## Full Previous Session Transcript (from session-2026-06-06-00-13.json.gz)
{"sessionId":"d41f8ee6-8855-4074-b165-eb3bdddeea60","projectHash":"7f18566d1c908d23dd7efd873d3cb46f94e7b050573aabcd900d1036d7568a6b","startTime":"2026-06-05T11:50:41.969Z","lastUpdated":"2026-06-05T11:50:41.969Z","kind":"main"}
{"$set":{"messages":[{"id":"d04923d38bb0f6017037e74183378ef4","timestamp":"2026-06-05T11:50:41.969Z","type":"user","content":[{"text":"\nThis is the Gemini CLI. We are setting up the context for our chat.\nToday's date is Friday, June 5, 2026 (formatted according to the user's locale).\nMy operating system is: win32\nThe project's temporary directory is: C:\\Users\\scove\\.gemini\\tmp\\hallucinate\n- **Workspace Directories:**\n - E:\\Learning_Progress\\Projects\\HALLUCINATE\n- **Directory Structure:**\n\nShowing up to 200 items (files + folders). Folders or files indicated with ... contain more items not shown, were ignored, or the display limit (200 items) was reached.\n\nE:\\Learning_Progress\\Projects\\HALLUCINATE\\\n├───.gitignore\n├───GEMINI.md\n├───README.md\n├───.ai\\\n│ └───mcp\\\n├───.gemini-workspace-history\\\n│ ├───active-context.md\n│ ├───session-2026-04-30-21-39.json.gz\n│ ├───session-2026-04-30-21-47.json.gz\n│ ├───session-2026-05-01-01-26.json.gz\n│ ├───session-2026-05-01-01-51.json.gz\n│ ├───session-2026-05-01-02-25.json.gz\n│ ├───session-2026-05-01-14-48.json.gz\n│ ├───session-2026-05-01-16-53.json.gz\n│ ├───session-2026-05-01-17-28.json.gz\n│ ├───session-2026-05-01-17-29.json.gz\n│ ├───session-2026-05-01-17-31.json.gz\n│ ├───session-2026-05-01-18-10.json.gz\n│ ├───session-2026-05-01-20-30.json.gz\n│ ├───session-2026-05-01-20-42.json.gz\n│ ├───session-2026-05-01-21-05.json.gz\n│ ├───session-2026-05-01-21-07.json.gz\n│ ├───session-2026-05-01-21-10.json.gz\n│ ├───session-2026-05-01-21-11.json.gz\n│ ├───session-2026-05-01-21-51.json.gz\n│ ├───session-2026-05-01-23-27.json.gz\n│ ├───session-2026-05-02-00-00.json.gz\n│ ├───session-2026-05-03-21-30.json.gz\n│ ├───session-2026-06-04-23-01.json.gz\n│ └───summary-2026-04-30.md\n├───.git\\...\n├───.idea\\\n│ ├───.idea.HALLUCINATE\\\n│ │ └───.idea\\\n│ └───.idea.HALLUCINATION\\\n│ └───.idea\\\n├───Assets\\\n│ ├───_Recovery.meta\n│ ├───All for one.meta\n│ ├───Animation.meta\n│ ├───Audio.meta\n│ ├───Editor.meta\n│ ├───Fonts.meta\n│ ├───InventoryData.json\n│ ├───InventoryData.json.meta\n│ ├───Materials.meta\n│ ├───Models.meta\n│ ├───Photon.meta\n│ ├───Plugin.meta\n│ ├───POLY STYLE - Fantasy Treasure Chest.meta\n│ ├───Prefabs.meta\n│ ├───Presets.meta\n│ ├───Resources.meta\n│ ├───Scenes.meta\n│ ├───Scove.meta\n│ ├───Scripts.meta\n│ ├───Settings.meta\n│ ├───Shaders.meta\n│ ├───TEST CUA TUAN.meta\n│ ├───Textures.meta\n│ ├───Third Parties.meta\n│ ├───UI.meta\n│ ├───_Recovery\\\n│ │ ├───0 (1).unity\n│ │ ├───0 (1).unity.meta\n│ │ ├───0 (10).unity\n│ │ ├───0 (10).unity.meta\n│ │ ├───0 (11).unity\n│ │ ├───0 (11).unity.meta\n│ │ ├───0 (12).unity\n│ │ ├───0 (12).unity.meta\n│ │ ├───0 (13).unity\n│ │ ├───0 (13).unity.meta\n│ │ ├───0 (14).unity\n│ │ ├───0 (14).unity.meta\n│ │ ├───0 (2).unity\n│ │ ├───0 (2).unity.meta\n│ │ ├───0 (3).unity\n│ │ ├───0 (3).unity.meta\n│ │ ├───0 (4).unity\n│ │ ├───0 (4).unity.meta\n│ │ ├───0 (5).unity\n│ │ ├───0 (5).unity.meta\n│ │ ├───0 (6).unity\n│ │ ├───0 (6).unity.meta\n│ │ ├───0 (7).unity\n│ │ ├───0 (7).unity.meta\n│ │ ├───0 (8).unity\n│ │ ├───0 (8).unity.meta\n│ │ ├───0 (9).unity\n│ │ ├───0 (9).unity.meta\n│ │ ├───0.unity\n│ │ └───0.unity.meta\n│ ├───.gemini-workspace-history\\\n│ │ ├───active-context.md\n│ │ ├───session-2026-05-02-00-01.json.gz\n│ │ └───session-2026-05-02-19-42.json.gz\n│ ├───.idea\\\n│ │ ├───.gitignore\n│ │ ├───encodings.xml\n│ │ ├───indexLayout.xml\n│ │ └───vcs.xml\n│ ├───All for one\\\n│ │ ├───Basic Locomotion Demo.meta\n│ │ ├───Invector_InventoryExamples.unity\n│ │ ├───Invector_InventoryExamples.unity.meta\n│ │ ├───Melee Demo.meta\n│ │ ├───Shooting Demo.meta\n│ │ ├───Simple Melee AI.meta\n│ │ ├───TargetTrainingMiniGame.meta\n│ │ ├───Basic Locomotion Demo\\\n│ │ ├───Melee Demo\\\n│ │ ├───Shooting Demo\\\n│ │ ├───Simple Melee AI\\\n│ │ └───TargetTrainingMiniGame\\\n│ ├───Animation\\\n│ │ ├───Basic Locomotion.meta\n│ │ ├───...\n│ │ └───...\n│ ├───Audio\\\n│ ├───Editor\\\n│ ├───Fonts\\\n│ ├───Materials\\\n│ ├───Models\\\n│ ├───Photon\\\n│ ├───Plugin\\\n│ ├───POLY STYLE - Fantasy Treasure Chest\\\n│ ├───Prefabs\\\n│ ├───Presets\\\n│ ├───Resources\\\n│ ├───Scenes\\\n│ ├───Scove\\\n│ ├───Scripts\\\n│ ├───Settings\\\n│ ├───Shaders\\\n│ ├───TEST CUA TUAN\\\n│ ├───Textures\\\n│ ├───Third Parties\\\n│ └───UI\\\n├───Build\\...\n├───document\\\n├───Library\\...\n├───Logs\\...\n├───obj\\...\n├───Packages\\\n│ ├───manifest.json\n│ ├───packages-lock.json\n│ └───app.rive.rive-unity\\\n├───ProjectSettings\\\n│ ├───AudioManager.asset\n│ ├───ClusterInputManager.asset\n│ ├───DynamicsManager.asset\n│ ├───EditorBuildSettings.asset\n│ ├───EditorSettings.asset\n│ ├───GraphicsSettings.asset\n│ ├───InputManager.asset\n│ ├───MemorySettings.asset\n│ ├───MultiplayerManager.asset\n│ ├───NavMeshAreas.asset\n│ ├───PackageManagerSettings.asset\n│ ├───Physics2DSettings.asset\n│ ├───PresetManager.asset\n│ ├───ProjectSettings.asset\n│ ├───ProjectVersion.txt\n│ ├───QualitySettings.asset\n│ ├───SceneTemplateSettings.json\n│ ├───ShaderGraphSettings.asset\n│ ├───TagManager.asset\n│ ├───TimelineSettings.asset\n│ ├───TimeManager.asset\n│ ├───UnityConnectSettings.asset\n│ ├───URPProjectSettings.asset\n│ ├───VersionControlSettings.asset\n│ ├───VFXManager.asset\n│ ├───XRSettings.asset\n│ └───Packages\\\n├───Temp\\...\n├───UIElementsSchema\\\n│ ├───UIElements.xsd\n│ ├───Unity.Multiplayer.PlayMode.Editor.xsd\n│ ├───Unity.Profiling.Editor.UI.xsd\n│ ├───Unity.Profiling.Editor.xsd\n│ ├───Unity.UI.Builder.xsd\n│ ├───Unity.UIToolkit.Editor.xsd\n│ ├───UnityEditor.Accessibility.xsd\n│ ├───UnityEditor.Audio.UIElements.xsd\n│ ├───UnityEditor.Experimental.GraphView.xsd\n│ ├───UnityEditor.Inspector.GraphicsSettingsInspectors.xsd\n│ ├───UnityEditor.Inspector.xsd\n│ ├───UnityEditor.Overlays.xsd\n│ ├───UnityEditor.PackageManager.UI.Internal.xsd\n│ ├───UnityEditor.Rendering.xsd\n│ ├───UnityEditor.Search.xsd\n│ ├───UnityEditor.ShaderGraph.Drawing.xsd\n│ ├───UnityEditor.ShortcutManagement.xsd\n│ ├───UnityEditor.Toolbars.xsd\n│ ├───UnityEditor.U2D.Sprites.SpriteEditorTool.xsd\n│ ├───UnityEditor.UIElements.Debugger.xsd\n│ ├───UnityEditor.UIElements.ProjectSettings.xsd\n│ ├───UnityEditor.UIElements.xsd\n│ └───UnityEngine.UIElements.xsd\n└───UserSettings\\...\n\n\n\n\n--- Context from: C:/Users/scove/.gemini/extensions/caveman/GEMINI.md ---\n\n---\nname: caveman\ndescription: >\n Ultra-compressed communication mode. Cuts token usage ~75% by speaking like caveman\n while keeping full technical accuracy. Supports intensity levels: lite, full (default), ultra,\n wenyan-lite, wenyan-full, wenyan-ultra.\n Use when user says \"caveman mode\", \"talk like caveman\", \"use caveman\", \"less tokens\",\n \"be brief\", or invokes /caveman. Also auto-triggers when token efficiency is requested.\n---\n\nRespond terse like smart caveman. All technical substance stay. Only fluff die.\n\n## Persistence\n\nACTIVE EVERY RESPONSE. No revert after many turns. No filler drift. Still active if unsure. Off only: \"stop caveman\" / \"normal mode\".\n\nDefault: **full**. Switch: `/caveman lite|full|ultra`.\n\n## Rules\n\nDrop: articles (a/an/the), filler (just/really/basically/actually/simply), pleasantries (sure/certainly/of course/happy to), hedging. Fragments OK. Short synonyms (big not extensive, fix not \"implement a solution for\"). Technical terms exact. Code blocks unchanged. Errors quoted exact.\n\nPattern: `[thing] [action] [reason]. [next step].`\n\nNot: \"Sure! I'd be happy to help you with that. The issue you're experiencing is likely caused by...\"\nYes: \"Bug in auth middleware. Token expiry check use `<` not `<=`. Fix:\"\n\n## Intensity\n\n| Level | What change |\n|-------|------------|\n| **lite** | No filler/hedging. Keep articles + full sentences. Professional but tight |\n| **full** | Drop articles, fragments OK, short synonyms. Classic caveman |\n| **ultra** | Abbreviate (DB/auth/config/req/res/fn/impl), strip conjunctions, arrows for causality (X → Y), one word when one word enough |\n| **wenyan-lite** | Semi-classical. Drop filler/hedging but keep grammar structure, classical register |\n| **wenyan-full** | Maximum classical terseness. Fully 文言文. 80-90% character reduction. Classical sentence patterns, verbs precede objects, subjects often omitted, classical particles (之/乃/為/其) |\n| **wenyan-ultra** | Extreme abbreviation while keeping classical Chinese feel. Maximum compression, ultra terse |\n\nExample — \"Why React component re-render?\"\n- lite: \"Your component re-renders because you create a new object reference each render. Wrap it in `useMemo`.\"\n- full: \"New object ref each render. Inline object prop = new ref = re-render. Wrap in `useMemo`.\"\n- ultra: \"Inline obj prop → new ref → re-render. `useMemo`.\"\n- wenyan-lite: \"組件頻重繪,以每繪新生對象參照故。以 useMemo 包之。\"\n- wenyan-full: \"物出新參照,致重繪。useMemo .Wrap之。\"\n- wenyan-ultra: \"新參照→重繪。useMemo Wrap。\"\n\nExample — \"Explain database connection pooling.\"\n- lite: \"Connection pooling reuses open connections instead of creating new ones per request. Avoids repeated handshake overhead.\"\n- full: \"Pool reuse open DB connections. No new connection per request. Skip handshake overhead.\"\n- ultra: \"Pool = reuse DB conn. Skip handshake → fast under load.\"\n- wenyan-full: \"池reuse open connection。不每req新開。skip handshake overhead。\"\n- wenyan-ultra: \"池reuse conn。skip handshake → fast。\"\n\n## Auto-Clarity\n\nDrop caveman for: security warnings, irreversible action confirmations, multi-step sequences where fragment order risks misread, user asks to clarify or repeats question. Resume caveman after clear part done.\n\nExample — destructive op:\n> **Warning:** This will permanently delete all rows in the `users` table and cannot be undone.\n> ```sql\n> DROP TABLE users;\n> ```\n> Caveman resume. Verify backup exist first.\n\n## Boundaries\n\nCode/commits/PRs: write normal. \"stop caveman\" or \"normal mode\": revert. Level persist until changed or session end.\n\n\n---\nname: caveman-commit\ndescription: >\n Ultra-compressed commit message generator. Cuts noise from commit messages while preserving\n intent and reasoning. Conventional Commits format. Subject ≤50 chars, body only when \"why\"\n isn't obvious. Use when user says \"write a commit\", \"commit message\", \"generate commit\",\n \"/commit\", or invokes /caveman-commit. Auto-triggers when staging changes.\n---\n\nWrite commit messages terse and exact. Conventional Commits format. No fluff. Why over what.\n\n## Rules\n\n**Subject line:**\n- `(): ` — `` optional\n- Types: `feat`, `fix`, `refactor`, `perf`, `docs`, `test`, `chore`, `build`, `ci`, `style`, `revert`\n- Imperative mood: \"add\", \"fix\", \"remove\" — not \"added\", \"adds\", \"adding\"\n- ≤50 chars when possible, hard cap 72\n- No trailing period\n- Match project convention for capitalization after the colon\n\n**Body (only if needed):**\n- Skip entirely when subject is self-explanatory\n- Add body only for: non-obvious *why*, breaking changes, migration notes, linked issues\n- Wrap at 72 chars\n- Bullets `-` not `*`\n- Reference issues/PRs at end: `Closes #42`, `Refs #17`\n\n**What NEVER goes in:**\n- \"This commit does X\", \"I\", \"we\", \"now\", \"currently\" — the diff says what\n- \"As requested by...\" — use Co-authored-by trailer\n- \"Generated with Claude Code\" or any AI attribution\n- Emoji (unless project convention requires)\n- Restating the file name when scope already says it\n\n## Examples\n\nDiff: new endpoint for user profile with body explaining the why\n- ❌ \"feat: add a new endpoint to get user profile information from the database\"\n- ✅\n ```\n feat(api): add GET /users/:id/profile\n\n Mobile client needs profile data without the full user payload\n to reduce LTE bandwidth on cold-launch screens.\n\n Closes #128\n ```\n\nDiff: breaking API change\n- ✅\n ```\n feat(api)!: rename /v1/orders to /v1/checkout\n\n BREAKING CHANGE: clients on /v1/orders must migrate to /v1/checkout\n before 2026-06-01. Old route returns 410 after that date.\n ```\n\n## Auto-Clarity\n\nAlways include body for: breaking changes, security fixes, data migrations, anything reverting a prior commit. Never compress these into subject-only — future debuggers need the context.\n\n## Boundaries\n\nOnly generates the commit message. Does not run `git commit`, does not stage files, does not amend. Output the message as a code block ready to paste. \"stop caveman-commit\" or \"normal mode\": revert to verbose commit style.\n\n\n---\nname: caveman-review\ndescription: >\n Ultra-compressed code review comments. Cuts noise from PR feedback while preserving\n the actionable signal. Each comment is one line: location, problem, fix. Use when user\n says \"review this PR\", \"code review\", \"review the diff\", \"/review\", or invokes\n /caveman-review. Auto-triggers when reviewing pull requests.\n---\n\nWrite code review comments terse and actionable. One line per finding. Location, problem, fix. No throat-clearing.\n\n## Rules\n\n**Format:** `L: . .` — or `:L: ...` when reviewing multi-file diffs.\n\n**Severity prefix (optional, when mixed):**\n- `🔴 bug:` — broken behavior, will cause incident\n- `🟡 risk:` — works but fragile (race, missing null check, swallowed error)\n- `🔵 nit:` — style, naming, micro-optim. Author can ignore\n- `❓ q:` — genuine question, not a suggestion\n\n**Drop:**\n- \"I noticed that...\", \"It seems like...\", \"You might want to consider...\"\n- \"This is just a suggestion but...\" — use `nit:` instead\n- \"Great work!\", \"Looks good overall but...\" — say it once at the top, not per comment\n- Restating what the line does — the reviewer can read the diff\n- Hedging (\"perhaps\", \"maybe\", \"I think\") — if unsure use `q:`\n\n**Keep:**\n- Exact line numbers\n- Exact symbol/function/variable names in backticks\n- Concrete fix, not \"consider refactoring this\"\n- The *why* if the fix isn't obvious from the problem statement\n\n## Examples\n\n❌ \"I noticed that on line 42 you're not checking if the user object is null before accessing the email property. This could potentially cause a crash if the user is not found in the database. You might want to add a null check here.\"\n\n✅ `L42: 🔴 bug: user can be null after .find(). Add guard before .email.`\n\n❌ \"It looks like this function is doing a lot of things and might benefit from being broken up into smaller functions for readability.\"\n\n✅ `L88-140: 🔵 nit: 50-line fn does 4 things. Extract validate/normalize/persist.`\n\n❌ \"Have you considered what happens if the API returns a 429? I think we should probably handle that case.\"\n\n✅ `L23: 🟡 risk: no retry on 429. Wrap in withBackoff(3).`\n\n## Auto-Clarity\n\nDrop terse mode for: security findings (CVE-class bugs need full explanation + reference), architectural disagreements (need rationale, not just a one-liner), and onboarding contexts where the author is new and needs the \"why\". In those cases write a normal paragraph, then resume terse for the rest.\n\n## Boundaries\n\nReviews only — does not write the code fix, does not approve/request-changes, does not run linters. Output the comment(s) ready to paste into the PR. \"stop caveman-review\" or \"normal mode\": revert to verbose review style.\n\n\n---\nname: caveman-compress\ndescription: >\n Compress natural language memory files (CLAUDE.md, todos, preferences) into caveman format\n to save input tokens. Preserves all technical substance, code, URLs, and structure.\n Compressed version overwrites the original file. Human-readable backup saved as FILE.original.md.\n Trigger: /caveman:compress or \"compress memory file\"\n---\n\n# Caveman Compress\n\n## Purpose\n\nCompress natural language files (CLAUDE.md, todos, preferences) into caveman-speak to reduce input tokens. Compressed version overwrites original. Human-readable backup saved as `.original.md`.\n\n## Trigger\n\n`/caveman:compress ` or when user asks to compress a memory file.\n\n## Process\n\n1. The compression scripts live in `caveman-compress/scripts/` (adjacent to this SKILL.md). If the path is not immediately available, search for `caveman-compress/scripts/__main__.py`.\n\n2. Run:\n\ncd caveman-compress && python3 -m scripts \n\n3. The CLI will:\n- detect file type (no tokens)\n- call Claude to compress\n- validate output (no tokens)\n- if errors: cherry-pick fix with Claude (targeted fixes only, no recompression)\n- retry up to 2 times\n- if still failing after 2 retries: report error to user, leave original file untouched\n\n4. Return result to user\n\n## Compression Rules\n\n### Remove\n- Articles: a, an, the\n- Filler: just, really, basically, actually, simply, essentially, generally\n- Pleasantries: \"sure\", \"certainly\", \"of course\", \"happy to\", \"I'd recommend\"\n- Hedging: \"it might be worth\", \"you could consider\", \"it would be good to\"\n- Redundant phrasing: \"in order to\" → \"to\", \"make sure to\" → \"ensure\", \"the reason is because\" → \"because\"\n- Connective fluff: \"however\", \"furthermore\", \"additionally\", \"in addition\"\n\n### Preserve EXACTLY (never modify)\n- Code blocks (fenced ``` and indented)\n- Inline code (`backtick content`)\n- URLs and links (full URLs, markdown links)\n- File paths (`/src/components/...`, `./config.yaml`)\n- Commands (`npm install`, `git commit`, `docker build`)\n- Technical terms (library names, API names, protocols, algorithms)\n- Proper nouns (project names, people, companies)\n- Dates, version numbers, numeric values\n- Environment variables (`$HOME`, `NODE_ENV`)\n\n### Preserve Structure\n- All markdown headings (keep exact heading text, compress body below)\n- Bullet point hierarchy (keep nesting level)\n- Numbered lists (keep numbering)\n- Tables (compress cell text, keep structure)\n- Frontmatter/YAML headers in markdown files\n\n### Compress\n- Use short synonyms: \"big\" not \"extensive\", \"fix\" not \"implement a solution for\", \"use\" not \"utilize\"\n- Fragments OK: \"Run tests before commit\" not \"You should always run tests before committing\"\n- Drop \"you should\", \"make sure to\", \"remember to\" — just state the action\n- Merge redundant bullets that say the same thing differently\n- Keep one example where multiple examples show the same pattern\n\nCRITICAL RULE:\nAnything inside ``` ... ``` must be copied EXACTLY.\nDo not:\n- remove comments\n- remove spacing\n- reorder lines\n- shorten commands\n- simplify anything\n\nInline code (`...`) must be preserved EXACTLY.\nDo not modify anything inside backticks.\n\nIf file contains code blocks:\n- Treat code blocks as read-only regions\n- Only compress text outside them\n- Do not merge sections around code\n\n## Pattern\n\nOriginal:\n> You should always make sure to run the test suite before pushing any changes to the main branch. This is important because it helps catch bugs early and prevents broken builds from being deployed to production.\n\nCompressed:\n> Run tests before push to main. Catch bugs early, prevent broken prod deploys.\n\nOriginal:\n> The application uses a microservices architecture with the following components. The API gateway handles all incoming requests and routes them to the appropriate service. The authentication service is responsible for managing user sessions and JWT tokens.\n\nCompressed:\n> Microservices architecture. API gateway route all requests to services. Auth service manage user sessions + JWT tokens.\n\n## Boundaries\n\n- ONLY compress natural language files (.md, .txt, extensionless)\n- NEVER modify: .py, .js, .ts, .json, .yaml, .yml, .toml, .env, .lock, .css, .html, .xml, .sql, .sh\n- If file has mixed content (prose + code), compress ONLY the prose sections\n- If unsure whether something is code or prose, leave it unchanged\n- Original file is backed up as FILE.original.md before overwriting\n- Never compress FILE.original.md (skip it)\n\n\n--- End of Context from: C:/Users/scove/.gemini/extensions/caveman/GEMINI.md ---\n\n--- Context from: C:/Users/scove/.gemini/extensions/co-researcher/GEMINI.md ---\n# Co-Researcher Agents for Gemini\n\nThis project provides PhD-level research capabilities for your Gemini CLI sessions.\n\n## Available Agents\n\n### Available Skills\nSee `skills/` for the full list of capabilities, including:\n- `research-methodology`\n- `literature-review`\n- `critical-analysis`\n- `hypothesis-testing`\n- `lateral-thinking`\n- `qualitative-research`\n- `quantitative-analysis`\n- `peer-review`\n- `ethics-review`\n- `grant-writing`\n\n\n## How to use in Gemini CLI\n\nGemini automatically discovers these agents when you run it from this directory. You can invoke them by name:\n\n```bash\ngemini \"Use the literature-review skill to find recent papers on room temperature superconductors\"\ngemini \"Ask the critical-analysis skill to review my methodology in proposal.md\"\n```\n\nThe CLI reads the context from `agents/` and this `GEMINI.md` file automatically.\nIt also has access to the specialized skills in the `skills/` directory.\n\n### Available Skills\nSee `skills/` for the full list of capabilities, including:\n- `research-methodology`\n- `literature-review`\n- `critical-analysis`\n--- End of Context from: C:/Users/scove/.gemini/extensions/co-researcher/GEMINI.md ---\n\n--- Context from: C:/Users/scove/.gemini/extensions/oh-my-product/GEMINI.md ---\n# oh-my-product Extension Context\r\n\r\nThis extension is the canonical public entry point for the `oh-my-product` workflow.\r\n\r\n> **Shared context**: See `context/omp-core.md` for the full agent catalog, workflow stages, quality gates, and state conventions.\r\n\r\n## Context Layers (priority order)\r\n1. **System/Runtime** — Gemini CLI constraints (immutable)\r\n2. **Project Standards** — This file (`GEMINI.md`) + `context/omp-core.md`\r\n3. **Session Memory** — `.omp/state/`, memory entries\r\n4. **Active Task** — Current plan, taskboard, PRD\r\n5. **Execution Traces** — Recent iteration results\r\n\r\n## Product intent\r\n- Keep orchestration incremental (MVP-first).\r\n- Default runtime backend is **tmux**.\r\n- Subagents are **experimental opt-in** only.\r\n- Setup defaults to **project scope**.\r\n\r\n## Preferred command flow\r\n1. `oh-my-product setup --scope project` (alias: `omp setup --scope project`)\r\n2. ensure `.gemini/agents/catalog.json` exists (repo contributor fallback: `npm run setup:subagents`)\r\n3. `oh-my-product doctor`\r\n4. `oh-my-product team run --task \"...\"`\r\n5. `oh-my-product verify`\r\n6. Optional MCP server surface: `oh-my-product mcp serve --dry-run --json`\r\n7. Optional live team bridge: `omx team 3:executor \"...\"`\r\n\r\n## Discoverability notes\r\n- Gemini's extension install preview may expose skills more visibly than command prompts.\r\n- Preview is not the full feature list: extension command TOML assets can still be installed even when they are not explicitly enumerated during install.\r\n- If preview output looks sparse, verify availability with direct CLI commands instead of relying on the preview screen alone.\r\n\r\nPrimary command families:\r\n- `setup`\r\n- `doctor`\r\n- `team run` / `team assemble` / `team plan` / `team prd` / `team exec`\r\n- `team subagents`\r\n- `team verify`\r\n- `tools`\r\n- `hud`\r\n- `intent` / `mode` / `approval` / `reasoning`\r\n- `workspace` / `taskboard` / `checkpoint`\r\n- `ralph` / `ultrawork` / `loop`\r\n- `consensus` / `optimize` / `memory` / `rules`\r\n- `launch` / `stop`\r\n\r\n## Guardrails\r\n- Do not skip sandbox checks when a task requires shell execution.\r\n- Prefer actionable failure output (what failed + how to fix it).\r\n- Keep state transitions observable under `.omp/state/`.\r\n\r\n## Handoff expectations\r\nWhen executing team tasks, include:\r\n- command(s) run,\r\n- final exit status,\r\n- key state/log paths for follow-up.\n--- End of Context from: C:/Users/scove/.gemini/extensions/oh-my-product/GEMINI.md ---\n\n--- Context from: C:/Users/scove/.gemini/extensions/superpowers/GEMINI.md ---\n\n---\nname: using-superpowers\ndescription: Use when starting any conversation - establishes how to find and use skills, requiring Skill tool invocation before ANY response including clarifying questions\n---\n\n\nIf you were dispatched as a subagent to execute a specific task, skip this skill.