
||||
if (_moveTo is MoveToType.Unit && !_moveToUnit.value) return NodeStatus.Failure;
|
||||
if (_moveTo is MoveToType.Position && !_moveToPosition.value) return NodeStatus.Failure;
|
||||
|
||||
// unit reached target - end MoveTo with success
|
||||
if (memory.isFinished) return NodeStatus.Success;
|
||||
|
||||
// not started moving yet - start moving for this unit
|
||||
if (!memory.isMoving)
|
||||
{
|
||||
memory.isMoving = true;
|
||||
memory.isFinished = false;
|
||||
unitAgent.unit.OrderStop();
|
||||
if (_moveTo is MoveToType.Position)
|
||||
unitAgent.unit.Order(new MoveAction(unitAgent.unit, _moveToPosition.value.position, _range.value));
|
||||
if (_moveTo is MoveToType.Unit)
|
||||
unitAgent.unit.Order(new MoveAction(unitAgent.unit, _moveToUnit.value, _range.value));
|
||||
}
|
||||
|
||||
// If somehow this unit don't have anything in current action (something aborted that??)
|
||||
// Then end with failure whole MoveTo
|
||||
if (unitAgent.unit.unitActionQueue.actionCurrent == null)
|
||||
return NodeStatus.Failure;
|
||||
|
||||
// moving
|
||||
return NodeStatus.Running;
|
||||
}
|
||||
|
||||
public override void OnNodeExit(object nodeMemory, SchemaAgent agent)
|
||||
{
|
||||
var memory = (UnitMoveToMemory)nodeMemory;
|
||||
memory.onMoveEnd.Off();
|
||||
}
|
||||
|
||||
public override void OnNodeAbort(object nodeMemory, SchemaAgent agent)
|
||||
{
|
||||
var memory = (UnitMoveToMemory)nodeMemory;
|
||||
memory.onMoveEnd.Off();
|
||||
}
|
||||
|
||||
private void OnMoveEnd(MoveEvent moveEvent, UnitMoveToMemory memory, UnitObjectSchemaAgent agent)
|
||||
{
|
||||
memory.isFinished = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 624124ec53d149399992419f68d2a199
|
||||
timeCreated: 1709562199
|
||||
@@ -0,0 +1,88 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Schema;
|
||||
using UnityEngine;
|
||||
using VOID.Generic.Objects.Unit.Actions;
|
||||
using VOID.Generic.Objects.Unit.Events;
|
||||
|
||||
namespace VOID.Generic.AI.Schema.Actions
|
||||
{
|
||||
[Description("This unit will patrol between given points")]
|
||||
[Category(SchemaCategory.RealtimeThisUnit)]
|
||||
public class UnitPatrol : Action
|
||||
{
|
||||
private class UnitPatrolMemory
|
||||
{
|
||||
public SchemaUnitEventWrapper<MoveEvent, UnitPatrolMemory> onMoveEnd;
|
||||
public int nextStop = - 1;
|
||||
public bool isMoving = false;
|
||||
}
|
||||
|
||||
public override void OnNodeEnter(object nodeMemory, SchemaAgent agent)
|
||||
{
|
||||
var memory = (UnitPatrolMemory)nodeMemory;
|
||||
var unitAgent = (UnitObjectSchemaAgent)agent;
|
||||
var patrolPoints = unitAgent.unitAI.patrol;
|
||||
var closestDistance = float.MaxValue;
|
||||
|
||||
for (var index = 0; index < patrolPoints.Count; index++)
|
||||
{
|
||||
var distance = Vector3.Distance(unitAgent.unit.transform.position, patrolPoints[index].position);
|
||||
if (distance >= closestDistance) continue;
|
||||
closestDistance = distance;
|
||||
memory.nextStop = index;
|
||||
}
|
||||
|
||||
memory.onMoveEnd = new SchemaUnitEventWrapper<MoveEvent, UnitPatrolMemory>(
|
||||
unitAgent.unit.unitEvents.onMoveEnd, OnMoveEnd, unitAgent, memory);
|
||||
memory.onMoveEnd.On();
|
||||
}
|
||||
|
||||
public override NodeStatus Tick(object nodeMemory, SchemaAgent agent)
|
||||
{
|
||||
var memory = (UnitPatrolMemory)nodeMemory;
|
||||
var unitAgent = (UnitObjectSchemaAgent)agent;
|
||||
|
||||
if (memory.nextStop == - 1) return NodeStatus.Failure;
|
||||
if (memory.isMoving) return NodeStatus.Running;
|
||||
|
||||
// Get next patrol points in order to check
|
||||
var orderedPatrolPoints = new List<Transform>();
|
||||
orderedPatrolPoints.AddRange(unitAgent.unitAI.patrol.Skip(memory.nextStop+1));
|
||||
orderedPatrolPoints.AddRange(unitAgent.unitAI.patrol.Take(memory.nextStop+1));
|
||||
|
||||
// Find next valid patrol point and order move to it
|
||||
foreach (var point in orderedPatrolPoints)
|
||||
{
|
||||
var moveAction = new MoveAction(unitAgent.unit, point.position);
|
||||
if (moveAction.CanDoItBoolean() == false) continue;
|
||||
unitAgent.unit.Order(moveAction);
|
||||
memory.isMoving = true;
|
||||
return NodeStatus.Running;
|
||||
}
|
||||
|
||||
// Next point cant be found - error!