\n\n\n\nIf you think there is even a 1% chance a skill might apply to what you are doing, you ABSOLUTELY MUST invoke the skill.\n\nIF A SKILL APPLIES TO YOUR TASK, YOU DO NOT HAVE A CHOICE. YOU MUST USE IT.\n\nThis is not negotiable. This is not optional. You cannot rationalize your way out of this.\n\n\n## Instruction Priority\n\nSuperpowers skills override default system prompt behavior, but **user instructions always take precedence**:\n\n1. **User's explicit instructions** (CLAUDE.md, GEMINI.md, AGENTS.md, direct requests) — highest priority\n2. **Superpowers skills** — override default system behavior where they conflict\n3. **Default system prompt** — lowest priority\n\nIf CLAUDE.md, GEMINI.md, or AGENTS.md says \"don't use TDD\" and a skill says \"always use TDD,\" follow the user's instructions. The user is in control.\n\n## How to Access Skills\n\n**In Claude Code:** Use the `Skill` tool. When you invoke a skill, its content is loaded and presented to you—follow it directly. Never use the Read tool on skill files.\n\n**In Copilot CLI:** Use the `skill` tool. Skills are auto-discovered from installed plugins. The `skill` tool works the same as Claude Code's `Skill` tool.\n\n**In Gemini CLI:** Skills activate via the `activate_skill` tool. Gemini loads skill metadata at session start and activates the full content on demand.\n\n**In other environments:** Check your platform's documentation for how skills are loaded.\n\n## Platform Adaptation\n\nSkills use Claude Code tool names. Non-CC platforms: see `references/copilot-tools.md` (Copilot CLI), `references/codex-tools.md` (Codex) for tool equivalents. Gemini CLI users get the tool mapping loaded automatically via GEMINI.md.\n\n# Using Skills\n\n## The Rule\n\n**Invoke relevant or requested skills BEFORE any response or action.** Even a 1% chance a skill might apply means that you should invoke the skill to check. If an invoked skill turns out to be wrong for the situation, you don't need to use it.\n\n```dot\ndigraph skill_flow {\n \"User message received\" [shape=doublecircle];\n \"About to EnterPlanMode?\" [shape=doublecircle];\n \"Already brainstormed?\" [shape=diamond];\n \"Invoke brainstorming skill\" [shape=box];\n \"Might any skill apply?\" [shape=diamond];\n \"Invoke Skill tool\" [shape=box];\n \"Announce: 'Using [skill] to [purpose]'\" [shape=box];\n \"Has checklist?\" [shape=diamond];\n \"Create TodoWrite todo per item\" [shape=box];\n \"Follow skill exactly\" [shape=box];\n \"Respond (including clarifications)\" [shape=doublecircle];\n\n \"About to EnterPlanMode?\" -> \"Already brainstormed?\";\n \"Already brainstormed?\" -> \"Invoke brainstorming skill\" [label=\"no\"];\n \"Already brainstormed?\" -> \"Might any skill apply?\" [label=\"yes\"];\n \"Invoke brainstorming skill\" -> \"Might any skill apply?\";\n\n \"User message received\" -> \"Might any skill apply?\";\n \"Might any skill apply?\" -> \"Invoke Skill tool\" [label=\"yes, even 1%\"];\n \"Might any skill apply?\" -> \"Respond (including clarifications)\" [label=\"definitely not\"];\n \"Invoke Skill tool\" -> \"Announce: 'Using [skill] to [purpose]'\";\n \"Announce: 'Using [skill] to [purpose]'\" -> \"Has checklist?\";\n \"Has checklist?\" -> \"Create TodoWrite todo per item\" [label=\"yes\"];\n \"Has checklist?\" -> \"Follow skill exactly\" [label=\"no\"];\n \"Create TodoWrite todo per item\" -> \"Follow skill exactly\";\n}\n```\n\n## Red Flags\n\nThese thoughts mean STOP—you're rationalizing:\n\n| Thought | Reality |\n|---------|---------|\n| \"This is just a simple question\" | Questions are tasks. Check for skills. |\n| \"I need more context first\" | Skill check comes BEFORE clarifying questions. |\n| \"Let me explore the codebase first\" | Skills tell you HOW to explore. Check first. |\n| \"I can check git/files quickly\" | Files lack conversation context. Check for skills. |\n| \"Let me gather information first\" | Skills tell you HOW to gather information. |\n| \"This doesn't need a formal skill\" | If a skill exists, use it. |\n| \"I remember this skill\" | Skills evolve. Read current version. |\n| \"This doesn't count as a task\" | Action = task. Check for skills. |\n| \"The skill is overkill\" | Simple things become complex. Use it. |\n| \"I'll just do this one thing first\" | Check BEFORE doing anything. |\n| \"This feels productive\" | Undisciplined action wastes time. Skills prevent this. |\n| \"I know what that means\" | Knowing the concept ≠ using the skill. Invoke it. |\n\n## Skill Priority\n\nWhen multiple skills could apply, use this order:\n\n1. **Process skills first** (brainstorming, debugging) - these determine HOW to approach the task\n2. **Implementation skills second** (frontend-design, mcp-builder) - these guide execution\n\n\"Let's build X\" → brainstorming first, then implementation skills.\n\"Fix this bug\" → debugging first, then domain-specific skills.\n\n## Skill Types\n\n**Rigid** (TDD, debugging): Follow exactly. Don't adapt away discipline.\n\n**Flexible** (patterns): Adapt principles to context.\n\nThe skill itself tells you which.\n\n## User Instructions\n\nInstructions say WHAT, not HOW. \"Add X\" or \"Fix Y\" doesn't mean skip workflows.\n\n\n\n# Gemini CLI Tool Mapping\n\nSkills use Claude Code tool names. When you encounter these in a skill, use your platform equivalent:\n\n| Skill references | Gemini CLI equivalent |\n|-----------------|----------------------|\n| `Read` (file reading) | `read_file` |\n| `Write` (file creation) | `write_file` |\n| `Edit` (file editing) | `replace` |\n| `Bash` (run commands) | `run_shell_command` |\n| `Grep` (search file content) | `grep_search` |\n| `Glob` (search files by name) | `glob` |\n| `TodoWrite` (task tracking) | `write_todos` |\n| `Skill` tool (invoke a skill) | `activate_skill` |\n| `WebSearch` | `google_web_search` |\n| `WebFetch` | `web_fetch` |\n| `Task` tool (dispatch subagent) | No equivalent — Gemini CLI does not support subagents |\n\n## No subagent support\n\nGemini CLI has no equivalent to Claude Code's `Task` tool. Skills that rely on subagent dispatch (`subagent-driven-development`, `dispatching-parallel-agents`) will fall back to single-session execution via `executing-plans`.\n\n## Additional Gemini CLI tools\n\nThese tools are available in Gemini CLI but have no Claude Code equivalent:\n\n| Tool | Purpose |\n|------|---------|\n| `list_directory` | List files and subdirectories |\n| `save_memory` | Persist facts to GEMINI.md across sessions |\n| `ask_user` | Request structured input from the user |\n| `tracker_create_task` | Rich task management (create, update, list, visualize) |\n| `enter_plan_mode` / `exit_plan_mode` | Switch to read-only research mode before making changes |\n\n\n--- End of Context from: C:/Users/scove/.gemini/extensions/superpowers/GEMINI.md ---\n\n\n--- Context from: E:/Learning_Progress/Projects/HALLUCINATE/GEMINI.md ---\n/# 🌑 PROJECT HALLUCINATE - AI Instructions\r\n\r\nĐây là file hướng dẫn dành cho Gemini CLI để hiểu bối cảnh và quy chuẩn của dự án HALLUCINATE.\r\n\r\n## 🛠 Stack Kỹ thuật\r\n- **Engine:** Unity 6 (6000.3.10f1 LTS)\r\n- **Networking:** Photon Fusion (State Sync, Client-Side Prediction)\r\n- **Render Pipeline:** Universal Render Pipeline (URP)\r\n- **Architecture:** State Machine (Player), Interface-based Interaction (`IInteractable`).\r\n\r\n## 📂 Quy chuẩn Cấu trúc Thư mục\r\nTuân thủ nghiêm ngặt cấu trúc:\r\n- `Assets/Scripts/GameSetup/Maze/`: Các thuật toán tạo mê cung.\r\n- `Assets/Scripts/Player Controller/`: Logic di chuyển và State Machine của người chơi.\r\n- `Assets/Scripts/UI/`: Logic giao diện và Lobby.\r\n- `Assets/Scripts/Fusion/`: Các script liên quan đến Network và Spawner.\r\n\r\n## 📜 Quy ước Coding & Logic\r\n1. **Networking:**\r\n - Luôn sử dụng `FixedUpdateNetwork` thay vì `Update/FixedUpdate` cho các logic cần đồng bộ.\r\n - Sử dụng thuộc tính `[Networked]` cho các biến cần đồng bộ trạng thái.\r\n - Ưu tiên Client-Side Prediction và Reconciliation.\r\n2. **Character Control:**\r\n - Sử dụng State Machine để quản lý trạng thái di chuyển (Idle, Move, Sprint, Jump, Dash).\r\n - Camera Dynamics (Shake, FOV Kick) phải được xử lý mượt mà.\r\n3. **Interactions:**\r\n - Mọi vật thể có thể tương tác phải kế thừa từ `IInteractable` hoặc `BaseInteractable`.\r\n4. **Formatting:**\r\n - Luôn sử dụng PascalCase cho tên Method và Class.\r\n - camelCase cho biến private/local.\r\n\r\n## 🤖 Chỉ thị cho AI\r\n- **Phản hồi:** Ngắn gọn, súc tích, đi thẳng vào vấn đề kỹ thuật.\r\n- **An toàn:** Không bao giờ tự ý commit code trừ khi được yêu cầu rõ ràng.\r\n- **Tự động hóa:** Luôn cập nhật `MEMORY.md` sau mỗi thay đổi lớn hoặc khi kết thúc phiên làm việc.\n--- End of Context from: E:/Learning_Progress/Projects/HALLUCINATE/GEMINI.md ---\n\nThe following are instructions provided by the tool server 'context7':\n---[start of server instructions]---\nUse this server to fetch current documentation whenever the user asks about a library, framework, SDK, API, CLI tool, or cloud service -- even well-known ones like React, Next.js, Prisma, Express, Tailwind, Django, or Spring Boot. This includes API syntax, configuration, version migration, library-specific debugging, setup instructions, and CLI tool usage. Use even when you think you know the answer -- your training data may not reflect recent changes. Prefer this over web search for library docs.\n\nDo not use for: refactoring, writing scripts from scratch, debugging business logic, code review, or general programming concepts.\n---[end of server instructions]---\n\n\n"}]}],"lastUpdated":"2026-06-05T11:50:41.969Z"}}
{"id":"e5630733-a10d-4dd0-af85-7d18dd93f680","timestamp":"2026-06-05T12:01:34.025Z","type":"user","content":[{"text":"hi tôi cần nâng cấp hệ thống nói chuyện của NPC trở lên thông mình hơn. thôi đang nghĩ là sử dụng đồng thời 2 đến 3 api key cho các cuộc hội thoại để ko bị lỗi \"too many request\". Trong cùng 1 lúc thì chỉ có tối đa 3 npc dc phép nói chuyện với nhau, khi nói chuyện thì mỗi npc sẽ dc cấp api từ pool api gemini, sẽ luôn có 1 npc là người mở đầu và 1 npc kết thúc trò chuyện và hoặc khi npc thay đổi trạng thái trong behavior tree thì sẽ ko trò chuyện nữa. các cuộc trò chuyện sẽ dc thông qua api và api sẽ lại nhận câu trả lời và trả lời trò chuyện đó, 1 cuộc trò chuyện ko dc dài hơn 2 phút. và bạn có thấy mấy chỉ số của con npc ko trong @Assets/Scripts/AI NPC/EnemyAI.cs á, sau mỗi cuộc trò chuyện nó sẽ trả về kết quả là mà sẽ hơi thay đổi chỉ số của npc 1 chút. và tôi cx cần bạn xây dựng 1 hệ thống mà npc có thể nghe dc tiếng chân, nếu nghe dc tiếng chân nó sẽ tăng chỉ số nghi ngờ lê 1 xíu -> random có nên check vị trí đó hay ko -> patrol tiếp. kiểu nó sẽ có 1 thanh gọi là thanh nghi vấn và mỗi mức độ nghi vấn nó sẽ hành động khác nhau, đồng thời nó cũng có thể báo cho npc lân cận nữa. hãy plan và giúp tôi thực hiện upgrade trong @Assets\\Scripts\\AI NPC\\**"},{"text":"\n--- Content from referenced files ---"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\AnimatorAI.cs:\n"},{"text":"using UnityEngine;\nusing UnityEngine.AI;\nusing Invector;\nusing System.Collections;\n\n/// \n/// AnimatorAI: Đồng bộ hóa trạng thái của EnemyAI với Animator.\n/// Tích hợp Simulation Mode để giả lập animation khi chưa có logic di chuyển hoàn chỉnh.\n/// \npublic class AnimatorAI : MonoBehaviour\n{\n protected Animator animator;\n protected EnemyAI enemyAI;\n protected NavMeshAgent agent;\n protected Rigidbody rb;\n\n [Header(\"Debug Settings\")]\n public bool debugMode = true; \n public Color debugColor = Color.cyan;\n\n [Header(\"Simulation Mode (Giả lập)\")]\n public bool useSimulation = false; // Tích chọn để dùng thông số giả lập bên dưới\n public bool autoCycleSpeed = false; // Tự động chạy/đi bộ/đứng im theo vòng lặp\n [Range(0, 1)] public float simVerticalVelocity = 0f;\n public bool simIsSprinting = false;\n public bool simIsAiming = false;\n public int simMoveSetID = 0;\n\n [Header(\"Movement Settings\")]\n public float sprintThreshold = 0.8f; \n public float dampTime = 0.1f; \n\n #region Animator Parameters (Invector Style)\n protected vAnimatorParameter isDead;\n protected vAnimatorParameter isGrounded;\n protected vAnimatorParameter isCrouching;\n protected vAnimatorParameter isStrafing;\n protected vAnimatorParameter isSliding;\n protected vAnimatorParameter isSprinting;\n protected vAnimatorParameter isAiming;\n protected vAnimatorParameter canAim;\n protected vAnimatorParameter flipAnimation;\n protected vAnimatorParameter flipEquip;\n protected vAnimatorParameter groundDistance;\n protected vAnimatorParameter groundAngle;\n protected vAnimatorParameter verticalVelocity;\n protected vAnimatorParameter moveSet_ID;\n protected vAnimatorParameter upperBody_ID;\n protected vAnimatorParameter idleRandom;\n protected vAnimatorParameter idleRandomTrigger;\n protected vAnimatorParameter randomAttack;\n protected vAnimatorParameter weakAttack;\n protected vAnimatorParameter strongAttack;\n protected vAnimatorParameter isBlocking;\n protected vAnimatorParameter attackID;\n protected vAnimatorParameter defenseID;\n protected vAnimatorParameter recoilID;\n protected vAnimatorParameter reactionID;\n protected vAnimatorParameter triggerRecoil;\n protected vAnimatorParameter triggerReaction;\n protected vAnimatorParameter hitDirection;\n protected vAnimatorParameter resetState;\n protected vAnimatorParameter reload;\n protected vAnimatorParameter cancelReload;\n protected vAnimatorParameter reloadID;\n protected vAnimatorParameter shoot;\n protected vAnimatorParameter shot_ID;\n protected vAnimatorParameter powerCharger;\n #endregion\n\n protected virtual void Start()\n {\n animator = GetComponentInChildren();\n enemyAI = GetComponent();\n agent = GetComponent();\n rb = GetComponent();\n\n if (animator == null) \n {\n Debug.LogError($\"[AnimatorAI] KHÔNG tìm thấy Animator trên {gameObject.name} hoặc các con của nó!\");\n return;\n }\n\n // CHẨN ĐOÁN SÂU:\n if (debugMode) StartCoroutine(DeepDiagnosticRoutine());\n\n InitializeParameters();\n }\n\n private IEnumerator DeepDiagnosticRoutine()\n {\n while (true)\n {\n yield return new WaitForSeconds(2f); // Kiểm tra mỗi 2 giây\n\n if (animator == null) yield break;\n\n // 1. Kiểm tra Avatar\n if (animator.avatar == null)\n Debug.LogError($\"[T-POSE ALERT] {animator.gameObject.name} KHÔNG CÓ AVATAR! Đây là lý do bị T-Pose. Hãy kéo Avatar vào component Animator.\");\n \n // 2. Kiểm tra Speed\n if (animator.speed <= 0)\n Debug.LogWarning($\"[T-POSE ALERT] Tốc độ Animator đang bằng {animator.speed}. Nhân vật sẽ không cử động.\");\n\n // 3. Kiểm tra Animation Clips\n var stateInfo = animator.GetCurrentAnimatorStateInfo(0);\n var clipInfo = animator.GetCurrentAnimatorClipInfo(0);\n \n if (clipInfo.Length == 0)\n {\n Debug.LogError($\"[T-POSE ALERT] State hiện tại ({stateInfo.fullPathHash}) KHÔNG CÓ Clip animation nào! Hãy kéo file .anim vào ô Motion của State trong Animator Controller.\");\n }\n \n // 4. Kiểm tra Culling\n if (animator.cullingMode == AnimatorCullingMode.CullCompletely)\n {\n // Đôi khi Unity tự tắt animation nếu camera không nhìn thấy\n Debug.Log($\"[Info] Culling Mode đang là CullCompletely. Nếu nhân vật ở xa có thể sẽ dừng animation.\");\n }\n\n if (!useSimulation) yield break; // Nếu không dùng simulation thì chỉ check 1 lần rồi thôi\n }\n }\n\n protected virtual void InitializeParameters()\n {\n if (animator == null) return;\n\n // Khởi tạo và kiểm tra từng tham số quan trọng\n isDead = ValidateAndInit(\"isDead\");\n isGrounded = ValidateAndInit(\"IsGrounded\");\n isCrouching = ValidateAndInit(\"IsCrouching\");\n isStrafing = ValidateAndInit(\"IsStrafing\");\n isSliding = ValidateAndInit(\"IsSliding\");\n isSprinting = ValidateAndInit(\"IsSprinting\");\n isAiming = ValidateAndInit(\"IsAiming\");\n canAim = ValidateAndInit(\"CanAim\");\n flipAnimation = ValidateAndInit(\"FlipAnimation\");\n flipEquip = ValidateAndInit(\"FlipEquip\");\n groundDistance = ValidateAndInit(\"GroundDistance\");\n groundAngle = ValidateAndInit(\"GroundAngle\");\n verticalVelocity = ValidateAndInit(\"VerticalVelocity\");\n moveSet_ID = ValidateAndInit(\"MoveSet_ID\");\n upperBody_ID = ValidateAndInit(\"UpperBody_ID\");\n idleRandom = ValidateAndInit(\"IdleRandom\");\n idleRandomTrigger = ValidateAndInit(\"IdleRandomTrigger\");\n randomAttack = ValidateAndInit(\"RandomAttack\");\n weakAttack = ValidateAndInit(\"WeakAttack\");\n strongAttack = ValidateAndInit(\"StrongAttack\");\n isBlocking = ValidateAndInit(\"IsBlocking\");\n attackID = ValidateAndInit(\"AttackID\");\n defenseID = ValidateAndInit(\"DefenseID\");\n recoilID = ValidateAndInit(\"RecoilID\");\n reactionID = ValidateAndInit(\"ReactionID\");\n triggerRecoil = ValidateAndInit(\"TriggerRecoil\");\n triggerReaction = ValidateAndInit(\"TriggerReaction\");\n hitDirection = ValidateAndInit(\"HitDirection\");\n resetState = ValidateAndInit(\"ResetState\");\n reload = ValidateAndInit(\"Reload\");\n cancelReload = ValidateAndInit(\"CancelReload\");\n reloadID = ValidateAndInit(\"ReloadID\");\n shoot = ValidateAndInit(\"Shoot\");\n shot_ID = ValidateAndInit(\"Shot_ID\");\n powerCharger = ValidateAndInit(\"PowerCharger\");\n }\n\n private vAnimatorParameter ValidateAndInit(string paramName)\n {\n vAnimatorParameter p = new vAnimatorParameter(animator, paramName);\n if (!p.isValid && debugMode)\n {\n // Chỉ cảnh báo những biến cốt lõi nếu thiếu\n if (paramName == \"VerticalVelocity\" || paramName == \"IsGrounded\" || paramName == \"IsAiming\")\n Debug.LogWarning($\"[AnimatorAI] Cảnh báo: Controller thiếu biến quan trọng: {paramName}\");\n }\n return p;\n }\n\n protected virtual void Update()\n {\n if (animator == null) return;\n\n if (useSimulation)\n {\n RunSimulation();\n }\n else\n {\n if (enemyAI == null || agent == null) return;\n UpdateMovementParameters();\n UpdateCombatParameters();\n }\n }\n\n protected virtual void RunSimulation()\n {\n // 1. Giả lập tốc độ di chuyển\n if (autoCycleSpeed)\n {\n // Tạo vòng lặp tốc độ từ 0 đến 1 dùng hàm Sin\n simVerticalVelocity = Mathf.Abs(Mathf.Sin(Time.time * 0.5f));\n simIsSprinting = simVerticalVelocity > sprintThreshold;\n }\n\n SetFloat(verticalVelocity, simVerticalVelocity, \"SIM: VerticalVelocity\");\n SetBool(isSprinting, simIsSprinting, \"SIM: IsSprinting\");\n SetBool(isGrounded, true, \"SIM: IsGrounded\"); // Luôn giả lập trên mặt đất\n\n // 2. Giả lập chiến đấu\n SetBool(isAiming, simIsAiming, \"SIM: IsAiming\");\n SetInt(moveSet_ID, simMoveSetID, \"SIM: MoveSet_ID\");\n SetBool(canAim, simIsAiming, \"SIM: CanAim\");\n }\n\n protected virtual void UpdateMovementParameters()\n {\n bool grounded = agent.isOnNavMesh || agent.enabled;\n SetBool(isGrounded, grounded, \"IsGrounded\");\n\n float speed = agent.velocity.magnitude / enemyAI.moveSpeed;\n SetFloat(verticalVelocity, speed, \"VerticalVelocity\");\n\n bool sprinting = agent.velocity.magnitude > (enemyAI.moveSpeed * sprintThreshold);\n SetBool(isSprinting, sprinting, \"IsSprinting\");\n\n bool isDodging = !agent.enabled && !rb.isKinematic;\n SetBool(flipAnimation, isDodging, \"FlipAnimation (Dodge)\");\n }\n\n protected virtual void UpdateCombatParameters()\n {\n bool aiming = enemyAI.playerHasArtifact && agent.isStopped;\n SetBool(isAiming, aiming, \"IsAiming\");\n\n int moveID = enemyAI.playerHasArtifact ? 1 : 0;\n SetInt(moveSet_ID, moveID, \"MoveSet_ID\");\n\n SetBool(canAim, enemyAI.playerHasArtifact, \"CanAim\");\n }\n\n #region Optimized Setters with Debug\n \n protected void SetBool(vAnimatorParameter param, bool value, string name)\n {\n if (param.isValid)\n {\n bool current = animator.GetBool(param);\n if (current != value)\n {\n animator.SetBool(param, value);\n if (debugMode) Debug.Log($\"[AnimDebug] {gameObject.name}: {name} -> {value}\");\n }\n }\n }\n\n protected void SetFloat(vAnimatorParameter param, float value, string name)\n {\n if (param.isValid)\n {\n animator.SetFloat(param, value, dampTime, Time.deltaTime);\n }\n }\n\n protected void SetInt(vAnimatorParameter param, int value, string name)\n {\n if (param.isValid)\n {\n int current = animator.GetInteger(param);\n if (current != value)\n {\n animator.SetInteger(param, value);\n if (debugMode) Debug.Log($\"[AnimDebug] {gameObject.name}: {name} -> {value}\");\n }\n }\n }\n\n #endregion\n\n #region Helper Methods (Triggers)\n\n public virtual void SetAnimatorTrigger(vAnimatorParameter trigger, string name = \"Trigger\")\n {\n if (trigger.isValid)\n {\n if (debugMode) Debug.Log($\"[AnimDebug] {gameObject.name}: Kích hoạt {name}\");\n StartCoroutine(SetTriggerRoutine(trigger));\n }\n }\n\n private IEnumerator SetTriggerRoutine(int targetHash)\n {\n animator.SetTrigger(targetHash);\n yield return new WaitForSeconds(0.1f);\n animator.ResetTrigger(targetHash);\n }\n\n #endregion\n}"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\AnimatorAI.cs.meta:\n"},{"text":"fileFormatVersion: 2\nguid: 35bba55c2a743d042ab1fff35e29db50"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\AutoDestroy.cs:\n"},{"text":"using UnityEngine;\n\npublic class AutoDestroy : MonoBehaviour\n{\n // Start is called once before the first execution of Update after the MonoBehaviour is created\n void Start()\n {\n \n }\n\n // Update is called once per frame\n void Update()\n {\n \n }\n}"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\AutoDestroy.cs.meta:\n"},{"text":"fileFormatVersion: 2\nguid: 950ee3c6c086a3b4fa9a7f1e544c1651"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\BehavourTreeCore.cs:\n"},{"text":"using System.Collections.Generic;\nusing UnityEngine;\n\npublic enum NodeState\n{\n Success, Failure, Running\n}\n\npublic abstract class Node\n{\n protected NodeState state;\n public NodeState State => state;\n public abstract NodeState Evaluate();\n}\n\npublic class Selector : Node\n{\n protected List nodes = new List(); // children nodes\n \n public Selector(List nodes)\n {\n this.nodes = nodes;\n }\n \n public override NodeState Evaluate()\n {\n foreach (var node in nodes)\n {\n switch (node.Evaluate())\n {\n case NodeState.Failure:\n continue;\n case NodeState.Success:\n state = NodeState.Success;\n return state;\n case NodeState.Running:\n state = NodeState.Running;\n return state;\n }\n }\n state = NodeState.Failure;\n return state;\n }\n}"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\BehavourTreeCore.cs.meta:\n"},{"text":"fileFormatVersion: 2\nguid: 05bb68bbe2862134ab45f5267ec4b6bb"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\ChatBubble.cs:\n"},{"text":"using UnityEngine;\nusing TMPro;\nusing PrimeTween;\n\nnamespace Hallucinate.UI\n{\n public class ChatBubble : MonoBehaviour\n {\n [SerializeField] private TextMeshProUGUI textDisplay;\n [SerializeField] private CanvasGroup canvasGroup;\n [SerializeField] private RectTransform bubbleRect;\n\n private Transform mainCameraTransform;\n\n private void Awake()\n {\n if (canvasGroup != null) canvasGroup.alpha = 0;\n // gameObject.SetActive(false); // Bỏ dòng này để tránh tắt nhầm NPC gốc\n }\n\n private void LateUpdate()\n {\n // Tìm Camera nếu chưa có (Tránh lỗi Null nếu Camera chưa spawn hoặc bị xóa)\n if (mainCameraTransform == null)\n {\n if (Camera.main != null) mainCameraTransform = Camera.main.transform;\n else return;\n }\n\n // Billboard effect\n transform.LookAt(transform.position + mainCameraTransform.rotation * Vector3.forward, mainCameraTransform.rotation * Vector3.up);\n }\n\n public void Show(string text, float duration = 4f)\n {\n gameObject.SetActive(true);\n textDisplay.text = text;\n \n // Animation using PrimeTween\n PrimeTween.Sequence.Create()\n .Group(Tween.Alpha(canvasGroup, 1f, 0.3f))\n .Group(Tween.Scale(bubbleRect, Vector3.zero, Vector3.one, 0.4f, Ease.OutBack))\n .Chain(Tween.Delay(duration))\n .Chain(Tween.Alpha(canvasGroup, 0f, 0.5f))\n .OnComplete(() => gameObject.SetActive(false));\n }\n }\n}"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\ChatBubble.cs.meta:\n"},{"text":"fileFormatVersion: 2\nguid: ea510cea4b9ed1547ae4725a2ded949a"},{"text":"\nContent from @Assets/Scripts/AI NPC/EnemyAI.cs:\n"},{"text":"using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\nusing System.Linq;\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private EnemyAI talkingPartner;\n private Hallucinate.UI.ChatBubble chatBubble;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n // Rigidbody setup cho Unity 6\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n /* \n // Tạm thời comment đoạn này để tránh lỗi Tag chưa định nghĩa\n if (patrolWaypoints == null || patrolWaypoints.Length == 0)\n {\n patrolWaypoints = GameObject.FindGameObjectsWithTag(\"PatrolPoint\")\n .Select(go => go.transform).ToArray();\n }\n */\n\n InitTree();\n \n Debug.Log($\"[AI {npcName}] Init complete. Waypoints: {patrolWaypoints.Length}\");\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n // An toàn cho NavMeshAgent\n if (!agent.isOnNavMesh)\n {\n Debug.LogWarning($\"[AI {npcName}] NPC is NOT on NavMesh!\");\n return;\n }\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) StopConversation();\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n return (fov != null && fov.lastKnownPlayerPosition != Vector3.zero) ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer)) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n // Quét tìm NPC\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)\n {\n // Chỉ ID nhỏ hơn gọi để tránh trùng\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n talkingPartner = other;\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n private NodeState ActionTalk()\n {\n if (talkingPartner == null) return NodeState.Failure;\n if (!isTalking)\n {\n isTalking = true;\n agent.isStopped = true;\n FaceTarget(talkingPartner.transform.position);\n \n Debug.Log($\"[AI {npcName}] Talking to {talkingPartner.npcName}\");\n \n string prompt = $\"You are {npcName} talking to {talkingPartner.npcName}. \" +\n \"Make a very short, casual comment (under 10 words) about how boring this shift is or your need for coffee. Don't be formal.\";\n\n Hallucinate.AI.GeminiService.Instance.GetResponse(persona, prompt, (response) => {\n if (chatBubble != null) chatBubble.Show(response);\n Invoke(nameof(EndConversation), 6f);\n });\n talkingPartner.OnPartnerTalked(this);\n }\n return NodeState.Running;\n }\n\n public void OnPartnerTalked(EnemyAI partner)\n {\n isTalking = true;\n talkingPartner = partner;\n agent.isStopped = true;\n FaceTarget(partner.transform.position);\n Invoke(nameof(EndConversation), 6f);\n }\n\n private void EndConversation()\n {\n isTalking = false;\n lastTalkTime = Time.time;\n if (agent != null && agent.isOnNavMesh) agent.isStopped = false;\n talkingPartner = null;\n }\n\n private void StopConversation()\n {\n if (!isTalking) return;\n CancelInvoke(nameof(EndConversation));\n EndConversation();\n if (chatBubble != null) chatBubble.Show(\"Wait, what's that?!\", 2f);\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.5f;\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n return NodeState.Success;\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\EnemyAI.cs.meta:\n"},{"text":"fileFormatVersion: 2\nguid: 2224c27a7e8678e4a85f6604ba5e669a"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\FieldOfView.cs:\n"},{"text":"using System.Collections;\nusing UnityEngine;\n\npublic class FieldOfView : MonoBehaviour\n{\n [Range(0, 360)]\n public float viewAngle = 90f; \n public float viewRadius = 20f;\n public LayerMask obstacleLayerMask;\n public LayerMask targetLayerMask;\n \n [HideInInspector] public bool canSeePlayer = false;\n [HideInInspector] public Vector3 lastKnownPlayerPosition;\n\n void Start()\n {\n StartCoroutine(FindTargetWithDelay(0.1f));\n }\n\n IEnumerator FindTargetWithDelay(float delay)\n {\n while (true)\n {\n yield return new WaitForSeconds(delay);\n FindVisibleTargets();\n }\n }\n\n private void FindVisibleTargets()\n {\n canSeePlayer = false;\n var colliders = Physics.OverlapSphere(transform.position, viewRadius, targetLayerMask);\n\n for (int i = 0; i < colliders.Length; i++)\n {\n var target = colliders[i].transform;\n var direction = (target.position - transform.position).normalized;\n var angle = Vector3.Angle(transform.forward, direction);\n\n if (angle < viewAngle / 2)\n {\n float distanceToTarget = Vector3.Distance(transform.position, target.position);\n if (!Physics.Raycast(transform.position, direction, distanceToTarget, obstacleLayerMask))\n {\n canSeePlayer = true;\n lastKnownPlayerPosition = target.position;\n Debug.DrawLine(transform.position, target.position, Color.blue, 1f);\n }\n }\n }\n }\n}"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\FieldOfView.cs.meta:\n"},{"text":"fileFormatVersion: 2\nguid: 210b37cfe4a84a34a91d0a9e58856a60"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\GeminiService.cs:\n"},{"text":"using System;\nusing System.Collections;\nusing System.Text;\nusing UnityEngine;\nusing UnityEngine.Networking;\n\nnamespace Hallucinate.AI\n{\n [Serializable]\n public class Part { public string text; }\n\n [Serializable]\n public class Content { public Part[] parts; }\n\n [Serializable]\n public class Candidate { public Content content; }\n\n [Serializable]\n public class GeminiResponse { public Candidate[] candidates; }\n\n public class GeminiService : MonoBehaviour\n {\n public static GeminiService Instance { get; private set; }\n private bool isRequesting = false; // Khóa toàn cục tránh spam\n\n [SerializeField] private string apiKey = \"AQ.Ab8RN6I2hU_p8yHiPNNHtWzYBiLugbPP22gC6lzTWaYEWj4v0g\"; // Replace with your key\n [SerializeField] private string geminiURL = \"https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent\";\n\n private void Awake()\n {\n if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); }\n else { Destroy(gameObject); }\n }\n\n public void GetResponse(string persona, string prompt, Action onComplete)\n {\n if (isRequesting) \n {\n Debug.LogWarning(\"[Gemini] API is busy. Skipping request.\");\n return; \n }\n StartCoroutine(PostRequest(persona, prompt, onComplete));\n }\n\n private IEnumerator PostRequest(string persona, string prompt, Action onComplete)\n {\n isRequesting = true;\n var jsonBody = $@\"{{\n \"\"systemInstruction\"\": {{\"\"parts\"\": [{{ \"\"text\"\": \"\"{persona}\"\" }}]}},\n \"\"contents\"\": [{{\"\"parts\"\": [{{ \"\"text\"\": \"\"{prompt}\"\" }}]}}],\n \"\"generationConfig\"\": {{\n \"\"maxOutputTokens\"\": 60,\n \"\"temperature\"\": 0.7\n }}\n }}\";\n\n var requestURL = $\"{geminiURL}?key={apiKey}\";\n\n using (var request = new UnityWebRequest(requestURL, \"POST\"))\n {\n byte[] bodyRaw = Encoding.UTF8.GetBytes(jsonBody);\n request.uploadHandler = new UploadHandlerRaw(bodyRaw);\n request.downloadHandler = new DownloadHandlerBuffer();\n request.SetRequestHeader(\"Content-Type\", \"application/json\");\n\n yield return request.SendWebRequest();\n\n if (request.result == UnityWebRequest.Result.Success)\n {\n string rawResponse = request.downloadHandler.text;\n try\n {\n var response = JsonUtility.FromJson(rawResponse);\n if (response != null && \n response.candidates != null && \n response.candidates.Length > 0 && \n response.candidates[0].content != null && \n response.candidates[0].content.parts != null && \n response.candidates[0].content.parts.Length > 0)\n {\n onComplete?.Invoke(response.candidates[0].content.parts[0].text);\n }\n else\n {\n Debug.LogWarning($\"[Gemini] Response structure invalid or blocked. Raw: {rawResponse}\");\n }\n }\n catch (Exception e) \n { \n Debug.LogError($\"[Gemini] JSON Parse Error: {e.Message}\\nRaw Response: {rawResponse}\"); \n }\n }\n else\n {\n Debug.LogError($\"[Gemini] API Error: {request.error}\");\n }\n }\n\n // Chờ 2 giây sau khi nhận kết quả mới cho phép gọi tiếp (Tránh lỗi 429)\n yield return new WaitForSeconds(2f);\n isRequesting = false;\n }\n }\n}"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\GeminiService.cs.meta:\n"},{"text":"fileFormatVersion: 2\nguid: a859fc8e9ec10a347a3704b6045ca7e8"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\GeminiTest.cs:\n"},{"text":"using UnityEngine;\nusing Hallucinate.AI;\n\npublic class GeminiTest : MonoBehaviour\n{\n void Start()\n {\n Debug.Log(\"[Gemini Test] Bắt đầu kiểm tra kết nối API...\");\n\n if (GeminiService.Instance == null)\n {\n Debug.LogError(\"[Gemini Test] Không tìm thấy GeminiService Instance! Hãy đảm bảo bạn đã kéo script GeminiService vào một GameObject trong Scene.\");\n return;\n }\n\n string testPersona = \"Bạn là một robot kiểm tra hệ thống.\";\n string testPrompt = \"Chào bạn, nếu bạn nhận được tin nhắn này, hãy trả lời: 'Kết nối Gemini thành công!'\";\n\n GeminiService.Instance.GetResponse(testPersona, testPrompt, (response) => {\n Debug.Log($\"[Gemini Test] Phản hồi từ API: {response}\");\n });\n }\n}"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\GeminiTest.cs.meta:\n"},{"text":"fileFormatVersion: 2\nguid: e61a7aa4c1a936a43a97cf67a6e6a559"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\GerminiNPC.cs:\n"},{"text":"using UnityEngine;\nusing UnityEngine.InputSystem;\nusing System.Collections;\nusing Hallucinate.Audio;\nusing Hallucinate.AI;\n\npublic class GerminiNPC : MonoBehaviour\n{\n [SerializeField]\n private string npcPersona =\n \"Ngươi là một lão thợ rèn cọc cằn tên là Tom, ngươi rất ghét những kẻ mang phế liệu đến tiệm của mình. Chỉ trả lời ngắn gọn trong 2 câu, theo phong cách trung cổ.\";\n\n public string playerHeldItem = \"Thanh kiếm rỉ sét\";\n public float interactionDistance = 5f; // Khoảng cách tối đa để nói chuyện\n public Transform playerTransform; // Gán transform của Player vào đây\n\n [Header(\"Audio\")]\n public string startTalkSound = \"NPC_Interact\";\n public string responseSound = \"NPC_Response\";\n\n private void Update()\n {\n if (Keyboard.current != null && Keyboard.current.fKey.wasPressedThisFrame)\n {\n if (CanSeePlayer())\n {\n AudioManager.Instance?.Play(startTalkSound, position: transform.position);\n StartCoroutine(GetGerminiReponse());\n }\n else\n {\n Debug.Log(\"Hệ thống: Bạn ở quá xa hoặc bị tường che khuất!\");\n }\n }\n }\n\n private bool CanSeePlayer()\n {\n if (playerTransform == null)\n {\n // Tự tìm player nếu chưa gán\n GameObject player = GameObject.FindGameObjectWithTag(\"Player\");\n if (player != null) playerTransform = player.transform;\n else return false;\n }\n\n // 1. Check khoảng cách\n float dist = Vector3.Distance(transform.position, playerTransform.position);\n if (dist > interactionDistance) return false;\n\n // 2. Check xem có bị tường che không (Raycast)\n Vector3 direction = (playerTransform.position + Vector3.up) - (transform.position + Vector3.up);\n RaycastHit hit;\n if (Physics.Raycast(transform.position + Vector3.up, direction, out hit, interactionDistance))\n {\n if (hit.collider.CompareTag(\"Player\") || hit.collider.transform.IsChildOf(playerTransform))\n {\n return true; // Thấy đầu/người player\n }\n }\n\n return false;\n }\n\n private IEnumerator GetGerminiReponse()\n {\n string prompt = $\"Ta muốn bán cho ông món đồ này: {playerHeldItem}\";\n \n Hallucinate.AI.GeminiService.Instance.GetResponse(npcPersona, prompt, (response) => {\n Debug.Log($\"Tom: {response}\");\n AudioManager.Instance?.Play(responseSound, position: transform.position);\n \n // Nếu có ChatBubble gắn kèm thì hiển thị luôn\n var bubble = GetComponentInChildren(true);\n if (bubble != null) bubble.Show(response);\n });\n\n yield break;\n }\n}"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\GerminiNPC.cs.meta:\n"},{"text":"fileFormatVersion: 2\nguid: 4efda4e7a7dcac84ca938e2264ed0276"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\KamikazeAI.cs:\n"},{"text":"using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\n\n[RequireComponent(typeof(NavMeshAgent))]\npublic class KamikazeAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n\n [Header(\"Detection\")]\n public float detectRange = 15f;\n private bool canSeePlayer = false;\n\n [Header(\"Movement & Random Patrol\")]\n public float patrolSpeed = 2.5f;\n public float chaseSpeed = 7f;\n public float patrolRadius = 12f; // Bán kính của khu vực tuần tra ngẫu nhiên\n public float patrolWaitTime = 2f; // Thời gian đứng nghỉ trước khi đổi sang điểm ngẫu nhiên mới\n \n private Vector3 startPosition; // Tâm của khu vực tuần tra (Vị trí ban đầu)\n private float currentWaitTime;\n private NavMeshAgent agent;\n private bool isExploding = false; \n public Node behaviorTreeRoot;\n public GameObject explosionEffectPrefab;\n\n private void Start()\n {\n agent = GetComponent();\n \n // Lưu lại vị trí xuất phát để làm tâm, NPC sẽ chỉ đi loay hoay quanh khu vực này\n startPosition = transform.position; \n\n InitBehaviorTree();\n }\n\n private void Update()\n {\n if (isExploding) return;\n\n if (player == null) FindPlayer();\n else CheckVision();\n\n behaviorTreeRoot?.Evaluate();\n }\n\n private void FindPlayer()\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n private void CheckVision()\n {\n if (Vector3.Distance(transform.position, player.position) <= detectRange)\n canSeePlayer = true;\n else\n canSeePlayer = false;\n }\n\n private void InitBehaviorTree()\n {\n var explodeSequence = new Sequence(new List\n {\n new TaskNode(CheckIsCloseEnoughToExplode),\n new TaskNode(ActionTriggerExplosion)\n });\n\n var chaseSequence = new Sequence(new List\n {\n new TaskNode(CheckCanSeePlayer),\n new TaskNode(ActionChase)\n });\n\n // Hành động tuần tra ngẫu nhiên\n var patrolNode = new TaskNode(ActionRandomPatrol);\n\n behaviorTreeRoot = new Selector(new List\n {\n explodeSequence,\n chaseSequence,\n patrolNode\n });\n }\n\n #region CONDITIONS\n\n private NodeState CheckCanSeePlayer()\n {\n return canSeePlayer ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckIsCloseEnoughToExplode()\n {\n if (player == null) return NodeState.Failure;\n float dist = Vector3.Distance(transform.position, player.position);\n return dist <= 3f ? NodeState.Success : NodeState.Failure; \n }\n\n #endregion\n\n #region ACTIONS\n\n // HÀM TUẦN TRA NGẪU NHIÊN MỚI\n private NodeState ActionRandomPatrol()\n {\n Debug.Log(\"Wandering randomly...\");\n agent.isStopped = false;\n agent.speed = patrolSpeed;\n\n // Kiểm tra xem NPC đã đi đến điểm ngẫu nhiên hiện tại chưa\n if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance)\n {\n currentWaitTime += Time.deltaTime;\n\n // Đứng đợi hết thời gian quy định rồi mới tìm đường mới\n if (currentWaitTime >= patrolWaitTime)\n {\n // 1. Lấy một điểm ngẫu nhiên trong không gian hình cầu dựa trên bán kính\n Vector3 randomDirection = Random.insideUnitSphere * patrolRadius;\n randomDirection += startPosition; // Cộng với tâm ban đầu để giới hạn khu vực\n\n NavMeshHit hit;\n // 2. Ép tọa độ ngẫu nhiên đó phải nằm TRÊN bề mặt xanh của NavMesh (tránh kẹt tường)\n // Số 1 ở cuối là Area Mask (thường là Walkable)\n if (NavMesh.SamplePosition(randomDirection, out hit, patrolRadius, 1))\n {\n agent.SetDestination(hit.position);\n }\n\n currentWaitTime = 0f; // Reset thời gian chờ\n }\n }\n\n return NodeState.Running;\n }\n\n private NodeState ActionChase()\n {\n if (player == null) return NodeState.Failure;\n\n Debug.Log(\"Kamikaze is rushing you!\");\n agent.isStopped = false;\n agent.speed = chaseSpeed;\n agent.SetDestination(player.position);\n\n return NodeState.Running;\n }\n\n private NodeState ActionTriggerExplosion()\n {\n StartCoroutine(ExplosionRoutine());\n return NodeState.Success;\n }\n\n #endregion\n\n #region EXPLOSION LOGIC\n\n private IEnumerator ExplosionRoutine()\n {\n isExploding = true;\n agent.isStopped = true;\n agent.velocity = Vector3.zero;\n\n Debug.Log(\"BOMB ARMED!\");\n yield return new WaitForSeconds(1.5f);\n\n if (player != null)\n {\n float distToPlayer = Vector3.Distance(transform.position, player.position);\n if (distToPlayer <= 4f) \n {\n Debug.Log(\"BOOM! Player took damage!\");\n }\n }\n\n if (explosionEffectPrefab != null)\n {\n Instantiate(explosionEffectPrefab, transform.position, Quaternion.identity);\n }\n\n Destroy(gameObject);\n }\n\n #endregion\n\n // Vẽ vùng giới hạn tuần tra màu xanh lá cây trên Scene để bạn dễ căn chỉnh độ rộng\n private void OnDrawGizmosSelected()\n {\n Gizmos.color = Color.green;\n // Nếu game đang chạy thì vẽ quanh tâm startPosition, nếu chưa chạy thì vẽ quanh vị trí hiện tại\n Vector3 center = Application.isPlaying ? startPosition : transform.position;\n Gizmos.DrawWireSphere(center, patrolRadius);\n }\n}"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\KamikazeAI.cs.meta:\n"},{"text":"fileFormatVersion: 2\nguid: 6008ec58fb909034abd7293b55f0d558"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\LaserProjectile.cs:\n"},{"text":"using UnityEngine;\nusing Hallucinate.Audio;\n\npublic class LaserProjectile : MonoBehaviour\n{\n public float speed = 5f;\n public float lifeTime = 5f;\n\n [Header(\"Audio\")]\n public string hitSound = \"Laser_Hit\";\n\n private void Start()\n {\n Destroy(gameObject, lifeTime);\n }\n\n private void Update()\n {\n transform.position +=\n transform.forward *\n speed *\n Time.deltaTime;\n }\n\n private void OnTriggerEnter(Collider other)\n {\n if (other.CompareTag(\"Player\"))\n {\n Debug.Log(\"Player Hit\");\n\n AudioManager.Instance?.Play(hitSound, position: transform.position);\n\n Destroy(gameObject);\n }\n }\n}"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\LaserProjectile.cs.meta:\n"},{"text":"fileFormatVersion: 2\nguid: 4e4f602386d4d484ea7a2a3b0c19ac21"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\RagNPC.cs:\n"},{"text":"using UnityEngine;\n\npublic class RagNPC : MonoBehaviour\n{\n // Start is called once before the first execution of Update after the MonoBehaviour is created\n void Start()\n {\n \n }\n\n // Update is called once per frame\n void Update()\n {\n \n }\n}"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\RagNPC.cs.meta:\n"},{"text":"fileFormatVersion: 2\nguid: 30cdc86fe97fa95428a4b31052cfb22f"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\Sequence.cs:\n"},{"text":"using System.Collections.Generic;\n\npublic class Sequence : Node\n{\n private List nodes = new List();\n\n public Sequence(List nodes)\n {\n this.nodes = nodes;\n }\n\n public override NodeState Evaluate()\n {\n var isAnyChildRunning = false;\n foreach (var node in nodes)\n {\n switch (node.Evaluate())\n {\n case NodeState.Failure:\n state = NodeState.Failure;\n return state;\n case NodeState.Success:\n continue;\n case NodeState.Running:\n isAnyChildRunning = true;\n continue;\n }\n }\n state = isAnyChildRunning ? NodeState.Running : NodeState.Success;\n return state;\n }\n}\npublic class TaskNode : Node\n{\n public delegate NodeState TaskDelegate();\n private TaskDelegate action;\n\n public TaskNode(TaskDelegate action)\n {\n this.action = action;\n }\n \n public override NodeState Evaluate()\n {\n return action();\n }\n}"},{"text":"\nContent from @Assets\\Scripts\\AI NPC\\Sequence.cs.meta:\n"},{"text":"fileFormatVersion: 2\nguid: bfbdb66c26ddee84199051308b223b09"},{"text":"\n--- End of content ---"}],"displayContent":[{"text":"hi tôi cần nâng cấp hệ thống nói chuyện của NPC trở lên thông mình hơn. thôi đang nghĩ là sử dụng đồng thời 2 đến 3 api key cho các cuộc hội thoại để ko bị lỗi \"too many request\". Trong cùng 1 lúc thì chỉ có tối đa 3 npc dc phép nói chuyện với nhau, khi nói chuyện thì mỗi npc sẽ dc cấp api từ pool api gemini, sẽ luôn có 1 npc là người mở đầu và 1 npc kết thúc trò chuyện và hoặc khi npc thay đổi trạng thái trong behavior tree thì sẽ ko trò chuyện nữa. các cuộc trò chuyện sẽ dc thông qua api và api sẽ lại nhận câu trả lời và trả lời trò chuyện đó, 1 cuộc trò chuyện ko dc dài hơn 2 phút. và bạn có thấy mấy chỉ số của con npc ko trong @\"Assets/Scripts/AI NPC/EnemyAI.cs\" á, sau mỗi cuộc trò chuyện nó sẽ trả về kết quả là mà sẽ hơi thay đổi chỉ số của npc 1 chút. và tôi cx cần bạn xây dựng 1 hệ thống mà npc có thể nghe dc tiếng chân, nếu nghe dc tiếng chân nó sẽ tăng chỉ số nghi ngờ lê 1 xíu -> random có nên check vị trí đó hay ko -> patrol tiếp. kiểu nó sẽ có 1 thanh gọi là thanh nghi vấn và mỗi mức độ nghi vấn nó sẽ hành động khác nhau, đồng thời nó cũng có thể báo cho npc lân cận nữa. hãy plan và giúp tôi thực hiện upgrade trong @\"Assets/Scripts/AI NPC/\""}]}
{"$set":{"lastUpdated":"2026-06-05T12:01:34.026Z"}}
{"id":"b4220551-a4f0-4208-bbc7-af985cb7b692","timestamp":"2026-06-05T12:01:43.995Z","type":"gemini","content":"","thoughts":[{"subject":"Implementing Dialogue Improvements","description":"I'm focusing on enhancing the NPC dialogue. My current thoughts revolve around managing API calls efficiently, limiting concurrent speakers to three, and ensuring each conversational exchange has a distinct start and end point. This will improve the natural flow and prevent system overload.","timestamp":"2026-06-05T12:01:39.954Z"},{"subject":"Refining Conversational Dynamics","description":"I'm now considering how NPC state changes within the Behavior Tree will halt conversations and how dialogue outcomes can subtly influence their stats. My thoughts are also on capping conversations at two minutes and implementing a footstep/suspicion system where NPCs react to sounds and can escalate alerts.","timestamp":"2026-06-05T12:01:41.641Z"},{"subject":"Developing Auditory Reactions","description":"I'm now focused on integrating a hearing system, which involves implementing logic for footsteps and sounds. My thoughts are also on refining the Behavior Tree to better manage conversation states and suspicion levels, alongside adding mechanics that allow conversations to influence NPC stats and trigger alerts to other characters.","timestamp":"2026-06-05T12:01:43.524Z"}],"tokens":{"input":40926,"output":202,"cached":0,"thoughts":791,"tool":0,"total":41919},"model":"gemini-3-flash-preview"}
{"$set":{"lastUpdated":"2026-06-05T12:01:43.995Z"}}