|
||||
return NodeStatus.Failure;
|
||||
}
|
||||
|
||||
public override void OnNodeExit(object nodeMemory, SchemaAgent agent)
|
||||
{
|
||||
var memory = (UnitPatrolMemory)nodeMemory;
|
||||
memory.onMoveEnd.Off();
|
||||
memory.isMoving = false;
|
||||
}
|
||||
|
||||
public override void OnNodeAbort(object nodeMemory, SchemaAgent agent)
|
||||
{
|
||||
var memory = (UnitPatrolMemory)nodeMemory;
|
||||
memory.onMoveEnd.Off();
|
||||
memory.isMoving = false;
|
||||
}
|
||||
|
||||
private void OnMoveEnd(MoveEvent moveEvent, UnitPatrolMemory memory, UnitObjectSchemaAgent agent)
|
||||
{
|
||||
memory.nextStop = (memory.nextStop + 1) % agent.unitAI.patrol.Count;
|
||||
memory.isMoving = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a11564bc03bb4a52a083e28d35d798cf
|
||||
timeCreated: 1709223806
|
||||
@@ -0,0 +1,25 @@
|
||||
using System.Collections.Generic;
|
||||
using Schema;
|
||||
using VOID.Generic.Dict;
|
||||
using VOID.Generic.Objects.Unit;
|
||||
using VOID.Generic.Turn;
|
||||
|
||||
namespace VOID.Generic.AI.Schema.Actions
|
||||
{
|
||||
[Description("Starts turn based fight")]
|
||||
[Category(SchemaCategory.RealtimeThisUnit)]
|
||||
public class UnitStartFight : Action
|
||||
{
|
||||
public override NodeStatus Tick(object nodeMemory, SchemaAgent agent)
|
||||
{
|
||||
var unitAgent = (UnitObjectSchemaAgent)agent;
|
||||
var hostileUnits = unitAgent.unit.unitSenses.GetUnitsInSightByAttitude(AttitudeType.Hostile);
|
||||
if (hostileUnits.Count == 0) return NodeStatus.Failure;
|
||||
var units = new List<UnitObject>();
|
||||
units.Add(unitAgent.unit);
|
||||
units.AddRange(hostileUnits);
|
||||
TurnManager.BuildGameObject(units);
|
||||
return NodeStatus.Success;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 62ecce8528974c928665fff4143169dd
|
||||
timeCreated: 1709379357
|
||||
@@ -0,0 +1,110 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Schema;
|
||||
using UnityEngine;
|
||||
using VOID.Generic.Dict;
|
||||
using VOID.Generic.Objects.Unit;
|
||||
using VOID.Generic.Objects.Unit.Actions;
|
||||
using VOID.Generic.Objects.Unit.Events;
|
||||
using VOID.ScriptableObjects.Abilities;
|
||||
using Action = Schema.Action;
|
||||
|
||||
namespace VOID.Generic.AI.Schema.Actions
|
||||
{
|
||||
[Description("Order this unit to use selected ability")]
|
||||
[Category(SchemaCategory.ThisUnit)]
|
||||
public class UnitUseAbility : Action
|
||||
{
|
||||
private class UnitUseAbilityMemory
|
||||
{
|
||||
public SchemaUnitEventWrapper<AnimationGenericEvent, UnitUseAbilityMemory> onCastAnimationEnd;
|
||||
public bool isRunning;
|
||||
public bool isFinished;
|
||||
}
|
||||
|
||||
private enum TargetType
|
||||
{
|
||||
Position,
|
||||
Unit
|
||||
}
|
||||
|
||||
[SerializeField] private BlackboardEntrySelector<BasicAbility> _ability;
|
||||
[SerializeField, Space(15)] private TargetType _targetType;
|
||||
[SerializeField] private BlackboardEntrySelector<Transform> _position;
|
||||
[SerializeField] private BlackboardEntrySelector<UnitObject> _unit;
|
||||
|
||||
public override NodeStatus Tick(object nodeMemory, SchemaAgent agent)
|
||||
{
|
||||
var memory = (UnitUseAbilityMemory)nodeMemory;
|
||||
var unitAgent = (UnitObjectSchemaAgent)agent;
|
||||
var thisUnit = unitAgent.unit;
|
||||
|
||||
// Ability not selected
|
||||
if (!_ability.value) return NodeStatus.Failure;
|
||||
|
||||
// Whenever is during casting or already done that
|
||||
if (memory.isFinished) return NodeStatus.Success;
|
||||
if (memory.isRunning) return NodeStatus.Running;
|
||||
|
||||
// Targets not selected
|
||||
if (_targetType == TargetType.Position && !_position.value) return NodeStatus.Failure;
|
||||
if (_targetType == TargetType.Unit && !_unit.value) return NodeStatus.Failure;
|
||||
|
||||
AbilityAction abilityAction;
|
||||
if (_targetType is TargetType.Position)
|
||||
{
|
||||
// TODO: for now if ability needs multiple targets all will be identical
|
||||
var targets = Enumerable.Repeat(_position.value.position, _ability.value.castUsages).ToArray();
|
||||
abilityAction = new AbilityAction(thisUnit, _ability.value, targets);
|
||||
}
|
||||
else if (_targetType is TargetType.Unit)
|
||||
{
|
||||
// TODO: for now if ability needs multiple targets all will be identical
|
||||
var targets = Enumerable.Repeat(_unit.value, _ability.value.castUsages).ToArray();
|
||||
abilityAction = new AbilityAction(thisUnit, _ability.value, targets);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
// Check if that action can be done
|
||||
if (!abilityAction.CanDoItBoolean()) return NodeStatus.Failure;
|
||||
|
||||
// Listen to end of abilisty casting animation
|
||||
memory.onCastAnimationEnd?.Off();
|
||||
memory.onCastAnimationEnd = new SchemaUnitEventWrapper<AnimationGenericEvent, UnitUseAbilityMemory>(
|
||||
thisUnit.unitEvents.onAnimation[AnimationType.Ability].onEnd, OnAbilityCastEnd, unitAgent, memory);
|
||||
memory.onCastAnimationEnd.On();
|
||||
|
||||
// Everything seems ok - order unit to do that action
|
||||
thisUnit.OrderStop();
|
||||
thisUnit.Order(abilityAction);
|
||||
memory.isRunning = true;
|
||||
|
||||
return NodeStatus.Running;
|
||||
}
|
||||
|
||||
public override void OnNodeExit(object nodeMemory, SchemaAgent agent)
|
||||
{
|
||||
var memory = (UnitUseAbilityMemory)nodeMemory;
|
||||
memory.onCastAnimationEnd?.Off();
|
||||
memory.isFinished = false;
|
||||
memory.isRunning = false;
|
||||
}
|
||||
|
||||
public override void OnNodeAbort(object nodeMemory, SchemaAgent agent)
|
||||
{
|
||||
var memory = (UnitUseAbilityMemory)nodeMemory;
|
||||
memory.onCastAnimationEnd?.Off();
|
||||
memory.isFinished = false;
|
||||
memory.isRunning = false;
|
||||
}
|
||||
|
||||
private void OnAbilityCastEnd(AnimationGenericEvent abilityCastEvent, UnitUseAbilityMemory memory,
|
||||
UnitObjectSchemaAgent agent)
|
||||
{
|
||||
memory.isFinished = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 45d528d62fdb41c7b539945d8d9f39be
|
||||
timeCreated: 1709821286
|
||||
Reference in New Issue
Block a user