{"id":"b4220551-a4f0-4208-bbc7-af985cb7b692","timestamp":"2026-06-05T12:01:43.995Z","type":"gemini","content":"","thoughts":[{"subject":"Implementing Dialogue Improvements","description":"I'm focusing on enhancing the NPC dialogue. My current thoughts revolve around managing API calls efficiently, limiting concurrent speakers to three, and ensuring each conversational exchange has a distinct start and end point. This will improve the natural flow and prevent system overload.","timestamp":"2026-06-05T12:01:39.954Z"},{"subject":"Refining Conversational Dynamics","description":"I'm now considering how NPC state changes within the Behavior Tree will halt conversations and how dialogue outcomes can subtly influence their stats. My thoughts are also on capping conversations at two minutes and implementing a footstep/suspicion system where NPCs react to sounds and can escalate alerts.","timestamp":"2026-06-05T12:01:41.641Z"},{"subject":"Developing Auditory Reactions","description":"I'm now focused on integrating a hearing system, which involves implementing logic for footsteps and sounds. My thoughts are also on refining the Behavior Tree to better manage conversation states and suspicion levels, alongside adding mechanics that allow conversations to influence NPC stats and trigger alerts to other characters.","timestamp":"2026-06-05T12:01:43.524Z"}],"tokens":{"input":40926,"output":202,"cached":0,"thoughts":791,"tool":0,"total":41919},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic__update_topic_1780660903657_0","name":"update_topic","args":{"title":"Researching AI Systems","strategic_intent":"Researching current AI and Gemini systems to plan the upgrade.","summary":"I am starting an upgrade for the NPC dialogue and suspicion systems. I will first analyze the existing `EnemyAI.cs` and `GeminiService.cs` to understand the current implementation of conversations and movement. Then, I will plan a centralized `ConversationManager` with an API key pool, a suspicion meter system with footstep detection, and a logic to update NPC stats based on dialogue outcomes. This phase focuses on mapping out the architectural changes needed to support these features within the existing Behavior Tree structure."},"result":[{"functionResponse":{"id":"update_topic__update_topic_1780660903657_0","name":"update_topic","response":{"output":"Current topic: \"Researching AI Systems\"\nTopic summary: I am starting an upgrade for the NPC dialogue and suspicion systems. I will first analyze the existing `EnemyAI.cs` and `GeminiService.cs` to understand the current implementation of conversations and movement. Then, I will plan a centralized `ConversationManager` with an API key pool, a suspicion meter system with footstep detection, and a logic to update NPC stats based on dialogue outcomes. This phase focuses on mapping out the architectural changes needed to support these features within the existing Behavior Tree structure.\n\nStrategic Intent: Researching current AI and Gemini systems to plan the upgrade."}}}],"status":"success","timestamp":"2026-06-05T12:01:44.019Z","resultDisplay":"## 📂 Topic: **Researching AI Systems**\n\n**Summary:**\nI am starting an upgrade for the NPC dialogue and suspicion systems. I will first analyze the existing `EnemyAI.cs` and `GeminiService.cs` to understand the current implementation of conversations and movement. Then, I will plan a centralized `ConversationManager` with an API key pool, a suspicion meter system with footstep detection, and a logic to update NPC stats based on dialogue outcomes. This phase focuses on mapping out the architectural changes needed to support these features within the existing Behavior Tree structure.\n\n> [!STRATEGY]\n> **Intent:** Researching current AI and Gemini systems to plan the upgrade.","description":"Update topic to: \"Researching AI Systems\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"read_file__read_file_1780660903779_1","name":"read_file","args":{"file_path":"Assets/Scripts/AI NPC/EnemyAI.cs"},"result":[{"functionResponse":{"id":"read_file__read_file_1780660903779_1","name":"read_file","response":{"output":"using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\nusing System.Linq;\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private EnemyAI talkingPartner;\n private Hallucinate.UI.ChatBubble chatBubble;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n // Rigidbody setup cho Unity 6\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n /* \n // Tạm thời comment đoạn này để tránh lỗi Tag chưa định nghĩa\n if (patrolWaypoints == null || patrolWaypoints.Length == 0)\n {\n patrolWaypoints = GameObject.FindGameObjectsWithTag(\"PatrolPoint\")\n .Select(go => go.transform).ToArray();\n }\n */\n\n InitTree();\n \n Debug.Log($\"[AI {npcName}] Init complete. Waypoints: {patrolWaypoints.Length}\");\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n // An toàn cho NavMeshAgent\n if (!agent.isOnNavMesh)\n {\n Debug.LogWarning($\"[AI {npcName}] NPC is NOT on NavMesh!\");\n return;\n }\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) StopConversation();\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n return (fov != null && fov.lastKnownPlayerPosition != Vector3.zero) ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer)) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n // Quét tìm NPC\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)\n {\n // Chỉ ID nhỏ hơn gọi để tránh trùng\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n talkingPartner = other;\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n private NodeState ActionTalk()\n {\n if (talkingPartner == null) return NodeState.Failure;\n if (!isTalking)\n {\n isTalking = true;\n agent.isStopped = true;\n FaceTarget(talkingPartner.transform.position);\n \n Debug.Log($\"[AI {npcName}] Talking to {talkingPartner.npcName}\");\n \n string prompt = $\"You are {npcName} talking to {talkingPartner.npcName}. \" +\n \"Make a very short, casual comment (under 10 words) about how boring this shift is or your need for coffee. Don't be formal.\";\n\n Hallucinate.AI.GeminiService.Instance.GetResponse(persona, prompt, (response) => {\n if (chatBubble != null) chatBubble.Show(response);\n Invoke(nameof(EndConversation), 6f);\n });\n talkingPartner.OnPartnerTalked(this);\n }\n return NodeState.Running;\n }\n\n public void OnPartnerTalked(EnemyAI partner)\n {\n isTalking = true;\n talkingPartner = partner;\n agent.isStopped = true;\n FaceTarget(partner.transform.position);\n Invoke(nameof(EndConversation), 6f);\n }\n\n private void EndConversation()\n {\n isTalking = false;\n lastTalkTime = Time.time;\n if (agent != null && agent.isOnNavMesh) agent.isStopped = false;\n talkingPartner = null;\n }\n\n private void StopConversation()\n {\n if (!isTalking) return;\n CancelInvoke(nameof(EndConversation));\n EndConversation();\n if (chatBubble != null) chatBubble.Show(\"Wait, what's that?!\", 2f);\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.5f;\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n return NodeState.Success;\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}\n"}}}],"status":"success","timestamp":"2026-06-05T12:01:44.019Z","resultDisplay":"","description":"Assets\\Scripts\\AI NPC\\EnemyAI.cs","displayName":"ReadFile","renderOutputAsMarkdown":true},{"id":"read_file__read_file_1780660903786_2","name":"read_file","args":{"file_path":"Assets/Scripts/AI NPC/GeminiService.cs"},"result":[{"functionResponse":{"id":"read_file__read_file_1780660903786_2","name":"read_file","response":{"output":"using System;\nusing System.Collections;\nusing System.Text;\nusing UnityEngine;\nusing UnityEngine.Networking;\n\nnamespace Hallucinate.AI\n{\n [Serializable]\n public class Part { public string text; }\n\n [Serializable]\n public class Content { public Part[] parts; }\n\n [Serializable]\n public class Candidate { public Content content; }\n\n [Serializable]\n public class GeminiResponse { public Candidate[] candidates; }\n\n public class GeminiService : MonoBehaviour\n {\n public static GeminiService Instance { get; private set; }\n private bool isRequesting = false; // Khóa toàn cục tránh spam\n\n [SerializeField] private string apiKey = \"AQ.Ab8RN6I2hU_p8yHiPNNHtWzYBiLugbPP22gC6lzTWaYEWj4v0g\"; // Replace with your key\n [SerializeField] private string geminiURL = \"https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent\";\n\n private void Awake()\n {\n if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); }\n else { Destroy(gameObject); }\n }\n\n public void GetResponse(string persona, string prompt, Action onComplete)\n {\n if (isRequesting) \n {\n Debug.LogWarning(\"[Gemini] API is busy. Skipping request.\");\n return; \n }\n StartCoroutine(PostRequest(persona, prompt, onComplete));\n }\n\n private IEnumerator PostRequest(string persona, string prompt, Action onComplete)\n {\n isRequesting = true;\n var jsonBody = $@\"{{\n \"\"systemInstruction\"\": {{\"\"parts\"\": [{{ \"\"text\"\": \"\"{persona}\"\" }}]}},\n \"\"contents\"\": [{{\"\"parts\"\": [{{ \"\"text\"\": \"\"{prompt}\"\" }}]}}],\n \"\"generationConfig\"\": {{\n \"\"maxOutputTokens\"\": 60,\n \"\"temperature\"\": 0.7\n }}\n }}\";\n\n var requestURL = $\"{geminiURL}?key={apiKey}\";\n\n using (var request = new UnityWebRequest(requestURL, \"POST\"))\n {\n byte[] bodyRaw = Encoding.UTF8.GetBytes(jsonBody);\n request.uploadHandler = new UploadHandlerRaw(bodyRaw);\n request.downloadHandler = new DownloadHandlerBuffer();\n request.SetRequestHeader(\"Content-Type\", \"application/json\");\n\n yield return request.SendWebRequest();\n\n if (request.result == UnityWebRequest.Result.Success)\n {\n string rawResponse = request.downloadHandler.text;\n try\n {\n var response = JsonUtility.FromJson(rawResponse);\n if (response != null && \n response.candidates != null && \n response.candidates.Length > 0 && \n response.candidates[0].content != null && \n response.candidates[0].content.parts != null && \n response.candidates[0].content.parts.Length > 0)\n {\n onComplete?.Invoke(response.candidates[0].content.parts[0].text);\n }\n else\n {\n Debug.LogWarning($\"[Gemini] Response structure invalid or blocked. Raw: {rawResponse}\");\n }\n }\n catch (Exception e) \n { \n Debug.LogError($\"[Gemini] JSON Parse Error: {e.Message}\\nRaw Response: {rawResponse}\"); \n }\n }\n else\n {\n Debug.LogError($\"[Gemini] API Error: {request.error}\");\n }\n }\n\n // Chờ 2 giây sau khi nhận kết quả mới cho phép gọi tiếp (Tránh lỗi 429)\n yield return new WaitForSeconds(2f);\n isRequesting = false;\n }\n }\n}\n"}}}],"status":"success","timestamp":"2026-06-05T12:01:44.019Z","resultDisplay":"","description":"Assets\\...\\AI NPC\\GeminiService.cs","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
{"id":"e3eb4818-cc83-4ae0-9941-34d58b199ef0","timestamp":"2026-06-05T12:01:44.020Z","type":"user","content":[{"functionResponse":{"id":"update_topic__update_topic_1780660903657_0","name":"update_topic","response":{"output":"Current topic: \"Researching AI Systems\"\nTopic summary: I am starting an upgrade for the NPC dialogue and suspicion systems. I will first analyze the existing `EnemyAI.cs` and `GeminiService.cs` to understand the current implementation of conversations and movement. Then, I will plan a centralized `ConversationManager` with an API key pool, a suspicion meter system with footstep detection, and a logic to update NPC stats based on dialogue outcomes. This phase focuses on mapping out the architectural changes needed to support these features within the existing Behavior Tree structure.\n\nStrategic Intent: Researching current AI and Gemini systems to plan the upgrade."}}},{"functionResponse":{"id":"read_file__read_file_1780660903779_1","name":"read_file","response":{"output":"using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\nusing System.Linq;\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private EnemyAI talkingPartner;\n private Hallucinate.UI.ChatBubble chatBubble;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n // Rigidbody setup cho Unity 6\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n /* \n // Tạm thời comment đoạn này để tránh lỗi Tag chưa định nghĩa\n if (patrolWaypoints == null || patrolWaypoints.Length == 0)\n {\n patrolWaypoints = GameObject.FindGameObjectsWithTag(\"PatrolPoint\")\n .Select(go => go.transform).ToArray();\n }\n */\n\n InitTree();\n \n Debug.Log($\"[AI {npcName}] Init complete. Waypoints: {patrolWaypoints.Length}\");\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n // An toàn cho NavMeshAgent\n if (!agent.isOnNavMesh)\n {\n Debug.LogWarning($\"[AI {npcName}] NPC is NOT on NavMesh!\");\n return;\n }\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) StopConversation();\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n return (fov != null && fov.lastKnownPlayerPosition != Vector3.zero) ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer)) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n // Quét tìm NPC\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)\n {\n // Chỉ ID nhỏ hơn gọi để tránh trùng\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n talkingPartner = other;\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n private NodeState ActionTalk()\n {\n if (talkingPartner == null) return NodeState.Failure;\n if (!isTalking)\n {\n isTalking = true;\n agent.isStopped = true;\n FaceTarget(talkingPartner.transform.position);\n \n Debug.Log($\"[AI {npcName}] Talking to {talkingPartner.npcName}\");\n \n string prompt = $\"You are {npcName} talking to {talkingPartner.npcName}. \" +\n \"Make a very short, casual comment (under 10 words) about how boring this shift is or your need for coffee. Don't be formal.\";\n\n Hallucinate.AI.GeminiService.Instance.GetResponse(persona, prompt, (response) => {\n if (chatBubble != null) chatBubble.Show(response);\n Invoke(nameof(EndConversation), 6f);\n });\n talkingPartner.OnPartnerTalked(this);\n }\n return NodeState.Running;\n }\n\n public void OnPartnerTalked(EnemyAI partner)\n {\n isTalking = true;\n talkingPartner = partner;\n agent.isStopped = true;\n FaceTarget(partner.transform.position);\n Invoke(nameof(EndConversation), 6f);\n }\n\n private void EndConversation()\n {\n isTalking = false;\n lastTalkTime = Time.time;\n if (agent != null && agent.isOnNavMesh) agent.isStopped = false;\n talkingPartner = null;\n }\n\n private void StopConversation()\n {\n if (!isTalking) return;\n CancelInvoke(nameof(EndConversation));\n EndConversation();\n if (chatBubble != null) chatBubble.Show(\"Wait, what's that?!\", 2f);\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.5f;\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n return NodeState.Success;\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}\n"}}},{"functionResponse":{"id":"read_file__read_file_1780660903786_2","name":"read_file","response":{"output":"using System;\nusing System.Collections;\nusing System.Text;\nusing UnityEngine;\nusing UnityEngine.Networking;\n\nnamespace Hallucinate.AI\n{\n [Serializable]\n public class Part { public string text; }\n\n [Serializable]\n public class Content { public Part[] parts; }\n\n [Serializable]\n public class Candidate { public Content content; }\n\n [Serializable]\n public class GeminiResponse { public Candidate[] candidates; }\n\n public class GeminiService : MonoBehaviour\n {\n public static GeminiService Instance { get; private set; }\n private bool isRequesting = false; // Khóa toàn cục tránh spam\n\n [SerializeField] private string apiKey = \"AQ.Ab8RN6I2hU_p8yHiPNNHtWzYBiLugbPP22gC6lzTWaYEWj4v0g\"; // Replace with your key\n [SerializeField] private string geminiURL = \"https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent\";\n\n private void Awake()\n {\n if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); }\n else { Destroy(gameObject); }\n }\n\n public void GetResponse(string persona, string prompt, Action onComplete)\n {\n if (isRequesting) \n {\n Debug.LogWarning(\"[Gemini] API is busy. Skipping request.\");\n return; \n }\n StartCoroutine(PostRequest(persona, prompt, onComplete));\n }\n\n private IEnumerator PostRequest(string persona, string prompt, Action onComplete)\n {\n isRequesting = true;\n var jsonBody = $@\"{{\n \"\"systemInstruction\"\": {{\"\"parts\"\": [{{ \"\"text\"\": \"\"{persona}\"\" }}]}},\n \"\"contents\"\": [{{\"\"parts\"\": [{{ \"\"text\"\": \"\"{prompt}\"\" }}]}}],\n \"\"generationConfig\"\": {{\n \"\"maxOutputTokens\"\": 60,\n \"\"temperature\"\": 0.7\n }}\n }}\";\n\n var requestURL = $\"{geminiURL}?key={apiKey}\";\n\n using (var request = new UnityWebRequest(requestURL, \"POST\"))\n {\n byte[] bodyRaw = Encoding.UTF8.GetBytes(jsonBody);\n request.uploadHandler = new UploadHandlerRaw(bodyRaw);\n request.downloadHandler = new DownloadHandlerBuffer();\n request.SetRequestHeader(\"Content-Type\", \"application/json\");\n\n yield return request.SendWebRequest();\n\n if (request.result == UnityWebRequest.Result.Success)\n {\n string rawResponse = request.downloadHandler.text;\n try\n {\n var response = JsonUtility.FromJson(rawResponse);\n if (response != null && \n response.candidates != null && \n response.candidates.Length > 0 && \n response.candidates[0].content != null && \n response.candidates[0].content.parts != null && \n response.candidates[0].content.parts.Length > 0)\n {\n onComplete?.Invoke(response.candidates[0].content.parts[0].text);\n }\n else\n {\n Debug.LogWarning($\"[Gemini] Response structure invalid or blocked. Raw: {rawResponse}\");\n }\n }\n catch (Exception e) \n { \n Debug.LogError($\"[Gemini] JSON Parse Error: {e.Message}\\nRaw Response: {rawResponse}\"); \n }\n }\n else\n {\n Debug.LogError($\"[Gemini] API Error: {request.error}\");\n }\n }\n\n // Chờ 2 giây sau khi nhận kết quả mới cho phép gọi tiếp (Tránh lỗi 429)\n yield return new WaitForSeconds(2f);\n isRequesting = false;\n }\n }\n}\n"}}}]}
{"$set":{"lastUpdated":"2026-06-05T12:01:44.021Z"}}
{"id":"48167800-6659-4f1b-8816-929f0c8dfdd4","timestamp":"2026-06-05T12:01:53.257Z","type":"gemini","content":"","thoughts":[{"subject":"Planning Gemini Integration","description":"I've gathered enough insight to begin charting a course. My immediate focus is refining the `GeminiService` to handle key rotation and concurrency, paving the way for a more robust and scalable solution.","timestamp":"2026-06-05T12:01:51.367Z"},{"subject":"Developing Conversation and AI Logic","description":"I'm now focusing on fleshing out the conversation manager, specifically limiting active dialogues and managing the initiation and response flow. Simultaneously, I'm integrating suspicion mechanics and behavior tree nodes to enhance NPC reactions to player actions and environmental cues.","timestamp":"2026-06-05T12:01:52.850Z"}],"tokens":{"input":45776,"output":62,"cached":39844,"thoughts":596,"tool":0,"total":46434},"model":"gemini-3-flash-preview"}
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{"id":"c768b8bb-89b9-4cd0-8195-2eb0ec570012","timestamp":"2026-06-05T12:22:06.528Z","type":"gemini","content":"","thoughts":[{"subject":"Focusing on User's Needs","description":"I am currently processing the user's request, prioritizing clarity and directness in my response. My aim is to accurately interpret and fulfill their instructions without ambiguity.","timestamp":"2026-06-05T12:21:51.561Z"},{"subject":"Drafting NPC AI Upgrade Plan","description":"I am focused on organizing the technical specifications and implementation steps for the NPC AI upgrade. This involves detailing the necessary components, their interdependencies, and the proposed workflow for integrating new features such as event-based noise emission and dynamic conversation management.","timestamp":"2026-06-05T12:21:54.103Z"},{"subject":"Writing NPC AI Plan","description":"I'm now focused on documenting the technical plan for upgrading the NPC AI. This involves detailing the modifications for concurrent API usage, a new conversation manager, and integrating an event-based noise system that subtly influences NPC behavior.","timestamp":"2026-06-05T12:21:56.799Z"},{"subject":"Drafting NPC Upgrade Plan","description":"I am now focused on writing the technical plan for the NPC AI upgrade, detailing the integration of concurrent API usage, a new conversation manager, and an event-based noise system that subtly influences NPC behavior.","timestamp":"2026-06-05T12:21:59.375Z"},{"subject":"Writing NPC AI Plan","description":"I'm now focused on documenting the technical plan for upgrading the NPC AI. This involves detailing the modifications for concurrent API usage, a new conversation manager, and integrating an event-based noise system that subtly influences NPC behavior.","timestamp":"2026-06-05T12:22:06.118Z"}],"tokens":{"input":43332,"output":789,"cached":35708,"thoughts":920,"tool":0,"total":45041},"model":"gemini-3.1-pro-preview","toolCalls":[{"id":"write_file__write_file_1780662126524_0","name":"write_file","args":{"content":"# NPC AI Upgrade Plan\n\n## Objective\nUpgrade the NPC AI system to support multiple concurrent Gemini API conversations with API key pooling, introduce a dynamic conversation manager, and implement a suspicion system based on audible noise events that slightly alters NPC gameplay stats.\n\n## Key Files & Context\n- `Assets/Scripts/AI NPC/GeminiService.cs`: Manages API requests.\n- `Assets/Scripts/AI NPC/ConversationManager.cs` (New): Manages simultaneous dialogue sessions.\n- `Assets/Scripts/AI NPC/EnemyAI.cs`: Main logic and Behavior Tree.\n- `Assets/Scripts/AI NPC/NoiseEmitter.cs` (New): Component for the player/objects to make sound.\n\n## Implementation Steps\n\n### 1. Refactor `GeminiService.cs`\n- Change `apiKey` to a configurable array `apiKeys`.\n- Implement a `GetNextKey()` method to cycle through keys (round-robin) to avoid 429 Rate Limit errors.\n- Remove the `isRequesting` global lock. Implement a concurrent request counter to allow simultaneous API calls.\n- Update the prompt structure to request JSON from Gemini containing both the dialogue text and stat modifiers (e.g., `{ \"text\": \"...\", \"modifiers\": { \"speed\": 0.1, \"suspicion\": 5 } }`).\n\n### 2. Create `ConversationManager.cs`\n- Create a new MonoBehaviour Singleton to manage active conversations.\n- Limit active conversations to a maximum of 3 simultaneous pairs.\n- Implement a 2-minute hard timeout per conversation.\n- Assign Initiator and Responder roles to NPCs.\n- Provide methods to Start, End, and Forcefully Interrupt conversations.\n\n### 3. Implement Suspicion & Noise System\n- Create `NoiseEmitter.cs`. It will expose an `EmitNoise(float volume)` method that finds nearby `EnemyAI` scripts via `Physics.OverlapSphere` and triggers their hearing logic.\n- In `EnemyAI.cs`, add a `suspicionLevel` (0-100) property and a `HearNoise(Vector3 location, float volume)` method.\n- Add an `AlertNeighbors()` method in `EnemyAI.cs` to propagate suspicion to nearby NPCs when a high threshold is reached.\n\n### 4. Update Behavior Tree & Stats (`EnemyAI.cs`)\n- Refactor `ActionTalk` to hook into `ConversationManager`.\n- Ensure that if an NPC's Behavior Tree evaluates to a higher-priority action (Dodge, Chase, or Investigate), it forcefully interrupts and ends any active conversation.\n- Update the `ActionPatrol` or a new intermediate sequence: if `suspicionLevel > threshold`, roll a random chance. If successful, investigate the noise location. If it fails, continue patrolling but with increased alertness.\n- Apply stat modifiers received from Gemini to `moveSpeed`, `patrolWaitTime`, and `fov.viewRadius` to create a minor gameplay impact based on dialogue.\n\n## Verification & Testing\n- Verify that up to 3 pairs of NPCs can converse concurrently using different API keys.\n- Confirm conversations are immediately aborted if an NPC spots the player or hears a loud noise.\n- Test `NoiseEmitter.cs` on the Player to ensure it correctly increases NPC suspicion and triggers investigation behaviors.\n- Monitor debug logs to ensure NPC stats (speed, wait time) dynamically update after conversations.","file_path":"C:/Users/scove/.gemini/tmp/hallucinate/d41f8ee6-8855-4074-b165-eb3bdddeea60/plans/npc-ai-upgrade-plan.md"},"result":[{"functionResponse":{"id":"write_file__write_file_1780662126524_0","name":"write_file","response":{"output":"Successfully created and wrote to new file: C:/Users/scove/.gemini/tmp/hallucinate/d41f8ee6-8855-4074-b165-eb3bdddeea60/plans/npc-ai-upgrade-plan.md. Here is the updated code:\n# NPC AI Upgrade Plan\r\n\r\n## Objective\r\nUpgrade the NPC AI system to support multiple concurrent Gemini API conversations with API key pooling, introduce a dynamic conversation manager, and implement a suspicion system based on audible noise events that slightly alters NPC gameplay stats.\r\n\r\n## Key Files & Context\r\n- `Assets/Scripts/AI NPC/GeminiService.cs`: Manages API requests.\r\n- `Assets/Scripts/AI NPC/ConversationManager.cs` (New): Manages simultaneous dialogue sessions.\r\n- `Assets/Scripts/AI NPC/EnemyAI.cs`: Main logic and Behavior Tree.\r\n- `Assets/Scripts/AI NPC/NoiseEmitter.cs` (New): Component for the player/objects to make sound.\r\n\r\n## Implementation Steps\r\n\r\n### 1. Refactor `GeminiService.cs`\r\n- Change `apiKey` to a configurable array `apiKeys`.\r\n- Implement a `GetNextKey()` method to cycle through keys (round-robin) to avoid 429 Rate Limit errors.\r\n- Remove the `isRequesting` global lock. Implement a concurrent request counter to allow simultaneous API calls.\r\n- Update the prompt structure to request JSON from Gemini containing both the dialogue text and stat modifiers (e.g., `{ \"text\": \"...\", \"modifiers\": { \"speed\": 0.1, \"suspicion\": 5 } }`).\r\n\r\n### 2. Create `ConversationManager.cs`\r\n- Create a new MonoBehaviour Singleton to manage active conversations.\r\n- Limit active conversations to a maximum of 3 simultaneous pairs.\r\n- Implement a 2-minute hard timeout per conversation.\r\n- Assign Initiator and Responder roles to NPCs.\r\n- Provide methods to Start, End, and Forcefully Interrupt conversations.\r\n\r\n### 3. Implement Suspicion & Noise System\r\n- Create `NoiseEmitter.cs`. It will expose an `EmitNoise(float volume)` method that finds nearby `EnemyAI` scripts via `Physics.OverlapSphere` and triggers their hearing logic.\r\n- In `EnemyAI.cs`, add a `suspicionLevel` (0-100) property and a `HearNoise(Vector3 location, float volume)` method.\r\n- Add an `AlertNeighbors()` method in `EnemyAI.cs` to propagate suspicion to nearby NPCs when a high threshold is reached.\r\n\r\n### 4. Update Behavior Tree & Stats (`EnemyAI.cs`)\r\n- Refactor `ActionTalk` to hook into `ConversationManager`.\r\n- Ensure that if an NPC's Behavior Tree evaluates to a higher-priority action (Dodge, Chase, or Investigate), it forcefully interrupts and ends any active conversation.\r\n- Update the `ActionPatrol` or a new intermediate sequence: if `suspicionLevel > threshold`, roll a random chance. If successful, investigate the noise location. If it fails, continue patrolling but with increased alertness.\r\n- Apply stat modifiers received from Gemini to `moveSpeed`, `patrolWaitTime`, and `fov.viewRadius` to create a minor gameplay impact based on dialogue.\r\n\r\n## Verification & Testing\r\n- Verify that up to 3 pairs of NPCs can converse concurrently using different API keys.\r\n- Confirm conversations are immediately aborted if an NPC spots the player or hears a loud noise.\r\n- Test `NoiseEmitter.cs` on the Player to ensure it correctly increases NPC suspicion and triggers investigation behaviors.\r\n- Monitor debug logs to ensure NPC stats (speed, wait time) dynamically update after conversations."}}}],"status":"success","timestamp":"2026-06-05T12:22:06.546Z","resultDisplay":{"fileDiff":"Index: npc-ai-upgrade-plan.md\n===================================================================\n--- npc-ai-upgrade-plan.md\tOriginal\n+++ npc-ai-upgrade-plan.md\tWritten\n@@ -0,0 +1,42 @@\n+# NPC AI Upgrade Plan\n+\n+## Objective\n+Upgrade the NPC AI system to support multiple concurrent Gemini API conversations with API key pooling, introduce a dynamic conversation manager, and implement a suspicion system based on audible noise events that slightly alters NPC gameplay stats.\n+\n+## Key Files & Context\n+- `Assets/Scripts/AI NPC/GeminiService.cs`: Manages API requests.\n+- `Assets/Scripts/AI NPC/ConversationManager.cs` (New): Manages simultaneous dialogue sessions.\n+- `Assets/Scripts/AI NPC/EnemyAI.cs`: Main logic and Behavior Tree.\n+- `Assets/Scripts/AI NPC/NoiseEmitter.cs` (New): Component for the player/objects to make sound.\n+\n+## Implementation Steps\n+\n+### 1. Refactor `GeminiService.cs`\n+- Change `apiKey` to a configurable array `apiKeys`.\n+- Implement a `GetNextKey()` method to cycle through keys (round-robin) to avoid 429 Rate Limit errors.\n+- Remove the `isRequesting` global lock. Implement a concurrent request counter to allow simultaneous API calls.\n+- Update the prompt structure to request JSON from Gemini containing both the dialogue text and stat modifiers (e.g., `{ \"text\": \"...\", \"modifiers\": { \"speed\": 0.1, \"suspicion\": 5 } }`).\n+\n+### 2. Create `ConversationManager.cs`\n+- Create a new MonoBehaviour Singleton to manage active conversations.\n+- Limit active conversations to a maximum of 3 simultaneous pairs.\n+- Implement a 2-minute hard timeout per conversation.\n+- Assign Initiator and Responder roles to NPCs.\n+- Provide methods to Start, End, and Forcefully Interrupt conversations.\n+\n+### 3. Implement Suspicion & Noise System\n+- Create `NoiseEmitter.cs`. It will expose an `EmitNoise(float volume)` method that finds nearby `EnemyAI` scripts via `Physics.OverlapSphere` and triggers their hearing logic.\n+- In `EnemyAI.cs`, add a `suspicionLevel` (0-100) property and a `HearNoise(Vector3 location, float volume)` method.\n+- Add an `AlertNeighbors()` method in `EnemyAI.cs` to propagate suspicion to nearby NPCs when a high threshold is reached.\n+\n+### 4. Update Behavior Tree & Stats (`EnemyAI.cs`)\n+- Refactor `ActionTalk` to hook into `ConversationManager`.\n+- Ensure that if an NPC's Behavior Tree evaluates to a higher-priority action (Dodge, Chase, or Investigate), it forcefully interrupts and ends any active conversation.\n+- Update the `ActionPatrol` or a new intermediate sequence: if `suspicionLevel > threshold`, roll a random chance. If successful, investigate the noise location. If it fails, continue patrolling but with increased alertness.\n+- Apply stat modifiers received from Gemini to `moveSpeed`, `patrolWaitTime`, and `fov.viewRadius` to create a minor gameplay impact based on dialogue.\n+\n+## Verification & Testing\n+- Verify that up to 3 pairs of NPCs can converse concurrently using different API keys.\n+- Confirm conversations are immediately aborted if an NPC spots the player or hears a loud noise.\n+- Test `NoiseEmitter.cs` on the Player to ensure it correctly increases NPC suspicion and triggers investigation behaviors.\n+- Monitor debug logs to ensure NPC stats (speed, wait time) dynamically update after conversations.\n\\ No newline at end of file\n","fileName":"npc-ai-upgrade-plan.md","filePath":"C:/Users/scove/.gemini/tmp/hallucinate/d41f8ee6-8855-4074-b165-eb3bdddeea60/plans/npc-ai-upgrade-plan.md","originalContent":"","newContent":"# NPC AI Upgrade Plan\n\n## Objective\nUpgrade the NPC AI system to support multiple concurrent Gemini API conversations with API key pooling, introduce a dynamic conversation manager, and implement a suspicion system based on audible noise events that slightly alters NPC gameplay stats.\n\n## Key Files & Context\n- `Assets/Scripts/AI NPC/GeminiService.cs`: Manages API requests.\n- `Assets/Scripts/AI NPC/ConversationManager.cs` (New): Manages simultaneous dialogue sessions.\n- `Assets/Scripts/AI NPC/EnemyAI.cs`: Main logic and Behavior Tree.\n- `Assets/Scripts/AI NPC/NoiseEmitter.cs` (New): Component for the player/objects to make sound.\n\n## Implementation Steps\n\n### 1. Refactor `GeminiService.cs`\n- Change `apiKey` to a configurable array `apiKeys`.\n- Implement a `GetNextKey()` method to cycle through keys (round-robin) to avoid 429 Rate Limit errors.\n- Remove the `isRequesting` global lock. Implement a concurrent request counter to allow simultaneous API calls.\n- Update the prompt structure to request JSON from Gemini containing both the dialogue text and stat modifiers (e.g., `{ \"text\": \"...\", \"modifiers\": { \"speed\": 0.1, \"suspicion\": 5 } }`).\n\n### 2. Create `ConversationManager.cs`\n- Create a new MonoBehaviour Singleton to manage active conversations.\n- Limit active conversations to a maximum of 3 simultaneous pairs.\n- Implement a 2-minute hard timeout per conversation.\n- Assign Initiator and Responder roles to NPCs.\n- Provide methods to Start, End, and Forcefully Interrupt conversations.\n\n### 3. Implement Suspicion & Noise System\n- Create `NoiseEmitter.cs`. It will expose an `EmitNoise(float volume)` method that finds nearby `EnemyAI` scripts via `Physics.OverlapSphere` and triggers their hearing logic.\n- In `EnemyAI.cs`, add a `suspicionLevel` (0-100) property and a `HearNoise(Vector3 location, float volume)` method.\n- Add an `AlertNeighbors()` method in `EnemyAI.cs` to propagate suspicion to nearby NPCs when a high threshold is reached.\n\n### 4. Update Behavior Tree & Stats (`EnemyAI.cs`)\n- Refactor `ActionTalk` to hook into `ConversationManager`.\n- Ensure that if an NPC's Behavior Tree evaluates to a higher-priority action (Dodge, Chase, or Investigate), it forcefully interrupts and ends any active conversation.\n- Update the `ActionPatrol` or a new intermediate sequence: if `suspicionLevel > threshold`, roll a random chance. If successful, investigate the noise location. If it fails, continue patrolling but with increased alertness.\n- Apply stat modifiers received from Gemini to `moveSpeed`, `patrolWaitTime`, and `fov.viewRadius` to create a minor gameplay impact based on dialogue.\n\n## Verification & Testing\n- Verify that up to 3 pairs of NPCs can converse concurrently using different API keys.\n- Confirm conversations are immediately aborted if an NPC spots the player or hears a loud noise.\n- Test `NoiseEmitter.cs` on the Player to ensure it correctly increases NPC suspicion and triggers investigation behaviors.\n- Monitor debug logs to ensure NPC stats (speed, wait time) dynamically update after conversations.","diffStat":{"model_added_lines":42,"model_removed_lines":0,"model_added_chars":3021,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to C:\\Users\\...\\npc-ai-upgrade-plan.md","displayName":"WriteFile","renderOutputAsMarkdown":true}]}
{"id":"80be7ab3-6398-4769-9cf1-972ae0ab6801","timestamp":"2026-06-05T12:22:06.765Z","type":"user","content":[{"functionResponse":{"id":"write_file__write_file_1780662126524_0","name":"write_file","response":{"output":"Successfully created and wrote to new file: C:/Users/scove/.gemini/tmp/hallucinate/d41f8ee6-8855-4074-b165-eb3bdddeea60/plans/npc-ai-upgrade-plan.md. Here is the updated code:\n# NPC AI Upgrade Plan\r\n\r\n## Objective\r\nUpgrade the NPC AI system to support multiple concurrent Gemini API conversations with API key pooling, introduce a dynamic conversation manager, and implement a suspicion system based on audible noise events that slightly alters NPC gameplay stats.\r\n\r\n## Key Files & Context\r\n- `Assets/Scripts/AI NPC/GeminiService.cs`: Manages API requests.\r\n- `Assets/Scripts/AI NPC/ConversationManager.cs` (New): Manages simultaneous dialogue sessions.\r\n- `Assets/Scripts/AI NPC/EnemyAI.cs`: Main logic and Behavior Tree.\r\n- `Assets/Scripts/AI NPC/NoiseEmitter.cs` (New): Component for the player/objects to make sound.\r\n\r\n## Implementation Steps\r\n\r\n### 1. Refactor `GeminiService.cs`\r\n- Change `apiKey` to a configurable array `apiKeys`.\r\n- Implement a `GetNextKey()` method to cycle through keys (round-robin) to avoid 429 Rate Limit errors.\r\n- Remove the `isRequesting` global lock. Implement a concurrent request counter to allow simultaneous API calls.\r\n- Update the prompt structure to request JSON from Gemini containing both the dialogue text and stat modifiers (e.g., `{ \"text\": \"...\", \"modifiers\": { \"speed\": 0.1, \"suspicion\": 5 } }`).\r\n\r\n### 2. Create `ConversationManager.cs`\r\n- Create a new MonoBehaviour Singleton to manage active conversations.\r\n- Limit active conversations to a maximum of 3 simultaneous pairs.\r\n- Implement a 2-minute hard timeout per conversation.\r\n- Assign Initiator and Responder roles to NPCs.\r\n- Provide methods to Start, End, and Forcefully Interrupt conversations.\r\n\r\n### 3. Implement Suspicion & Noise System\r\n- Create `NoiseEmitter.cs`. It will expose an `EmitNoise(float volume)` method that finds nearby `EnemyAI` scripts via `Physics.OverlapSphere` and triggers their hearing logic.\r\n- In `EnemyAI.cs`, add a `suspicionLevel` (0-100) property and a `HearNoise(Vector3 location, float volume)` method.\r\n- Add an `AlertNeighbors()` method in `EnemyAI.cs` to propagate suspicion to nearby NPCs when a high threshold is reached.\r\n\r\n### 4. Update Behavior Tree & Stats (`EnemyAI.cs`)\r\n- Refactor `ActionTalk` to hook into `ConversationManager`.\r\n- Ensure that if an NPC's Behavior Tree evaluates to a higher-priority action (Dodge, Chase, or Investigate), it forcefully interrupts and ends any active conversation.\r\n- Update the `ActionPatrol` or a new intermediate sequence: if `suspicionLevel > threshold`, roll a random chance. If successful, investigate the noise location. If it fails, continue patrolling but with increased alertness.\r\n- Apply stat modifiers received from Gemini to `moveSpeed`, `patrolWaitTime`, and `fov.viewRadius` to create a minor gameplay impact based on dialogue.\r\n\r\n## Verification & Testing\r\n- Verify that up to 3 pairs of NPCs can converse concurrently using different API keys.\r\n- Confirm conversations are immediately aborted if an NPC spots the player or hears a loud noise.\r\n- Test `NoiseEmitter.cs` on the Player to ensure it correctly increases NPC suspicion and triggers investigation behaviors.\r\n- Monitor debug logs to ensure NPC stats (speed, wait time) dynamically update after conversations."}}}]}
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{"id":"1651662e-d346-4fbc-90d0-4afc6b27c53b","timestamp":"2026-06-05T12:22:46.962Z","type":"gemini","content":"","thoughts":[{"subject":"Focusing on User's Needs","description":"I am currently processing the user's request, prioritizing clarity and directness in my response. My aim is to accurately interpret and fulfill their instructions without ambiguity.","timestamp":"2026-06-05T12:22:46.175Z"},{"subject":"Seeking User Approval","description":"I'm ready to present the developed plan for your review and will await your formal go-ahead before proceeding.","timestamp":"2026-06-05T12:22:46.744Z"}],"tokens":{"input":44964,"output":21,"cached":42304,"thoughts":143,"tool":0,"total":45128},"model":"gemini-3.1-pro-preview"}
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{"id":"1651662e-d346-4fbc-90d0-4afc6b27c53b","timestamp":"2026-06-05T12:22:46.962Z","type":"gemini","content":"","thoughts":[{"subject":"Focusing on User's Needs","description":"I am currently processing the user's request, prioritizing clarity and directness in my response. My aim is to accurately interpret and fulfill their instructions without ambiguity.","timestamp":"2026-06-05T12:22:46.175Z"},{"subject":"Seeking User Approval","description":"I'm ready to present the developed plan for your review and will await your formal go-ahead before proceeding.","timestamp":"2026-06-05T12:22:46.744Z"}],"tokens":{"input":44964,"output":21,"cached":42304,"thoughts":143,"tool":0,"total":45128},"model":"gemini-3.1-pro-preview","toolCalls":[{"id":"exit_plan_mode__exit_plan_mode_1780662166812_0","name":"exit_plan_mode","args":{"plan_filename":"npc-ai-upgrade-plan.md"},"result":[{"functionResponse":{"id":"exit_plan_mode__exit_plan_mode_1780662166812_0","name":"exit_plan_mode","response":{"output":"Plan approved. Switching to Default mode (edits will require confirmation).\n\nThe approved implementation plan is stored at: C:\\Users\\scove\\.gemini\\tmp\\hallucinate\\d41f8ee6-8855-4074-b165-eb3bdddeea60\\plans\\npc-ai-upgrade-plan.md\nRead and follow the plan strictly during implementation."}}}],"status":"success","timestamp":"2026-06-05T12:25:43.670Z","resultDisplay":"Plan approved: C:\\Users\\scove\\.gemini\\tmp\\hallucinate\\d41f8ee6-8855-4074-b165-eb3bdddeea60\\plans\\npc-ai-upgrade-plan.md","description":"Requesting plan approval for: C:\\Users\\scove\\.gemini\\tmp\\hallucinate\\d41f8ee6-8855-4074-b165-eb3bdddeea60\\plans\\npc-ai-upgrade-plan.md","displayName":"exit_plan_mode","renderOutputAsMarkdown":false}]}
{"id":"5140ed02-0365-4f32-96e4-260fbdb9ff1e","timestamp":"2026-06-05T12:25:43.671Z","type":"user","content":[{"functionResponse":{"id":"exit_plan_mode__exit_plan_mode_1780662166812_0","name":"exit_plan_mode","response":{"output":"Plan approved. Switching to Default mode (edits will require confirmation).\n\nThe approved implementation plan is stored at: C:\\Users\\scove\\.gemini\\tmp\\hallucinate\\d41f8ee6-8855-4074-b165-eb3bdddeea60\\plans\\npc-ai-upgrade-plan.md\nRead and follow the plan strictly during implementation."}}}]}
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{"id":"84868445-f233-450e-a8e2-4022f90586a3","timestamp":"2026-06-05T12:25:48.411Z","type":"gemini","content":"","thoughts":[{"subject":"Implementing API Key Pooling","description":"I'm actively refactoring the `GeminiService.cs` to enable API key pooling. This involves integrating the `apiKeys` array and building out the concurrent request handling, alongside robust JSON parsing capabilities.","timestamp":"2026-06-05T12:25:48.201Z"}],"tokens":{"input":50610,"output":164,"cached":0,"thoughts":162,"tool":0,"total":50936},"model":"gemini-3-flash-preview"}
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{"id":"84868445-f233-450e-a8e2-4022f90586a3","timestamp":"2026-06-05T12:25:48.411Z","type":"gemini","content":"","thoughts":[{"subject":"Implementing API Key Pooling","description":"I'm actively refactoring the `GeminiService.cs` to enable API key pooling. This involves integrating the `apiKeys` array and building out the concurrent request handling, alongside robust JSON parsing capabilities.","timestamp":"2026-06-05T12:25:48.201Z"}],"tokens":{"input":50610,"output":164,"cached":0,"thoughts":162,"tool":0,"total":50936},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic__update_topic_1780662348240_0","name":"update_topic","args":{"title":"Upgrading Gemini Service","strategic_intent":"Refactoring GeminiService for API key pooling and concurrent requests.","summary":"I am starting the implementation of the NPC AI upgrade. First, I am refactoring `GeminiService.cs` to support a pool of API keys, which will prevent \"Too Many Requests\" errors. I am also removing the global lock to allow up to 3 concurrent NPC conversations as requested. I will update the API request to ask for a JSON response containing both dialogue and stat modifiers, and I will implement a round-robin key selection strategy."},"result":[{"functionResponse":{"id":"update_topic__update_topic_1780662348240_0","name":"update_topic","response":{"output":"Current topic: \"Upgrading Gemini Service\"\nTopic summary: I am starting the implementation of the NPC AI upgrade. First, I am refactoring `GeminiService.cs` to support a pool of API keys, which will prevent \"Too Many Requests\" errors. I am also removing the global lock to allow up to 3 concurrent NPC conversations as requested. I will update the API request to ask for a JSON response containing both dialogue and stat modifiers, and I will implement a round-robin key selection strategy.\n\nStrategic Intent: Refactoring GeminiService for API key pooling and concurrent requests."}}}],"status":"success","timestamp":"2026-06-05T12:25:48.431Z","resultDisplay":"## 📂 Topic: **Upgrading Gemini Service**\n\n**Summary:**\nI am starting the implementation of the NPC AI upgrade. First, I am refactoring `GeminiService.cs` to support a pool of API keys, which will prevent \"Too Many Requests\" errors. I am also removing the global lock to allow up to 3 concurrent NPC conversations as requested. I will update the API request to ask for a JSON response containing both dialogue and stat modifiers, and I will implement a round-robin key selection strategy.\n\n> [!STRATEGY]\n> **Intent:** Refactoring GeminiService for API key pooling and concurrent requests.","description":"Update topic to: \"Upgrading Gemini Service\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"read_file__read_file_1780662348251_1","name":"read_file","args":{"file_path":"Assets/Scripts/AI NPC/GeminiService.cs"},"result":[{"functionResponse":{"id":"read_file__read_file_1780662348251_1","name":"read_file","response":{"output":"using System;\nusing System.Collections;\nusing System.Text;\nusing UnityEngine;\nusing UnityEngine.Networking;\n\nnamespace Hallucinate.AI\n{\n [Serializable]\n public class Part { public string text; }\n\n [Serializable]\n public class Content { public Part[] parts; }\n\n [Serializable]\n public class Candidate { public Content content; }\n\n [Serializable]\n public class GeminiResponse { public Candidate[] candidates; }\n\n public class GeminiService : MonoBehaviour\n {\n public static GeminiService Instance { get; private set; }\n private bool isRequesting = false; // Khóa toàn cục tránh spam\n\n [SerializeField] private string apiKey = \"AQ.Ab8RN6I2hU_p8yHiPNNHtWzYBiLugbPP22gC6lzTWaYEWj4v0g\"; // Replace with your key\n [SerializeField] private string geminiURL = \"https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent\";\n\n private void Awake()\n {\n if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); }\n else { Destroy(gameObject); }\n }\n\n public void GetResponse(string persona, string prompt, Action onComplete)\n {\n if (isRequesting) \n {\n Debug.LogWarning(\"[Gemini] API is busy. Skipping request.\");\n return; \n }\n StartCoroutine(PostRequest(persona, prompt, onComplete));\n }\n\n private IEnumerator PostRequest(string persona, string prompt, Action onComplete)\n {\n isRequesting = true;\n var jsonBody = $@\"{{\n \"\"systemInstruction\"\": {{\"\"parts\"\": [{{ \"\"text\"\": \"\"{persona}\"\" }}]}},\n \"\"contents\"\": [{{\"\"parts\"\": [{{ \"\"text\"\": \"\"{prompt}\"\" }}]}}],\n \"\"generationConfig\"\": {{\n \"\"maxOutputTokens\"\": 60,\n \"\"temperature\"\": 0.7\n }}\n }}\";\n\n var requestURL = $\"{geminiURL}?key={apiKey}\";\n\n using (var request = new UnityWebRequest(requestURL, \"POST\"))\n {\n byte[] bodyRaw = Encoding.UTF8.GetBytes(jsonBody);\n request.uploadHandler = new UploadHandlerRaw(bodyRaw);\n request.downloadHandler = new DownloadHandlerBuffer();\n request.SetRequestHeader(\"Content-Type\", \"application/json\");\n\n yield return request.SendWebRequest();\n\n if (request.result == UnityWebRequest.Result.Success)\n {\n string rawResponse = request.downloadHandler.text;\n try\n {\n var response = JsonUtility.FromJson(rawResponse);\n if (response != null && \n response.candidates != null && \n response.candidates.Length > 0 && \n response.candidates[0].content != null && \n response.candidates[0].content.parts != null && \n response.candidates[0].content.parts.Length > 0)\n {\n onComplete?.Invoke(response.candidates[0].content.parts[0].text);\n }\n else\n {\n Debug.LogWarning($\"[Gemini] Response structure invalid or blocked. Raw: {rawResponse}\");\n }\n }\n catch (Exception e) \n { \n Debug.LogError($\"[Gemini] JSON Parse Error: {e.Message}\\nRaw Response: {rawResponse}\"); \n }\n }\n else\n {\n Debug.LogError($\"[Gemini] API Error: {request.error}\");\n }\n }\n\n // Chờ 2 giây sau khi nhận kết quả mới cho phép gọi tiếp (Tránh lỗi 429)\n yield return new WaitForSeconds(2f);\n isRequesting = false;\n }\n }\n}\n"}}}],"status":"success","timestamp":"2026-06-05T12:25:48.431Z","resultDisplay":"","description":"Assets\\...\\AI NPC\\GeminiService.cs","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
{"id":"afb6568b-9fd9-423a-9e49-a7f0765dd274","timestamp":"2026-06-05T12:25:48.432Z","type":"user","content":[{"functionResponse":{"id":"update_topic__update_topic_1780662348240_0","name":"update_topic","response":{"output":"Current topic: \"Upgrading Gemini Service\"\nTopic summary: I am starting the implementation of the NPC AI upgrade. First, I am refactoring `GeminiService.cs` to support a pool of API keys, which will prevent \"Too Many Requests\" errors. I am also removing the global lock to allow up to 3 concurrent NPC conversations as requested. I will update the API request to ask for a JSON response containing both dialogue and stat modifiers, and I will implement a round-robin key selection strategy.\n\nStrategic Intent: Refactoring GeminiService for API key pooling and concurrent requests."}}},{"functionResponse":{"id":"read_file__read_file_1780662348251_1","name":"read_file","response":{"output":"using System;\nusing System.Collections;\nusing System.Text;\nusing UnityEngine;\nusing UnityEngine.Networking;\n\nnamespace Hallucinate.AI\n{\n [Serializable]\n public class Part { public string text; }\n\n [Serializable]\n public class Content { public Part[] parts; }\n\n [Serializable]\n public class Candidate { public Content content; }\n\n [Serializable]\n public class GeminiResponse { public Candidate[] candidates; }\n\n public class GeminiService : MonoBehaviour\n {\n public static GeminiService Instance { get; private set; }\n private bool isRequesting = false; // Khóa toàn cục tránh spam\n\n [SerializeField] private string apiKey = \"AQ.Ab8RN6I2hU_p8yHiPNNHtWzYBiLugbPP22gC6lzTWaYEWj4v0g\"; // Replace with your key\n [SerializeField] private string geminiURL = \"https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent\";\n\n private void Awake()\n {\n if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); }\n else { Destroy(gameObject); }\n }\n\n public void GetResponse(string persona, string prompt, Action onComplete)\n {\n if (isRequesting) \n {\n Debug.LogWarning(\"[Gemini] API is busy. Skipping request.\");\n return; \n }\n StartCoroutine(PostRequest(persona, prompt, onComplete));\n }\n\n private IEnumerator PostRequest(string persona, string prompt, Action onComplete)\n {\n isRequesting = true;\n var jsonBody = $@\"{{\n \"\"systemInstruction\"\": {{\"\"parts\"\": [{{ \"\"text\"\": \"\"{persona}\"\" }}]}},\n \"\"contents\"\": [{{\"\"parts\"\": [{{ \"\"text\"\": \"\"{prompt}\"\" }}]}}],\n \"\"generationConfig\"\": {{\n \"\"maxOutputTokens\"\": 60,\n \"\"temperature\"\": 0.7\n }}\n }}\";\n\n var requestURL = $\"{geminiURL}?key={apiKey}\";\n\n using (var request = new UnityWebRequest(requestURL, \"POST\"))\n {\n byte[] bodyRaw = Encoding.UTF8.GetBytes(jsonBody);\n request.uploadHandler = new UploadHandlerRaw(bodyRaw);\n request.downloadHandler = new DownloadHandlerBuffer();\n request.SetRequestHeader(\"Content-Type\", \"application/json\");\n\n yield return request.SendWebRequest();\n\n if (request.result == UnityWebRequest.Result.Success)\n {\n string rawResponse = request.downloadHandler.text;\n try\n {\n var response = JsonUtility.FromJson(rawResponse);\n if (response != null && \n response.candidates != null && \n response.candidates.Length > 0 && \n response.candidates[0].content != null && \n response.candidates[0].content.parts != null && \n response.candidates[0].content.parts.Length > 0)\n {\n onComplete?.Invoke(response.candidates[0].content.parts[0].text);\n }\n else\n {\n Debug.LogWarning($\"[Gemini] Response structure invalid or blocked. Raw: {rawResponse}\");\n }\n }\n catch (Exception e) \n { \n Debug.LogError($\"[Gemini] JSON Parse Error: {e.Message}\\nRaw Response: {rawResponse}\"); \n }\n }\n else\n {\n Debug.LogError($\"[Gemini] API Error: {request.error}\");\n }\n }\n\n // Chờ 2 giây sau khi nhận kết quả mới cho phép gọi tiếp (Tránh lỗi 429)\n yield return new WaitForSeconds(2f);\n isRequesting = false;\n }\n }\n}\n"}}}]}
{"$set":{"lastUpdated":"2026-06-05T12:25:48.433Z"}}
{"id":"3c3d81ea-b977-41e7-9e86-bde0a7671ca3","timestamp":"2026-06-05T12:26:00.414Z","type":"gemini","content":"","thoughts":[{"subject":"Implementing Dialogue Handling","description":"I'm currently focused on refactoring `GeminiService.cs`. My immediate task involves integrating a new structured dialogue class, `DialogueData`, which will streamline parsing the Gemini API's output for subsequent processing.","timestamp":"2026-06-05T12:26:00.063Z"}],"tokens":{"input":51957,"output":1774,"cached":47754,"thoughts":143,"tool":0,"total":53874},"model":"gemini-3-flash-preview"}
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{"id":"3c3d81ea-b977-41e7-9e86-bde0a7671ca3","timestamp":"2026-06-05T12:26:00.414Z","type":"gemini","content":"","thoughts":[{"subject":"Implementing Dialogue Handling","description":"I'm currently focused on refactoring `GeminiService.cs`. My immediate task involves integrating a new structured dialogue class, `DialogueData`, which will streamline parsing the Gemini API's output for subsequent processing.","timestamp":"2026-06-05T12:26:00.063Z"}],"tokens":{"input":51957,"output":1774,"cached":47754,"thoughts":143,"tool":0,"total":53874},"model":"gemini-3-flash-preview","toolCalls":[{"id":"replace__replace_1780662360410_0","name":"replace","args":{"instruction":"Upgrade GeminiService to support API key pooling, concurrent requests (up to 3), and JSON-formatted responses for dialogue and stat modifiers.","old_string":" [Serializable]\n public class GeminiResponse { public Candidate[] candidates; }\n\n public class GeminiService : MonoBehaviour\n {\n public static GeminiService Instance { get; private set; }\n private bool isRequesting = false; // Khóa toàn cục tránh spam\n\n [SerializeField] private string apiKey = \"AQ.Ab8RN6I2hU_p8yHiPNNHtWzYBiLugbPP22gC6lzTWaYEWj4v0g\"; // Replace with your key\n [SerializeField] private string geminiURL = \"https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent\";\n\n private void Awake()\n {\n if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); }\n else { Destroy(gameObject); }\n }\n\n public void GetResponse(string persona, string prompt, Action onComplete)\n {\n if (isRequesting) \n {\n Debug.LogWarning(\"[Gemini] API is busy. Skipping request.\");\n return; \n }\n StartCoroutine(PostRequest(persona, prompt, onComplete));\n }\n\n private IEnumerator PostRequest(string persona, string prompt, Action onComplete)\n {\n isRequesting = true;\n var jsonBody = $@\"{{\n \"\"systemInstruction\"\": {{\"\"parts\"\": [{{ \"\"text\"\": \"\"{persona}\"\" }}]}},\n \"\"contents\"\": [{{\"\"parts\"\": [{{ \"\"text\"\": \"\"{prompt}\"\" }}]}}],\n \"\"generationConfig\"\": {{\n \"\"maxOutputTokens\"\": 60,\n \"\"temperature\"\": 0.7\n }}\n }}\";\n\n var requestURL = $\"{geminiURL}?key={apiKey}\";\n\n using (var request = new UnityWebRequest(requestURL, \"POST\"))\n {\n byte[] bodyRaw = Encoding.UTF8.GetBytes(jsonBody);\n request.uploadHandler = new UploadHandlerRaw(bodyRaw);\n request.downloadHandler = new DownloadHandlerBuffer();\n request.SetRequestHeader(\"Content-Type\", \"application/json\");\n\n yield return request.SendWebRequest();\n\n if (request.result == UnityWebRequest.Result.Success)\n {\n string rawResponse = request.downloadHandler.text;\n try\n {\n var response = JsonUtility.FromJson(rawResponse);\n if (response != null && \n response.candidates != null && \n response.candidates.Length > 0 && \n response.candidates[0].content != null && \n response.candidates[0].content.parts != null && \n response.candidates[0].content.parts.Length > 0)\n {\n onComplete?.Invoke(response.candidates[0].content.parts[0].text);\n }\n else\n {\n Debug.LogWarning($\"[Gemini] Response structure invalid or blocked. Raw: {rawResponse}\");\n }\n }\n catch (Exception e) \n { \n Debug.LogError($\"[Gemini] JSON Parse Error: {e.Message}\\nRaw Response: {rawResponse}\"); \n }\n }\n else\n {\n Debug.LogError($\"[Gemini] API Error: {request.error}\");\n }\n }\n\n // Chờ 2 giây sau khi nhận kết quả mới cho phép gọi tiếp (Tránh lỗi 429)\n yield return new WaitForSeconds(2f);\n isRequesting = false;\n }\n }","allow_multiple":false,"new_string":" [Serializable]\n public class GeminiResponse { public Candidate[] candidates; }\n\n public class GeminiService : MonoBehaviour\n {\n public static GeminiService Instance { get; private set; }\n private int activeRequests = 0;\n private const int MAX_CONCURRENT_REQUESTS = 5;\n\n [SerializeField] private string[] apiKeys = { \"YOUR_KEY_1\", \"YOUR_KEY_2\" }; \n private int currentKeyIndex = 0;\n\n [SerializeField] private string geminiURL = \"https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent\";\n\n private void Awake()\n {\n if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); }\n else { Destroy(gameObject); }\n }\n\n private string GetNextKey()\n {\n if (apiKeys == null || apiKeys.Length == 0) return \"\";\n string key = apiKeys[currentKeyIndex];\n currentKeyIndex = (currentKeyIndex + 1) % apiKeys.Length;\n return key;\n }\n\n public void GetResponse(string persona, string prompt, Action onComplete)\n {\n if (activeRequests >= MAX_CONCURRENT_REQUESTS) \n {\n Debug.LogWarning(\"[Gemini] Max concurrent requests reached. Skipping.\");\n return; \n }\n StartCoroutine(PostRequest(persona, prompt, onComplete));\n }\n\n private IEnumerator PostRequest(string persona, string prompt, Action onComplete)\n {\n activeRequests++;\n \n // Yêu cầu trả về JSON để parse được dialogue và stats\n string jsonInstruction = \" Respond ONLY with a JSON object: { \\\"text\\\": \\\"your dialogue\\\", \\\"speedMod\\\": 0.0, \\\"suspicionMod\\\": 0.0 }. Values for mods should be small floats between -0.2 and 0.2.\";\n \n var jsonBody = $@\"{{\n \"\"systemInstruction\"\": {{\"\"parts\"\": [{{ \"\"text\"\": \"\"{persona} {jsonInstruction}\"\" }}]}},\n \"\"contents\"\": [{{\"\"parts\"\": [{{ \"\"text\"\": \"\"{prompt}\"\" }}]}}],\n \"\"generationConfig\"\": {{\n \"\"maxOutputTokens\"\": 150,\n \"\"temperature\"\": 0.7,\n \"\"responseMimeType\"\": \"\"application/json\"\"\n }}\n }}\";\n\n var requestURL = $\"{geminiURL}?key={GetNextKey()}\";\n\n using (var request = new UnityWebRequest(requestURL, \"POST\"))\n {\n byte[] bodyRaw = Encoding.UTF8.GetBytes(jsonBody);\n request.uploadHandler = new UploadHandlerRaw(bodyRaw);\n request.downloadHandler = new DownloadHandlerBuffer();\n request.SetRequestHeader(\"Content-Type\", \"application/json\");\n\n yield return request.SendWebRequest();\n\n if (request.result == UnityWebRequest.Result.Success)\n {\n string rawResponse = request.downloadHandler.text;\n try\n {\n var response = JsonUtility.FromJson(rawResponse);\n if (response?.candidates?.Length > 0 && response.candidates[0].content?.parts?.Length > 0)\n {\n onComplete?.Invoke(response.candidates[0].content.parts[0].text);\n }\n }\n catch (Exception e) { Debug.LogError($\"[Gemini] JSON Parse Error: {e.Message}\"); }\n }\n else\n {\n Debug.LogError($\"[Gemini] API Error: {request.error} | Response: {request.downloadHandler.text}\");\n }\n }\n\n yield return new WaitForSeconds(1f); // Throttle per request\n activeRequests--;\n }\n }","file_path":"Assets/Scripts/AI NPC/GeminiService.cs"},"result":[{"functionResponse":{"id":"replace__replace_1780662360410_0","name":"replace","response":{"output":"Successfully modified file: E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\GeminiService.cs (1 replacements). Here is the updated code:\nusing System;\nusing System.Collections;\nusing System.Text;\nusing UnityEngine;\nusing UnityEngine.Networking;\n\nnamespace Hallucinate.AI\n{\n [Serializable]\n public class Part { public string text; }\n\n [Serializable]\n public class Content { public Part[] parts; }\n\n [Serializable]\n public class Candidate { public Content content; }\n\n [Serializable]\n public class GeminiResponse { public Candidate[] candidates; }\n\n public class GeminiService : MonoBehaviour\n {\n public static GeminiService Instance { get; private set; }\n private int activeRequests = 0;\n private const int MAX_CONCURRENT_REQUESTS = 5;\n\n [SerializeField] private string[] apiKeys = { \"YOUR_KEY_1\", \"YOUR_KEY_2\" }; \n private int currentKeyIndex = 0;\n\n [SerializeField] private string geminiURL = \"https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent\";\n\n private void Awake()\n {\n if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); }\n else { Destroy(gameObject); }\n }\n\n private string GetNextKey()\n {\n if (apiKeys == null || apiKeys.Length == 0) return \"\";\n string key = apiKeys[currentKeyIndex];\n currentKeyIndex = (currentKeyIndex + 1) % apiKeys.Length;\n return key;\n }\n\n public void GetResponse(string persona, string prompt, Action onComplete)\n {\n if (activeRequests >= MAX_CONCURRENT_REQUESTS) \n {\n Debug.LogWarning(\"[Gemini] Max concurrent requests reached. Skipping.\");\n return; \n }\n StartCoroutine(PostRequest(persona, prompt, onComplete));\n }\n\n private IEnumerator PostRequest(string persona, string prompt, Action onComplete)\n {\n activeRequests++;\n \n // Yêu cầu trả về JSON để parse được dialogue và stats\n string jsonInstruction = \" Respond ONLY with a JSON object: { \\\"text\\\": \\\"your dialogue\\\", \\\"speedMod\\\": 0.0, \\\"suspicionMod\\\": 0.0 }. Values for mods should be small floats between -0.2 and 0.2.\";\n \n var jsonBody = $@\"{{\n \"\"systemInstruction\"\": {{\"\"parts\"\": [{{ \"\"text\"\": \"\"{persona} {jsonInstruction}\"\" }}]}},\n \"\"contents\"\": [{{\"\"parts\"\": [{{ \"\"text\"\": \"\"{prompt}\"\" }}]}}],\n \"\"generationConfig\"\": {{\n \"\"maxOutputTokens\"\": 150,\n \"\"temperature\"\": 0.7,\n \"\"responseMimeType\"\": \"\"application/json\"\"\n }}\n }}\";\n\n var requestURL = $\"{geminiURL}?key={GetNextKey()}\";\n\n using (var request = new UnityWebRequest(requestURL, \"POST\"))\n {\n byte[] bodyRaw = Encoding.UTF8.GetBytes(jsonBody);\n request.uploadHandler = new UploadHandlerRaw(bodyRaw);\n request.downloadHandler = new DownloadHandlerBuffer();\n request.SetRequestHeader(\"Content-Type\", \"application/json\");\n\n yield return request.SendWebRequest();\n\n if (request.result == UnityWebRequest.Result.Success)\n {\n string rawResponse = request.downloadHandler.text;\n try\n {\n var response = JsonUtility.FromJson(rawResponse);\n if (response?.candidates?.Length > 0 && response.candidates[0].content?.parts?.Length > 0)\n {\n onComplete?.Invoke(response.candidates[0].content.parts[0].text);\n }\n }\n catch (Exception e) { Debug.LogError($\"[Gemini] JSON Parse Error: {e.Message}\"); }\n }\n else\n {\n Debug.LogError($\"[Gemini] API Error: {request.error} | Response: {request.downloadHandler.text}\");\n }\n }\n\n yield return new WaitForSeconds(1f); // Throttle per request\n activeRequests--;\n }\n }\n}\n"}}}],"status":"success","timestamp":"2026-06-05T12:26:04.183Z","resultDisplay":{"fileDiff":"Index: GeminiService.cs\n===================================================================\n--- GeminiService.cs\tCurrent\n+++ GeminiService.cs\tProposed\n@@ -21,9 +21,12 @@\n public class GeminiService : MonoBehaviour\n {\n public static GeminiService Instance { get; private set; }\n- private bool isRequesting = false; // Khóa toàn cục tránh spam\n+ private int activeRequests = 0;\n+ private const int MAX_CONCURRENT_REQUESTS = 5;\n \n- [SerializeField] private string apiKey = \"AQ.Ab8RN6I2hU_p8yHiPNNHtWzYBiLugbPP22gC6lzTWaYEWj4v0g\"; // Replace with your key\n+ [SerializeField] private string[] apiKeys = { \"YOUR_KEY_1\", \"YOUR_KEY_2\" }; \n+ private int currentKeyIndex = 0;\n+\n [SerializeField] private string geminiURL = \"https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent\";\n \n private void Awake()\n@@ -32,11 +35,19 @@\n else { Destroy(gameObject); }\n }\n \n+ private string GetNextKey()\n+ {\n+ if (apiKeys == null || apiKeys.Length == 0) return \"\";\n+ string key = apiKeys[currentKeyIndex];\n+ currentKeyIndex = (currentKeyIndex + 1) % apiKeys.Length;\n+ return key;\n+ }\n+\n public void GetResponse(string persona, string prompt, Action onComplete)\n {\n- if (isRequesting) \n+ if (activeRequests >= MAX_CONCURRENT_REQUESTS) \n {\n- Debug.LogWarning(\"[Gemini] API is busy. Skipping request.\");\n+ Debug.LogWarning(\"[Gemini] Max concurrent requests reached. Skipping.\");\n return; \n }\n StartCoroutine(PostRequest(persona, prompt, onComplete));\n@@ -44,17 +55,22 @@\n \n private IEnumerator PostRequest(string persona, string prompt, Action onComplete)\n {\n- isRequesting = true;\n+ activeRequests++;\n+ \n+ // Yêu cầu trả về JSON để parse được dialogue và stats\n+ string jsonInstruction = \" Respond ONLY with a JSON object: { \\\"text\\\": \\\"your dialogue\\\", \\\"speedMod\\\": 0.0, \\\"suspicionMod\\\": 0.0 }. Values for mods should be small floats between -0.2 and 0.2.\";\n+ \n var jsonBody = $@\"{{\n- \"\"systemInstruction\"\": {{\"\"parts\"\": [{{ \"\"text\"\": \"\"{persona}\"\" }}]}},\n+ \"\"systemInstruction\"\": {{\"\"parts\"\": [{{ \"\"text\"\": \"\"{persona} {jsonInstruction}\"\" }}]}},\n \"\"contents\"\": [{{\"\"parts\"\": [{{ \"\"text\"\": \"\"{prompt}\"\" }}]}}],\n \"\"generationConfig\"\": {{\n- \"\"maxOutputTokens\"\": 60,\n- \"\"temperature\"\": 0.7\n+ \"\"maxOutputTokens\"\": 150,\n+ \"\"temperature\"\": 0.7,\n+ \"\"responseMimeType\"\": \"\"application/json\"\"\n }}\n }}\";\n \n- var requestURL = $\"{geminiURL}?key={apiKey}\";\n+ var requestURL = $\"{geminiURL}?key={GetNextKey()}\";\n \n using (var request = new UnityWebRequest(requestURL, \"POST\"))\n {\n@@ -71,34 +87,21 @@\n try\n {\n var response = JsonUtility.FromJson(rawResponse);\n- if (response != null && \n- response.candidates != null && \n- response.candidates.Length > 0 && \n- response.candidates[0].content != null && \n- response.candidates[0].content.parts != null && \n- response.candidates[0].content.parts.Length > 0)\n+ if (response?.candidates?.Length > 0 && response.candidates[0].content?.parts?.Length > 0)\n {\n onComplete?.Invoke(response.candidates[0].content.parts[0].text);\n }\n- else\n- {\n- Debug.LogWarning($\"[Gemini] Response structure invalid or blocked. Raw: {rawResponse}\");\n- }\n }\n- catch (Exception e) \n- { \n- Debug.LogError($\"[Gemini] JSON Parse Error: {e.Message}\\nRaw Response: {rawResponse}\"); \n- }\n+ catch (Exception e) { Debug.LogError($\"[Gemini] JSON Parse Error: {e.Message}\"); }\n }\n else\n {\n- Debug.LogError($\"[Gemini] API Error: {request.error}\");\n+ Debug.LogError($\"[Gemini] API Error: {request.error} | Response: {request.downloadHandler.text}\");\n }\n }\n \n- // Chờ 2 giây sau khi nhận kết quả mới cho phép gọi tiếp (Tránh lỗi 429)\n- yield return new WaitForSeconds(2f);\n- isRequesting = false;\n+ yield return new WaitForSeconds(1f); // Throttle per request\n+ activeRequests--;\n }\n }\n }\n","fileName":"GeminiService.cs","filePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\GeminiService.cs","originalContent":"using System;\nusing System.Collections;\nusing System.Text;\nusing UnityEngine;\nusing UnityEngine.Networking;\n\nnamespace Hallucinate.AI\n{\n [Serializable]\n public class Part { public string text; }\n\n [Serializable]\n public class Content { public Part[] parts; }\n\n [Serializable]\n public class Candidate { public Content content; }\n\n [Serializable]\n public class GeminiResponse { public Candidate[] candidates; }\n\n public class GeminiService : MonoBehaviour\n {\n public static GeminiService Instance { get; private set; }\n private bool isRequesting = false; // Khóa toàn cục tránh spam\n\n [SerializeField] private string apiKey = \"AQ.Ab8RN6I2hU_p8yHiPNNHtWzYBiLugbPP22gC6lzTWaYEWj4v0g\"; // Replace with your key\n [SerializeField] private string geminiURL = \"https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent\";\n\n private void Awake()\n {\n if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); }\n else { Destroy(gameObject); }\n }\n\n public void GetResponse(string persona, string prompt, Action onComplete)\n {\n if (isRequesting) \n {\n Debug.LogWarning(\"[Gemini] API is busy. Skipping request.\");\n return; \n }\n StartCoroutine(PostRequest(persona, prompt, onComplete));\n }\n\n private IEnumerator PostRequest(string persona, string prompt, Action onComplete)\n {\n isRequesting = true;\n var jsonBody = $@\"{{\n \"\"systemInstruction\"\": {{\"\"parts\"\": [{{ \"\"text\"\": \"\"{persona}\"\" }}]}},\n \"\"contents\"\": [{{\"\"parts\"\": [{{ \"\"text\"\": \"\"{prompt}\"\" }}]}}],\n \"\"generationConfig\"\": {{\n \"\"maxOutputTokens\"\": 60,\n \"\"temperature\"\": 0.7\n }}\n }}\";\n\n var requestURL = $\"{geminiURL}?key={apiKey}\";\n\n using (var request = new UnityWebRequest(requestURL, \"POST\"))\n {\n byte[] bodyRaw = Encoding.UTF8.GetBytes(jsonBody);\n request.uploadHandler = new UploadHandlerRaw(bodyRaw);\n request.downloadHandler = new DownloadHandlerBuffer();\n request.SetRequestHeader(\"Content-Type\", \"application/json\");\n\n yield return request.SendWebRequest();\n\n if (request.result == UnityWebRequest.Result.Success)\n {\n string rawResponse = request.downloadHandler.text;\n try\n {\n var response = JsonUtility.FromJson(rawResponse);\n if (response != null && \n response.candidates != null && \n response.candidates.Length > 0 && \n response.candidates[0].content != null && \n response.candidates[0].content.parts != null && \n response.candidates[0].content.parts.Length > 0)\n {\n onComplete?.Invoke(response.candidates[0].content.parts[0].text);\n }\n else\n {\n Debug.LogWarning($\"[Gemini] Response structure invalid or blocked. Raw: {rawResponse}\");\n }\n }\n catch (Exception e) \n { \n Debug.LogError($\"[Gemini] JSON Parse Error: {e.Message}\\nRaw Response: {rawResponse}\"); \n }\n }\n else\n {\n Debug.LogError($\"[Gemini] API Error: {request.error}\");\n }\n }\n\n // Chờ 2 giây sau khi nhận kết quả mới cho phép gọi tiếp (Tránh lỗi 429)\n yield return new WaitForSeconds(2f);\n isRequesting = false;\n }\n }\n}\n","newContent":"using System;\nusing System.Collections;\nusing System.Text;\nusing UnityEngine;\nusing UnityEngine.Networking;\n\nnamespace Hallucinate.AI\n{\n [Serializable]\n public class Part { public string text; }\n\n [Serializable]\n public class Content { public Part[] parts; }\n\n [Serializable]\n public class Candidate { public Content content; }\n\n [Serializable]\n public class GeminiResponse { public Candidate[] candidates; }\n\n public class GeminiService : MonoBehaviour\n {\n public static GeminiService Instance { get; private set; }\n private int activeRequests = 0;\n private const int MAX_CONCURRENT_REQUESTS = 5;\n\n [SerializeField] private string[] apiKeys = { \"YOUR_KEY_1\", \"YOUR_KEY_2\" }; \n private int currentKeyIndex = 0;\n\n [SerializeField] private string geminiURL = \"https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent\";\n\n private void Awake()\n {\n if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); }\n else { Destroy(gameObject); }\n }\n\n private string GetNextKey()\n {\n if (apiKeys == null || apiKeys.Length == 0) return \"\";\n string key = apiKeys[currentKeyIndex];\n currentKeyIndex = (currentKeyIndex + 1) % apiKeys.Length;\n return key;\n }\n\n public void GetResponse(string persona, string prompt, Action onComplete)\n {\n if (activeRequests >= MAX_CONCURRENT_REQUESTS) \n {\n Debug.LogWarning(\"[Gemini] Max concurrent requests reached. Skipping.\");\n return; \n }\n StartCoroutine(PostRequest(persona, prompt, onComplete));\n }\n\n private IEnumerator PostRequest(string persona, string prompt, Action onComplete)\n {\n activeRequests++;\n \n // Yêu cầu trả về JSON để parse được dialogue và stats\n string jsonInstruction = \" Respond ONLY with a JSON object: { \\\"text\\\": \\\"your dialogue\\\", \\\"speedMod\\\": 0.0, \\\"suspicionMod\\\": 0.0 }. Values for mods should be small floats between -0.2 and 0.2.\";\n \n var jsonBody = $@\"{{\n \"\"systemInstruction\"\": {{\"\"parts\"\": [{{ \"\"text\"\": \"\"{persona} {jsonInstruction}\"\" }}]}},\n \"\"contents\"\": [{{\"\"parts\"\": [{{ \"\"text\"\": \"\"{prompt}\"\" }}]}}],\n \"\"generationConfig\"\": {{\n \"\"maxOutputTokens\"\": 150,\n \"\"temperature\"\": 0.7,\n \"\"responseMimeType\"\": \"\"application/json\"\"\n }}\n }}\";\n\n var requestURL = $\"{geminiURL}?key={GetNextKey()}\";\n\n using (var request = new UnityWebRequest(requestURL, \"POST\"))\n {\n byte[] bodyRaw = Encoding.UTF8.GetBytes(jsonBody);\n request.uploadHandler = new UploadHandlerRaw(bodyRaw);\n request.downloadHandler = new DownloadHandlerBuffer();\n request.SetRequestHeader(\"Content-Type\", \"application/json\");\n\n yield return request.SendWebRequest();\n\n if (request.result == UnityWebRequest.Result.Success)\n {\n string rawResponse = request.downloadHandler.text;\n try\n {\n var response = JsonUtility.FromJson(rawResponse);\n if (response?.candidates?.Length > 0 && response.candidates[0].content?.parts?.Length > 0)\n {\n onComplete?.Invoke(response.candidates[0].content.parts[0].text);\n }\n }\n catch (Exception e) { Debug.LogError($\"[Gemini] JSON Parse Error: {e.Message}\"); }\n }\n else\n {\n Debug.LogError($\"[Gemini] API Error: {request.error} | Response: {request.downloadHandler.text}\");\n }\n }\n\n yield return new WaitForSeconds(1f); // Throttle per request\n activeRequests--;\n }\n }\n}\n","diffStat":{"model_added_lines":30,"model_removed_lines":27,"model_added_chars":1703,"model_removed_chars":1585,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":false},"description":"Assets\\...\\AI NPC\\GeminiService.cs: [Serializable]... => [Serializable]...","displayName":"Edit","renderOutputAsMarkdown":true}]}
{"id":"0f64772c-5655-4b91-bcbf-76d639814088","timestamp":"2026-06-05T12:26:04.619Z","type":"user","content":[{"functionResponse":{"id":"replace__replace_1780662360410_0","name":"replace","response":{"output":"Successfully modified file: E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\GeminiService.cs (1 replacements). Here is the updated code:\nusing System;\nusing System.Collections;\nusing System.Text;\nusing UnityEngine;\nusing UnityEngine.Networking;\n\nnamespace Hallucinate.AI\n{\n [Serializable]\n public class Part { public string text; }\n\n [Serializable]\n public class Content { public Part[] parts; }\n\n [Serializable]\n public class Candidate { public Content content; }\n\n [Serializable]\n public class GeminiResponse { public Candidate[] candidates; }\n\n public class GeminiService : MonoBehaviour\n {\n public static GeminiService Instance { get; private set; }\n private int activeRequests = 0;\n private const int MAX_CONCURRENT_REQUESTS = 5;\n\n [SerializeField] private string[] apiKeys = { \"YOUR_KEY_1\", \"YOUR_KEY_2\" }; \n private int currentKeyIndex = 0;\n\n [SerializeField] private string geminiURL = \"https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent\";\n\n private void Awake()\n {\n if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); }\n else { Destroy(gameObject); }\n }\n\n private string GetNextKey()\n {\n if (apiKeys == null || apiKeys.Length == 0) return \"\";\n string key = apiKeys[currentKeyIndex];\n currentKeyIndex = (currentKeyIndex + 1) % apiKeys.Length;\n return key;\n }\n\n public void GetResponse(string persona, string prompt, Action onComplete)\n {\n if (activeRequests >= MAX_CONCURRENT_REQUESTS) \n {\n Debug.LogWarning(\"[Gemini] Max concurrent requests reached. Skipping.\");\n return; \n }\n StartCoroutine(PostRequest(persona, prompt, onComplete));\n }\n\n private IEnumerator PostRequest(string persona, string prompt, Action onComplete)\n {\n activeRequests++;\n \n // Yêu cầu trả về JSON để parse được dialogue và stats\n string jsonInstruction = \" Respond ONLY with a JSON object: { \\\"text\\\": \\\"your dialogue\\\", \\\"speedMod\\\": 0.0, \\\"suspicionMod\\\": 0.0 }. Values for mods should be small floats between -0.2 and 0.2.\";\n \n var jsonBody = $@\"{{\n \"\"systemInstruction\"\": {{\"\"parts\"\": [{{ \"\"text\"\": \"\"{persona} {jsonInstruction}\"\" }}]}},\n \"\"contents\"\": [{{\"\"parts\"\": [{{ \"\"text\"\": \"\"{prompt}\"\" }}]}}],\n \"\"generationConfig\"\": {{\n \"\"maxOutputTokens\"\": 150,\n \"\"temperature\"\": 0.7,\n \"\"responseMimeType\"\": \"\"application/json\"\"\n }}\n }}\";\n\n var requestURL = $\"{geminiURL}?key={GetNextKey()}\";\n\n using (var request = new UnityWebRequest(requestURL, \"POST\"))\n {\n byte[] bodyRaw = Encoding.UTF8.GetBytes(jsonBody);\n request.uploadHandler = new UploadHandlerRaw(bodyRaw);\n request.downloadHandler = new DownloadHandlerBuffer();\n request.SetRequestHeader(\"Content-Type\", \"application/json\");\n\n yield return request.SendWebRequest();\n\n if (request.result == UnityWebRequest.Result.Success)\n {\n string rawResponse = request.downloadHandler.text;\n try\n {\n var response = JsonUtility.FromJson(rawResponse);\n if (response?.candidates?.Length > 0 && response.candidates[0].content?.parts?.Length > 0)\n {\n onComplete?.Invoke(response.candidates[0].content.parts[0].text);\n }\n }\n catch (Exception e) { Debug.LogError($\"[Gemini] JSON Parse Error: {e.Message}\"); }\n }\n else\n {\n Debug.LogError($\"[Gemini] API Error: {request.error} | Response: {request.downloadHandler.text}\");\n }\n }\n\n yield return new WaitForSeconds(1f); // Throttle per request\n activeRequests--;\n }\n }\n}\n"}}}]}
{"$set":{"lastUpdated":"2026-06-05T12:26:04.620Z"}}
{"id":"f88df5a7-00d0-4150-8c70-4045f6e09a56","timestamp":"2026-06-05T12:26:13.190Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":54861,"output":1124,"cached":51779,"thoughts":47,"tool":0,"total":56032},"model":"gemini-3-flash-preview"}
{"$set":{"lastUpdated":"2026-06-05T12:26:13.190Z"}}
{"id":"f88df5a7-00d0-4150-8c70-4045f6e09a56","timestamp":"2026-06-05T12:26:13.190Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":54861,"output":1124,"cached":51779,"thoughts":47,"tool":0,"total":56032},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic__update_topic_1780662372620_0","name":"update_topic","args":{"title":"Creating Conversation Manager","strategic_intent":"Implementing ConversationManager to orchestrate NPC dialogues.","summary":"I have refactored `GeminiService.cs` to support API key pooling and concurrent requests. Now, I am creating `ConversationManager.cs` to centralize and limit NPC dialogues. This manager will ensure that no more than 3 conversations occur simultaneously and that each dialogue has a maximum duration of 2 minutes. It will handle the roles of Initiator and Responder, and manage the timing of API-driven turns."},"result":[{"functionResponse":{"id":"update_topic__update_topic_1780662372620_0","name":"update_topic","response":{"output":"Current topic: \"Creating Conversation Manager\"\nTopic summary: I have refactored `GeminiService.cs` to support API key pooling and concurrent requests. Now, I am creating `ConversationManager.cs` to centralize and limit NPC dialogues. This manager will ensure that no more than 3 conversations occur simultaneously and that each dialogue has a maximum duration of 2 minutes. It will handle the roles of Initiator and Responder, and manage the timing of API-driven turns.\n\nStrategic Intent: Implementing ConversationManager to orchestrate NPC dialogues."}}}],"status":"success","timestamp":"2026-06-05T12:26:16.421Z","resultDisplay":"## 📂 Topic: **Creating Conversation Manager**\n\n**Summary:**\nI have refactored `GeminiService.cs` to support API key pooling and concurrent requests. Now, I am creating `ConversationManager.cs` to centralize and limit NPC dialogues. This manager will ensure that no more than 3 conversations occur simultaneously and that each dialogue has a maximum duration of 2 minutes. It will handle the roles of Initiator and Responder, and manage the timing of API-driven turns.\n\n> [!STRATEGY]\n> **Intent:** Implementing ConversationManager to orchestrate NPC dialogues.","description":"Update topic to: \"Creating Conversation Manager\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"write_file__write_file_1780662373188_1","name":"write_file","args":{"content":"using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing System;\n\nnamespace Hallucinate.AI\n{\n public class ConversationManager : MonoBehaviour\n {\n public static ConversationManager Instance { get; private set; }\n\n [Header(\"Settings\")]\n public int maxSimultaneousConversations = 3;\n public float maxConversationDuration = 120f; // 2 minutes\n\n private List activeSessions = new List();\n\n private void Awake()\n {\n if (Instance == null) Instance = this;\n else Destroy(gameObject);\n }\n\n public bool CanStartConversation()\n {\n return activeSessions.Count < maxSimultaneousConversations;\n }\n\n public void StartConversation(EnemyAI initiator, EnemyAI responder)\n {\n if (!CanStartConversation()) return;\n\n ConversationSession session = new ConversationSession(initiator, responder, maxConversationDuration);\n activeSessions.Add(session);\n StartCoroutine(RunConversation(session));\n }\n\n private IEnumerator RunConversation(ConversationSession session)\n {\n Debug.Log($\"[ConvManager] Starting: {session.initiator.npcName} & {session.responder.npcName}\");\n \n // Phase 1: Initiator speaks\n bool phase1Complete = false;\n session.RequestDialogue(session.initiator, (success) => phase1Complete = true);\n \n float startTime = Time.time;\n while (!phase1Complete && Time.time < startTime + 10f) yield return null;\n \n if (phase1Complete && !session.isInterrupted)\n {\n yield return new WaitForSeconds(4f); // Reading time\n\n // Phase 2: Responder speaks\n bool phase2Complete = false;\n session.RequestDialogue(session.responder, (success) => phase2Complete = true);\n \n float phase2StartTime = Time.time;\n while (!phase2Complete && Time.time < phase2StartTime + 10f) yield return null;\n }\n\n yield return new WaitForSeconds(4f);\n EndConversation(session);\n }\n\n public void EndConversation(ConversationSession session)\n {\n if (activeSessions.Contains(session))\n {\n session.Cleanup();\n activeSessions.Remove(session);\n Debug.Log($\"[ConvManager] Ended session. Active: {activeSessions.Count}\");\n }\n }\n\n public void InterruptConversation(EnemyAI npc)\n {\n ConversationSession session = activeSessions.Find(s => s.initiator == npc || s.responder == npc);\n if (session != null)\n {\n session.isInterrupted = true;\n EndConversation(session);\n }\n }\n }\n\n public class ConversationSession\n {\n public EnemyAI initiator;\n public EnemyAI responder;\n public float durationLimit;\n public bool isInterrupted;\n\n public ConversationSession(EnemyAI initiator, EnemyAI responder, float limit)\n {\n this.initiator = initiator;\n this.responder = responder;\n this.durationLimit = limit;\n \n initiator.isTalking = true;\n responder.isTalking = true;\n }\n\n public void RequestDialogue(EnemyAI speaker, Action callback)\n {\n if (isInterrupted) { callback?.Invoke(false); return; }\n\n EnemyAI listener = (speaker == initiator) ? responder : initiator;\n string prompt = $\"You are {speaker.npcName} talking to {listener.npcName}. Previous context: None. \" +\n \"Keep it natural and short.\";\n\n GeminiService.Instance.GetResponse(speaker.persona, prompt, (json) => {\n if (isInterrupted) { callback?.Invoke(false); return; }\n speaker.ProcessDialogueResult(json);\n callback?.Invoke(true);\n });\n }\n\n public void Cleanup()\n {\n if (initiator != null) initiator.isTalking = false;\n if (responder != null) responder.isTalking = false;\n }\n }\n}\n","file_path":"Assets/Scripts/AI NPC/ConversationManager.cs"},"result":[{"functionResponse":{"id":"write_file__write_file_1780662373188_1","name":"write_file","response":{"output":"Successfully created and wrote to new file: E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\ConversationManager.cs. Here is the updated code:\nusing System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\nusing System;\r\n\r\nnamespace Hallucinate.AI\r\n{\r\n public class ConversationManager : MonoBehaviour\r\n {\r\n public static ConversationManager Instance { get; private set; }\r\n\r\n [Header(\"Settings\")]\r\n public int maxSimultaneousConversations = 3;\r\n public float maxConversationDuration = 120f; // 2 minutes\r\n\r\n private List activeSessions = new List();\r\n\r\n private void Awake()\r\n {\r\n if (Instance == null) Instance = this;\r\n else Destroy(gameObject);\r\n }\r\n\r\n public bool CanStartConversation()\r\n {\r\n return activeSessions.Count < maxSimultaneousConversations;\r\n }\r\n\r\n public void StartConversation(EnemyAI initiator, EnemyAI responder)\r\n {\r\n if (!CanStartConversation()) return;\r\n\r\n ConversationSession session = new ConversationSession(initiator, responder, maxConversationDuration);\r\n activeSessions.Add(session);\r\n StartCoroutine(RunConversation(session));\r\n }\r\n\r\n private IEnumerator RunConversation(ConversationSession session)\r\n {\r\n Debug.Log($\"[ConvManager] Starting: {session.initiator.npcName} & {session.responder.npcName}\");\r\n \r\n // Phase 1: Initiator speaks\r\n bool phase1Complete = false;\r\n session.RequestDialogue(session.initiator, (success) => phase1Complete = true);\r\n \r\n float startTime = Time.time;\r\n while (!phase1Complete && Time.time < startTime + 10f) yield return null;\r\n \r\n if (phase1Complete && !session.isInterrupted)\r\n {\r\n yield return new WaitForSeconds(4f); // Reading time\r\n\r\n // Phase 2: Responder speaks\r\n bool phase2Complete = false;\r\n session.RequestDialogue(session.responder, (success) => phase2Complete = true);\r\n \r\n float phase2StartTime = Time.time;\r\n while (!phase2Complete && Time.time < phase2StartTime + 10f) yield return null;\r\n }\r\n\r\n yield return new WaitForSeconds(4f);\r\n EndConversation(session);\r\n }\r\n\r\n public void EndConversation(ConversationSession session)\r\n {\r\n if (activeSessions.Contains(session))\r\n {\r\n session.Cleanup();\r\n activeSessions.Remove(session);\r\n Debug.Log($\"[ConvManager] Ended session. Active: {activeSessions.Count}\");\r\n }\r\n }\r\n\r\n public void InterruptConversation(EnemyAI npc)\r\n {\r\n ConversationSession session = activeSessions.Find(s => s.initiator == npc || s.responder == npc);\r\n if (session != null)\r\n {\r\n session.isInterrupted = true;\r\n EndConversation(session);\r\n }\r\n }\r\n }\r\n\r\n public class ConversationSession\r\n {\r\n public EnemyAI initiator;\r\n public EnemyAI responder;\r\n public float durationLimit;\r\n public bool isInterrupted;\r\n\r\n public ConversationSession(EnemyAI initiator, EnemyAI responder, float limit)\r\n {\r\n this.initiator = initiator;\r\n this.responder = responder;\r\n this.durationLimit = limit;\r\n \r\n initiator.isTalking = true;\r\n responder.isTalking = true;\r\n }\r\n\r\n public void RequestDialogue(EnemyAI speaker, Action callback)\r\n {\r\n if (isInterrupted) { callback?.Invoke(false); return; }\r\n\r\n EnemyAI listener = (speaker == initiator) ? responder : initiator;\r\n string prompt = $\"You are {speaker.npcName} talking to {listener.npcName}. Previous context: None. \" +\r\n \"Keep it natural and short.\";\r\n\r\n GeminiService.Instance.GetResponse(speaker.persona, prompt, (json) => {\r\n if (isInterrupted) { callback?.Invoke(false); return; }\r\n speaker.ProcessDialogueResult(json);\r\n callback?.Invoke(true);\r\n });\r\n }\r\n\r\n public void Cleanup()\r\n {\r\n if (initiator != null) initiator.isTalking = false;\r\n if (responder != null) responder.isTalking = false;\r\n }\r\n }\r\n}\r\n"}}}],"status":"success","timestamp":"2026-06-05T12:26:16.421Z","resultDisplay":{"fileDiff":"Index: ConversationManager.cs\n===================================================================\n--- ConversationManager.cs\tOriginal\n+++ ConversationManager.cs\tWritten\n@@ -0,0 +1,124 @@\n+using System.Collections;\n+using System.Collections.Generic;\n+using UnityEngine;\n+using System;\n+\n+namespace Hallucinate.AI\n+{\n+ public class ConversationManager : MonoBehaviour\n+ {\n+ public static ConversationManager Instance { get; private set; }\n+\n+ [Header(\"Settings\")]\n+ public int maxSimultaneousConversations = 3;\n+ public float maxConversationDuration = 120f; // 2 minutes\n+\n+ private List activeSessions = new List();\n+\n+ private void Awake()\n+ {\n+ if (Instance == null) Instance = this;\n+ else Destroy(gameObject);\n+ }\n+\n+ public bool CanStartConversation()\n+ {\n+ return activeSessions.Count < maxSimultaneousConversations;\n+ }\n+\n+ public void StartConversation(EnemyAI initiator, EnemyAI responder)\n+ {\n+ if (!CanStartConversation()) return;\n+\n+ ConversationSession session = new ConversationSession(initiator, responder, maxConversationDuration);\n+ activeSessions.Add(session);\n+ StartCoroutine(RunConversation(session));\n+ }\n+\n+ private IEnumerator RunConversation(ConversationSession session)\n+ {\n+ Debug.Log($\"[ConvManager] Starting: {session.initiator.npcName} & {session.responder.npcName}\");\n+ \n+ // Phase 1: Initiator speaks\n+ bool phase1Complete = false;\n+ session.RequestDialogue(session.initiator, (success) => phase1Complete = true);\n+ \n+ float startTime = Time.time;\n+ while (!phase1Complete && Time.time < startTime + 10f) yield return null;\n+ \n+ if (phase1Complete && !session.isInterrupted)\n+ {\n+ yield return new WaitForSeconds(4f); // Reading time\n+\n+ // Phase 2: Responder speaks\n+ bool phase2Complete = false;\n+ session.RequestDialogue(session.responder, (success) => phase2Complete = true);\n+ \n+ float phase2StartTime = Time.time;\n+ while (!phase2Complete && Time.time < phase2StartTime + 10f) yield return null;\n+ }\n+\n+ yield return new WaitForSeconds(4f);\n+ EndConversation(session);\n+ }\n+\n+ public void EndConversation(ConversationSession session)\n+ {\n+ if (activeSessions.Contains(session))\n+ {\n+ session.Cleanup();\n+ activeSessions.Remove(session);\n+ Debug.Log($\"[ConvManager] Ended session. Active: {activeSessions.Count}\");\n+ }\n+ }\n+\n+ public void InterruptConversation(EnemyAI npc)\n+ {\n+ ConversationSession session = activeSessions.Find(s => s.initiator == npc || s.responder == npc);\n+ if (session != null)\n+ {\n+ session.isInterrupted = true;\n+ EndConversation(session);\n+ }\n+ }\n+ }\n+\n+ public class ConversationSession\n+ {\n+ public EnemyAI initiator;\n+ public EnemyAI responder;\n+ public float durationLimit;\n+ public bool isInterrupted;\n+\n+ public ConversationSession(EnemyAI initiator, EnemyAI responder, float limit)\n+ {\n+ this.initiator = initiator;\n+ this.responder = responder;\n+ this.durationLimit = limit;\n+ \n+ initiator.isTalking = true;\n+ responder.isTalking = true;\n+ }\n+\n+ public void RequestDialogue(EnemyAI speaker, Action callback)\n+ {\n+ if (isInterrupted) { callback?.Invoke(false); return; }\n+\n+ EnemyAI listener = (speaker == initiator) ? responder : initiator;\n+ string prompt = $\"You are {speaker.npcName} talking to {listener.npcName}. Previous context: None. \" +\n+ \"Keep it natural and short.\";\n+\n+ GeminiService.Instance.GetResponse(speaker.persona, prompt, (json) => {\n+ if (isInterrupted) { callback?.Invoke(false); return; }\n+ speaker.ProcessDialogueResult(json);\n+ callback?.Invoke(true);\n+ });\n+ }\n+\n+ public void Cleanup()\n+ {\n+ if (initiator != null) initiator.isTalking = false;\n+ if (responder != null) responder.isTalking = false;\n+ }\n+ }\n+}\n","fileName":"ConversationManager.cs","filePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\ConversationManager.cs","originalContent":"","newContent":"using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing System;\n\nnamespace Hallucinate.AI\n{\n public class ConversationManager : MonoBehaviour\n {\n public static ConversationManager Instance { get; private set; }\n\n [Header(\"Settings\")]\n public int maxSimultaneousConversations = 3;\n public float maxConversationDuration = 120f; // 2 minutes\n\n private List activeSessions = new List();\n\n private void Awake()\n {\n if (Instance == null) Instance = this;\n else Destroy(gameObject);\n }\n\n public bool CanStartConversation()\n {\n return activeSessions.Count < maxSimultaneousConversations;\n }\n\n public void StartConversation(EnemyAI initiator, EnemyAI responder)\n {\n if (!CanStartConversation()) return;\n\n ConversationSession session = new ConversationSession(initiator, responder, maxConversationDuration);\n activeSessions.Add(session);\n StartCoroutine(RunConversation(session));\n }\n\n private IEnumerator RunConversation(ConversationSession session)\n {\n Debug.Log($\"[ConvManager] Starting: {session.initiator.npcName} & {session.responder.npcName}\");\n \n // Phase 1: Initiator speaks\n bool phase1Complete = false;\n session.RequestDialogue(session.initiator, (success) => phase1Complete = true);\n \n float startTime = Time.time;\n while (!phase1Complete && Time.time < startTime + 10f) yield return null;\n \n if (phase1Complete && !session.isInterrupted)\n {\n yield return new WaitForSeconds(4f); // Reading time\n\n // Phase 2: Responder speaks\n bool phase2Complete = false;\n session.RequestDialogue(session.responder, (success) => phase2Complete = true);\n \n float phase2StartTime = Time.time;\n while (!phase2Complete && Time.time < phase2StartTime + 10f) yield return null;\n }\n\n yield return new WaitForSeconds(4f);\n EndConversation(session);\n }\n\n public void EndConversation(ConversationSession session)\n {\n if (activeSessions.Contains(session))\n {\n session.Cleanup();\n activeSessions.Remove(session);\n Debug.Log($\"[ConvManager] Ended session. Active: {activeSessions.Count}\");\n }\n }\n\n public void InterruptConversation(EnemyAI npc)\n {\n ConversationSession session = activeSessions.Find(s => s.initiator == npc || s.responder == npc);\n if (session != null)\n {\n session.isInterrupted = true;\n EndConversation(session);\n }\n }\n }\n\n public class ConversationSession\n {\n public EnemyAI initiator;\n public EnemyAI responder;\n public float durationLimit;\n public bool isInterrupted;\n\n public ConversationSession(EnemyAI initiator, EnemyAI responder, float limit)\n {\n this.initiator = initiator;\n this.responder = responder;\n this.durationLimit = limit;\n \n initiator.isTalking = true;\n responder.isTalking = true;\n }\n\n public void RequestDialogue(EnemyAI speaker, Action callback)\n {\n if (isInterrupted) { callback?.Invoke(false); return; }\n\n EnemyAI listener = (speaker == initiator) ? responder : initiator;\n string prompt = $\"You are {speaker.npcName} talking to {listener.npcName}. Previous context: None. \" +\n \"Keep it natural and short.\";\n\n GeminiService.Instance.GetResponse(speaker.persona, prompt, (json) => {\n if (isInterrupted) { callback?.Invoke(false); return; }\n speaker.ProcessDialogueResult(json);\n callback?.Invoke(true);\n });\n }\n\n public void Cleanup()\n {\n if (initiator != null) initiator.isTalking = false;\n if (responder != null) responder.isTalking = false;\n }\n }\n}\n","diffStat":{"model_added_lines":124,"model_removed_lines":0,"model_added_chars":4231,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to Assets\\...\\ConversationManager.cs","displayName":"WriteFile","renderOutputAsMarkdown":true}]}
{"id":"92ed37eb-81da-4ca0-8e6f-d48dd6f66243","timestamp":"2026-06-05T12:26:16.627Z","type":"user","content":[{"functionResponse":{"id":"update_topic__update_topic_1780662372620_0","name":"update_topic","response":{"output":"Current topic: \"Creating Conversation Manager\"\nTopic summary: I have refactored `GeminiService.cs` to support API key pooling and concurrent requests. Now, I am creating `ConversationManager.cs` to centralize and limit NPC dialogues. This manager will ensure that no more than 3 conversations occur simultaneously and that each dialogue has a maximum duration of 2 minutes. It will handle the roles of Initiator and Responder, and manage the timing of API-driven turns.\n\nStrategic Intent: Implementing ConversationManager to orchestrate NPC dialogues."}}},{"functionResponse":{"id":"write_file__write_file_1780662373188_1","name":"write_file","response":{"output":"Successfully created and wrote to new file: E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\ConversationManager.cs. Here is the updated code:\nusing System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\nusing System;\r\n\r\nnamespace Hallucinate.AI\r\n{\r\n public class ConversationManager : MonoBehaviour\r\n {\r\n public static ConversationManager Instance { get; private set; }\r\n\r\n [Header(\"Settings\")]\r\n public int maxSimultaneousConversations = 3;\r\n public float maxConversationDuration = 120f; // 2 minutes\r\n\r\n private List activeSessions = new List();\r\n\r\n private void Awake()\r\n {\r\n if (Instance == null) Instance = this;\r\n else Destroy(gameObject);\r\n }\r\n\r\n public bool CanStartConversation()\r\n {\r\n return activeSessions.Count < maxSimultaneousConversations;\r\n }\r\n\r\n public void StartConversation(EnemyAI initiator, EnemyAI responder)\r\n {\r\n if (!CanStartConversation()) return;\r\n\r\n ConversationSession session = new ConversationSession(initiator, responder, maxConversationDuration);\r\n activeSessions.Add(session);\r\n StartCoroutine(RunConversation(session));\r\n }\r\n\r\n private IEnumerator RunConversation(ConversationSession session)\r\n {\r\n Debug.Log($\"[ConvManager] Starting: {session.initiator.npcName} & {session.responder.npcName}\");\r\n \r\n // Phase 1: Initiator speaks\r\n bool phase1Complete = false;\r\n session.RequestDialogue(session.initiator, (success) => phase1Complete = true);\r\n \r\n float startTime = Time.time;\r\n while (!phase1Complete && Time.time < startTime + 10f) yield return null;\r\n \r\n if (phase1Complete && !session.isInterrupted)\r\n {\r\n yield return new WaitForSeconds(4f); // Reading time\r\n\r\n // Phase 2: Responder speaks\r\n bool phase2Complete = false;\r\n session.RequestDialogue(session.responder, (success) => phase2Complete = true);\r\n \r\n float phase2StartTime = Time.time;\r\n while (!phase2Complete && Time.time < phase2StartTime + 10f) yield return null;\r\n }\r\n\r\n yield return new WaitForSeconds(4f);\r\n EndConversation(session);\r\n }\r\n\r\n public void EndConversation(ConversationSession session)\r\n {\r\n if (activeSessions.Contains(session))\r\n {\r\n session.Cleanup();\r\n activeSessions.Remove(session);\r\n Debug.Log($\"[ConvManager] Ended session. Active: {activeSessions.Count}\");\r\n }\r\n }\r\n\r\n public void InterruptConversation(EnemyAI npc)\r\n {\r\n ConversationSession session = activeSessions.Find(s => s.initiator == npc || s.responder == npc);\r\n if (session != null)\r\n {\r\n session.isInterrupted = true;\r\n EndConversation(session);\r\n }\r\n }\r\n }\r\n\r\n public class ConversationSession\r\n {\r\n public EnemyAI initiator;\r\n public EnemyAI responder;\r\n public float durationLimit;\r\n public bool isInterrupted;\r\n\r\n public ConversationSession(EnemyAI initiator, EnemyAI responder, float limit)\r\n {\r\n this.initiator = initiator;\r\n this.responder = responder;\r\n this.durationLimit = limit;\r\n \r\n initiator.isTalking = true;\r\n responder.isTalking = true;\r\n }\r\n\r\n public void RequestDialogue(EnemyAI speaker, Action callback)\r\n {\r\n if (isInterrupted) { callback?.Invoke(false); return; }\r\n\r\n EnemyAI listener = (speaker == initiator) ? responder : initiator;\r\n string prompt = $\"You are {speaker.npcName} talking to {listener.npcName}. Previous context: None. \" +\r\n \"Keep it natural and short.\";\r\n\r\n GeminiService.Instance.GetResponse(speaker.persona, prompt, (json) => {\r\n if (isInterrupted) { callback?.Invoke(false); return; }\r\n speaker.ProcessDialogueResult(json);\r\n callback?.Invoke(true);\r\n });\r\n }\r\n\r\n public void Cleanup()\r\n {\r\n if (initiator != null) initiator.isTalking = false;\r\n if (responder != null) responder.isTalking = false;\r\n }\r\n }\r\n}\r\n"}}}]}
{"$set":{"lastUpdated":"2026-06-05T12:26:16.628Z"}}
{"id":"8cdd328e-9eb5-4996-9626-48c6f08ecdfb","timestamp":"2026-06-05T12:26:20.971Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":57139,"output":384,"cached":51790,"thoughts":33,"tool":0,"total":57556},"model":"gemini-3-flash-preview"}
{"$set":{"lastUpdated":"2026-06-05T12:26:20.971Z"}}
{"id":"8cdd328e-9eb5-4996-9626-48c6f08ecdfb","timestamp":"2026-06-05T12:26:20.971Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":57139,"output":384,"cached":51790,"thoughts":33,"tool":0,"total":57556},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic__update_topic_1780662380634_0","name":"update_topic","args":{"strategic_intent":"Implementing NoiseEmitter for footstep detection.","title":"Implementing Noise System","summary":"I have implemented the `GeminiService` pool and the `ConversationManager`. Now, I am creating `NoiseEmitter.cs`, which will be responsible for broadcasting noise events (like footsteps) to nearby NPCs. This script uses `Physics.OverlapSphere` to detect `EnemyAI` components within a certain radius and calls their `HearNoise` method, triggering the suspicion system I will implement in the next step."},"result":[{"functionResponse":{"id":"update_topic__update_topic_1780662380634_0","name":"update_topic","response":{"output":"Current topic: \"Implementing Noise System\"\nTopic summary: I have implemented the `GeminiService` pool and the `ConversationManager`. Now, I am creating `NoiseEmitter.cs`, which will be responsible for broadcasting noise events (like footsteps) to nearby NPCs. This script uses `Physics.OverlapSphere` to detect `EnemyAI` components within a certain radius and calls their `HearNoise` method, triggering the suspicion system I will implement in the next step.\n\nStrategic Intent: Implementing NoiseEmitter for footstep detection."}}}],"status":"success","timestamp":"2026-06-05T12:26:22.503Z","resultDisplay":"## 📂 Topic: **Implementing Noise System**\n\n**Summary:**\nI have implemented the `GeminiService` pool and the `ConversationManager`. Now, I am creating `NoiseEmitter.cs`, which will be responsible for broadcasting noise events (like footsteps) to nearby NPCs. This script uses `Physics.OverlapSphere` to detect `EnemyAI` components within a certain radius and calls their `HearNoise` method, triggering the suspicion system I will implement in the next step.\n\n> [!STRATEGY]\n> **Intent:** Implementing NoiseEmitter for footstep detection.","description":"Update topic to: \"Implementing Noise System\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"write_file__write_file_1780662380969_1","name":"write_file","args":{"content":"using UnityEngine;\n\nnamespace Hallucinate.AI\n{\n public class NoiseEmitter : MonoBehaviour\n {\n [Header(\"Settings\")]\n public float defaultNoiseRange = 10f;\n public LayerMask npcLayer;\n\n public void EmitNoise(float volumeMultiplier = 1f)\n {\n float range = defaultNoiseRange * volumeMultiplier;\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, range, npcLayer);\n\n foreach (var hit in hitColliders)\n {\n EnemyAI npc = hit.GetComponentInParent();\n if (npc != null)\n {\n npc.HearNoise(transform.position, volumeMultiplier);\n }\n }\n }\n\n private void OnDrawGizmosSelected()\n {\n Gizmos.color = new Color(1, 1, 0, 0.3f);\n Gizmos.DrawWireSphere(transform.position, defaultNoiseRange);\n }\n }\n}\n","file_path":"Assets/Scripts/AI NPC/NoiseEmitter.cs"},"result":[{"functionResponse":{"id":"write_file__write_file_1780662380969_1","name":"write_file","response":{"output":"Successfully created and wrote to new file: E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\NoiseEmitter.cs. Here is the updated code:\nusing UnityEngine;\r\n\r\nnamespace Hallucinate.AI\r\n{\r\n public class NoiseEmitter : MonoBehaviour\r\n {\r\n [Header(\"Settings\")]\r\n public float defaultNoiseRange = 10f;\r\n public LayerMask npcLayer;\r\n\r\n public void EmitNoise(float volumeMultiplier = 1f)\r\n {\r\n float range = defaultNoiseRange * volumeMultiplier;\r\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, range, npcLayer);\r\n\r\n foreach (var hit in hitColliders)\r\n {\r\n EnemyAI npc = hit.GetComponentInParent();\r\n if (npc != null)\r\n {\r\n npc.HearNoise(transform.position, volumeMultiplier);\r\n }\r\n }\r\n }\r\n\r\n private void OnDrawGizmosSelected()\r\n {\r\n Gizmos.color = new Color(1, 1, 0, 0.3f);\r\n Gizmos.DrawWireSphere(transform.position, defaultNoiseRange);\r\n }\r\n }\r\n}\r\n"}}}],"status":"success","timestamp":"2026-06-05T12:26:22.503Z","resultDisplay":{"fileDiff":"Index: NoiseEmitter.cs\n===================================================================\n--- NoiseEmitter.cs\tOriginal\n+++ NoiseEmitter.cs\tWritten\n@@ -0,0 +1,32 @@\n+using UnityEngine;\n+\n+namespace Hallucinate.AI\n+{\n+ public class NoiseEmitter : MonoBehaviour\n+ {\n+ [Header(\"Settings\")]\n+ public float defaultNoiseRange = 10f;\n+ public LayerMask npcLayer;\n+\n+ public void EmitNoise(float volumeMultiplier = 1f)\n+ {\n+ float range = defaultNoiseRange * volumeMultiplier;\n+ Collider[] hitColliders = Physics.OverlapSphere(transform.position, range, npcLayer);\n+\n+ foreach (var hit in hitColliders)\n+ {\n+ EnemyAI npc = hit.GetComponentInParent();\n+ if (npc != null)\n+ {\n+ npc.HearNoise(transform.position, volumeMultiplier);\n+ }\n+ }\n+ }\n+\n+ private void OnDrawGizmosSelected()\n+ {\n+ Gizmos.color = new Color(1, 1, 0, 0.3f);\n+ Gizmos.DrawWireSphere(transform.position, defaultNoiseRange);\n+ }\n+ }\n+}\n","fileName":"NoiseEmitter.cs","filePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\NoiseEmitter.cs","originalContent":"","newContent":"using UnityEngine;\n\nnamespace Hallucinate.AI\n{\n public class NoiseEmitter : MonoBehaviour\n {\n [Header(\"Settings\")]\n public float defaultNoiseRange = 10f;\n public LayerMask npcLayer;\n\n public void EmitNoise(float volumeMultiplier = 1f)\n {\n float range = defaultNoiseRange * volumeMultiplier;\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, range, npcLayer);\n\n foreach (var hit in hitColliders)\n {\n EnemyAI npc = hit.GetComponentInParent();\n if (npc != null)\n {\n npc.HearNoise(transform.position, volumeMultiplier);\n }\n }\n }\n\n private void OnDrawGizmosSelected()\n {\n Gizmos.color = new Color(1, 1, 0, 0.3f);\n Gizmos.DrawWireSphere(transform.position, defaultNoiseRange);\n }\n }\n}\n","diffStat":{"model_added_lines":32,"model_removed_lines":0,"model_added_chars":903,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to Assets\\...\\AI NPC\\NoiseEmitter.cs","displayName":"WriteFile","renderOutputAsMarkdown":true}]}
{"id":"e9687c6f-12d3-47ea-952e-02e493b6090d","timestamp":"2026-06-05T12:26:22.888Z","type":"user","content":[{"functionResponse":{"id":"update_topic__update_topic_1780662380634_0","name":"update_topic","response":{"output":"Current topic: \"Implementing Noise System\"\nTopic summary: I have implemented the `GeminiService` pool and the `ConversationManager`. Now, I am creating `NoiseEmitter.cs`, which will be responsible for broadcasting noise events (like footsteps) to nearby NPCs. This script uses `Physics.OverlapSphere` to detect `EnemyAI` components within a certain radius and calls their `HearNoise` method, triggering the suspicion system I will implement in the next step.\n\nStrategic Intent: Implementing NoiseEmitter for footstep detection."}}},{"functionResponse":{"id":"write_file__write_file_1780662380969_1","name":"write_file","response":{"output":"Successfully created and wrote to new file: E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\NoiseEmitter.cs. Here is the updated code:\nusing UnityEngine;\r\n\r\nnamespace Hallucinate.AI\r\n{\r\n public class NoiseEmitter : MonoBehaviour\r\n {\r\n [Header(\"Settings\")]\r\n public float defaultNoiseRange = 10f;\r\n public LayerMask npcLayer;\r\n\r\n public void EmitNoise(float volumeMultiplier = 1f)\r\n {\r\n float range = defaultNoiseRange * volumeMultiplier;\r\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, range, npcLayer);\r\n\r\n foreach (var hit in hitColliders)\r\n {\r\n EnemyAI npc = hit.GetComponentInParent();\r\n if (npc != null)\r\n {\r\n npc.HearNoise(transform.position, volumeMultiplier);\r\n }\r\n }\r\n }\r\n\r\n private void OnDrawGizmosSelected()\r\n {\r\n Gizmos.color = new Color(1, 1, 0, 0.3f);\r\n Gizmos.DrawWireSphere(transform.position, defaultNoiseRange);\r\n }\r\n }\r\n}\r\n"}}}]}
{"$set":{"lastUpdated":"2026-06-05T12:26:22.889Z"}}
{"id":"2f2273ee-df30-47be-8dfb-0807ce6fc7a7","timestamp":"2026-06-05T12:26:27.489Z","type":"gemini","content":"","thoughts":[{"subject":"Updating EnemyAI Script","description":"I'm diving into `EnemyAI.cs` now. My focus is on integrating the `suspicionLevel` and `investigationThreshold` variables, and I'm also working on the `HearNoise` method to handle sonic cues. Next, I'll tackle parsing JSON responses within `ProcessDialogueResult` to accurately apply modifications.","timestamp":"2026-06-05T12:26:27.290Z"}],"tokens":{"input":57923,"output":179,"cached":55746,"thoughts":147,"tool":0,"total":58249},"model":"gemini-3-flash-preview"}
{"$set":{"lastUpdated":"2026-06-05T12:26:27.489Z"}}
{"id":"2f2273ee-df30-47be-8dfb-0807ce6fc7a7","timestamp":"2026-06-05T12:26:27.489Z","type":"gemini","content":"","thoughts":[{"subject":"Updating EnemyAI Script","description":"I'm diving into `EnemyAI.cs` now. My focus is on integrating the `suspicionLevel` and `investigationThreshold` variables, and I'm also working on the `HearNoise` method to handle sonic cues. Next, I'll tackle parsing JSON responses within `ProcessDialogueResult` to accurately apply modifications.","timestamp":"2026-06-05T12:26:27.290Z"}],"tokens":{"input":57923,"output":179,"cached":55746,"thoughts":147,"tool":0,"total":58249},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic__update_topic_1780662387325_0","name":"update_topic","args":{"strategic_intent":"Upgrading EnemyAI with suspicion, noise hearing, and dynamic dialogue results.","summary":"I am now performing a major update to `EnemyAI.cs`. I will introduce a `suspicionLevel` system that increases when the NPC hears noise via the new `HearNoise` method. I will also refactor the dialogue system to use the `ConversationManager` and parse JSON results from Gemini to apply minor stat changes (speed, suspicion). Additionally, I'll implement a 'Call for Help' mechanic and ensure that any high-priority state change (like spotting the player) immediately interrupts ongoing conversations.","title":"Upgrading Enemy AI Logic"},"result":[{"functionResponse":{"id":"update_topic__update_topic_1780662387325_0","name":"update_topic","response":{"output":"Current topic: \"Upgrading Enemy AI Logic\"\nTopic summary: I am now performing a major update to `EnemyAI.cs`. I will introduce a `suspicionLevel` system that increases when the NPC hears noise via the new `HearNoise` method. I will also refactor the dialogue system to use the `ConversationManager` and parse JSON results from Gemini to apply minor stat changes (speed, suspicion). Additionally, I'll implement a 'Call for Help' mechanic and ensure that any high-priority state change (like spotting the player) immediately interrupts ongoing conversations.\n\nStrategic Intent: Upgrading EnemyAI with suspicion, noise hearing, and dynamic dialogue results."}}}],"status":"success","timestamp":"2026-06-05T12:26:27.505Z","resultDisplay":"## 📂 Topic: **Upgrading Enemy AI Logic**\n\n**Summary:**\nI am now performing a major update to `EnemyAI.cs`. I will introduce a `suspicionLevel` system that increases when the NPC hears noise via the new `HearNoise` method. I will also refactor the dialogue system to use the `ConversationManager` and parse JSON results from Gemini to apply minor stat changes (speed, suspicion). Additionally, I'll implement a 'Call for Help' mechanic and ensure that any high-priority state change (like spotting the player) immediately interrupts ongoing conversations.\n\n> [!STRATEGY]\n> **Intent:** Upgrading EnemyAI with suspicion, noise hearing, and dynamic dialogue results.","description":"Update topic to: \"Upgrading Enemy AI Logic\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"read_file__read_file_1780662387334_1","name":"read_file","args":{"file_path":"Assets/Scripts/AI NPC/EnemyAI.cs"},"result":[{"functionResponse":{"id":"read_file__read_file_1780662387334_1","name":"read_file","response":{"output":"using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\nusing System.Linq;\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private EnemyAI talkingPartner;\n private Hallucinate.UI.ChatBubble chatBubble;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n // Rigidbody setup cho Unity 6\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n /* \n // Tạm thời comment đoạn này để tránh lỗi Tag chưa định nghĩa\n if (patrolWaypoints == null || patrolWaypoints.Length == 0)\n {\n patrolWaypoints = GameObject.FindGameObjectsWithTag(\"PatrolPoint\")\n .Select(go => go.transform).ToArray();\n }\n */\n\n InitTree();\n \n Debug.Log($\"[AI {npcName}] Init complete. Waypoints: {patrolWaypoints.Length}\");\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n // An toàn cho NavMeshAgent\n if (!agent.isOnNavMesh)\n {\n Debug.LogWarning($\"[AI {npcName}] NPC is NOT on NavMesh!\");\n return;\n }\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) StopConversation();\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n return (fov != null && fov.lastKnownPlayerPosition != Vector3.zero) ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer)) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n // Quét tìm NPC\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)\n {\n // Chỉ ID nhỏ hơn gọi để tránh trùng\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n talkingPartner = other;\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n private NodeState ActionTalk()\n {\n if (talkingPartner == null) return NodeState.Failure;\n if (!isTalking)\n {\n isTalking = true;\n agent.isStopped = true;\n FaceTarget(talkingPartner.transform.position);\n \n Debug.Log($\"[AI {npcName}] Talking to {talkingPartner.npcName}\");\n \n string prompt = $\"You are {npcName} talking to {talkingPartner.npcName}. \" +\n \"Make a very short, casual comment (under 10 words) about how boring this shift is or your need for coffee. Don't be formal.\";\n\n Hallucinate.AI.GeminiService.Instance.GetResponse(persona, prompt, (response) => {\n if (chatBubble != null) chatBubble.Show(response);\n Invoke(nameof(EndConversation), 6f);\n });\n talkingPartner.OnPartnerTalked(this);\n }\n return NodeState.Running;\n }\n\n public void OnPartnerTalked(EnemyAI partner)\n {\n isTalking = true;\n talkingPartner = partner;\n agent.isStopped = true;\n FaceTarget(partner.transform.position);\n Invoke(nameof(EndConversation), 6f);\n }\n\n private void EndConversation()\n {\n isTalking = false;\n lastTalkTime = Time.time;\n if (agent != null && agent.isOnNavMesh) agent.isStopped = false;\n talkingPartner = null;\n }\n\n private void StopConversation()\n {\n if (!isTalking) return;\n CancelInvoke(nameof(EndConversation));\n EndConversation();\n if (chatBubble != null) chatBubble.Show(\"Wait, what's that?!\", 2f);\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.5f;\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n return NodeState.Success;\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}\n"}}}],"status":"success","timestamp":"2026-06-05T12:26:27.505Z","resultDisplay":"","description":"Assets\\Scripts\\AI NPC\\EnemyAI.cs","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
{"id":"335189f4-22ac-4834-92ca-a6d22de29282","timestamp":"2026-06-05T12:26:27.507Z","type":"user","content":[{"functionResponse":{"id":"update_topic__update_topic_1780662387325_0","name":"update_topic","response":{"output":"Current topic: \"Upgrading Enemy AI Logic\"\nTopic summary: I am now performing a major update to `EnemyAI.cs`. I will introduce a `suspicionLevel` system that increases when the NPC hears noise via the new `HearNoise` method. I will also refactor the dialogue system to use the `ConversationManager` and parse JSON results from Gemini to apply minor stat changes (speed, suspicion). Additionally, I'll implement a 'Call for Help' mechanic and ensure that any high-priority state change (like spotting the player) immediately interrupts ongoing conversations.\n\nStrategic Intent: Upgrading EnemyAI with suspicion, noise hearing, and dynamic dialogue results."}}},{"functionResponse":{"id":"read_file__read_file_1780662387334_1","name":"read_file","response":{"output":"using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\nusing System.Linq;\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private EnemyAI talkingPartner;\n private Hallucinate.UI.ChatBubble chatBubble;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n // Rigidbody setup cho Unity 6\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n /* \n // Tạm thời comment đoạn này để tránh lỗi Tag chưa định nghĩa\n if (patrolWaypoints == null || patrolWaypoints.Length == 0)\n {\n patrolWaypoints = GameObject.FindGameObjectsWithTag(\"PatrolPoint\")\n .Select(go => go.transform).ToArray();\n }\n */\n\n InitTree();\n \n Debug.Log($\"[AI {npcName}] Init complete. Waypoints: {patrolWaypoints.Length}\");\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n // An toàn cho NavMeshAgent\n if (!agent.isOnNavMesh)\n {\n Debug.LogWarning($\"[AI {npcName}] NPC is NOT on NavMesh!\");\n return;\n }\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) StopConversation();\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n return (fov != null && fov.lastKnownPlayerPosition != Vector3.zero) ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer)) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n // Quét tìm NPC\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)\n {\n // Chỉ ID nhỏ hơn gọi để tránh trùng\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n talkingPartner = other;\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n private NodeState ActionTalk()\n {\n if (talkingPartner == null) return NodeState.Failure;\n if (!isTalking)\n {\n isTalking = true;\n agent.isStopped = true;\n FaceTarget(talkingPartner.transform.position);\n \n Debug.Log($\"[AI {npcName}] Talking to {talkingPartner.npcName}\");\n \n string prompt = $\"You are {npcName} talking to {talkingPartner.npcName}. \" +\n \"Make a very short, casual comment (under 10 words) about how boring this shift is or your need for coffee. Don't be formal.\";\n\n Hallucinate.AI.GeminiService.Instance.GetResponse(persona, prompt, (response) => {\n if (chatBubble != null) chatBubble.Show(response);\n Invoke(nameof(EndConversation), 6f);\n });\n talkingPartner.OnPartnerTalked(this);\n }\n return NodeState.Running;\n }\n\n public void OnPartnerTalked(EnemyAI partner)\n {\n isTalking = true;\n talkingPartner = partner;\n agent.isStopped = true;\n FaceTarget(partner.transform.position);\n Invoke(nameof(EndConversation), 6f);\n }\n\n private void EndConversation()\n {\n isTalking = false;\n lastTalkTime = Time.time;\n if (agent != null && agent.isOnNavMesh) agent.isStopped = false;\n talkingPartner = null;\n }\n\n private void StopConversation()\n {\n if (!isTalking) return;\n CancelInvoke(nameof(EndConversation));\n EndConversation();\n if (chatBubble != null) chatBubble.Show(\"Wait, what's that?!\", 2f);\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.5f;\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n return NodeState.Success;\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}\n"}}}]}
{"$set":{"lastUpdated":"2026-06-05T12:26:27.507Z"}}
{"id":"e3c539bc-9561-4606-9b34-1aae6f56d557","timestamp":"2026-06-05T12:26:59.481Z","type":"gemini","content":"","thoughts":[{"subject":"Refining AI Logic","description":"I'm focusing on defining the `DialogueResult` class, likely within `EnemyAI.cs`, to handle JSON parsing. This will allow me to implement a precise surgical replacement for existing dialogue mechanics.","timestamp":"2026-06-05T12:26:31.839Z"},{"subject":"Implementing Suspicion Logic","description":"I'm integrating suspicion mechanics into the AI. This involves adding `suspicionMod` and related settings like `suspicionLevel`, `investigationThreshold`, and `alertNeighborsThreshold`. I'll also implement the `HearNoise` function to manage suspicion increases and neighbor alerts. My next steps involve updating `ActionTalk` and the `rootNode` to incorporate these changes, while ensuring `StopConversation` correctly interrupts ongoing dialogues. I'm also refining the `Update` method for suspicion decay.","timestamp":"2026-06-05T12:26:59.134Z"}],"tokens":{"input":61205,"output":5686,"cached":55787,"thoughts":349,"tool":0,"total":67240},"model":"gemini-3-flash-preview"}
{"$set":{"lastUpdated":"2026-06-05T12:26:59.482Z"}}
{"id":"e3c539bc-9561-4606-9b34-1aae6f56d557","timestamp":"2026-06-05T12:26:59.481Z","type":"gemini","content":"","thoughts":[{"subject":"Refining AI Logic","description":"I'm focusing on defining the `DialogueResult` class, likely within `EnemyAI.cs`, to handle JSON parsing. This will allow me to implement a precise surgical replacement for existing dialogue mechanics.","timestamp":"2026-06-05T12:26:31.839Z"},{"subject":"Implementing Suspicion Logic","description":"I'm integrating suspicion mechanics into the AI. This involves adding `suspicionMod` and related settings like `suspicionLevel`, `investigationThreshold`, and `alertNeighborsThreshold`. I'll also implement the `HearNoise` function to manage suspicion increases and neighbor alerts. My next steps involve updating `ActionTalk` and the `rootNode` to incorporate these changes, while ensuring `StopConversation` correctly interrupts ongoing dialogues. I'm also refining the `Update` method for suspicion decay.","timestamp":"2026-06-05T12:26:59.134Z"}],"tokens":{"input":61205,"output":5686,"cached":55787,"thoughts":349,"tool":0,"total":67240},"model":"gemini-3-flash-preview","toolCalls":[{"id":"replace__replace_1780662419478_0","name":"replace","args":{"old_string":"// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private EnemyAI talkingPartner;\n private Hallucinate.UI.ChatBubble chatBubble;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n // Rigidbody setup cho Unity 6\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n /* \n // Tạm thời comment đoạn này để tránh lỗi Tag chưa định nghĩa\n if (patrolWaypoints == null || patrolWaypoints.Length == 0)\n {\n patrolWaypoints = GameObject.FindGameObjectsWithTag(\"PatrolPoint\")\n .Select(go => go.transform).ToArray();\n }\n */\n\n InitTree();\n \n Debug.Log($\"[AI {npcName}] Init complete. Waypoints: {patrolWaypoints.Length}\");\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n // An toàn cho NavMeshAgent\n if (!agent.isOnNavMesh)\n {\n Debug.LogWarning($\"[AI {npcName}] NPC is NOT on NavMesh!\");\n return;\n }\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) StopConversation();\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n return (fov != null && fov.lastKnownPlayerPosition != Vector3.zero) ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer)) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n // Quét tìm NPC\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)\n {\n // Chỉ ID nhỏ hơn gọi để tránh trùng\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n talkingPartner = other;\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n private NodeState ActionTalk()\n {\n if (talkingPartner == null) return NodeState.Failure;\n if (!isTalking)\n {\n isTalking = true;\n agent.isStopped = true;\n FaceTarget(talkingPartner.transform.position);\n \n Debug.Log($\"[AI {npcName}] Talking to {talkingPartner.npcName}\");\n \n string prompt = $\"You are {npcName} talking to {talkingPartner.npcName}. \" +\n \"Make a very short, casual comment (under 10 words) about how boring this shift is or your need for coffee. Don't be formal.\";\n\n Hallucinate.AI.GeminiService.Instance.GetResponse(persona, prompt, (response) => {\n if (chatBubble != null) chatBubble.Show(response);\n Invoke(nameof(EndConversation), 6f);\n });\n talkingPartner.OnPartnerTalked(this);\n }\n return NodeState.Running;\n }\n\n public void OnPartnerTalked(EnemyAI partner)\n {\n isTalking = true;\n talkingPartner = partner;\n agent.isStopped = true;\n FaceTarget(partner.transform.position);\n Invoke(nameof(EndConversation), 6f);\n }\n\n private void EndConversation()\n {\n isTalking = false;\n lastTalkTime = Time.time;\n if (agent != null && agent.isOnNavMesh) agent.isStopped = false;\n talkingPartner = null;\n }\n\n private void StopConversation()\n {\n if (!isTalking) return;\n CancelInvoke(nameof(EndConversation));\n EndConversation();\n if (chatBubble != null) chatBubble.Show(\"Wait, what's that?!\", 2f);\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.5f;\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n return NodeState.Success;\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion","new_string":"[Serializable]\npublic class DialogueResult { public string text; public float speedMod; public float suspicionMod; }\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private Hallucinate.UI.ChatBubble chatBubble;\n\n [Header(\"Suspicion Settings\")]\n public float suspicionLevel = 0f;\n public float investigationThreshold = 30f;\n public float alertNeighborsThreshold = 70f;\n public float alertRange = 20f;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n InitTree();\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n if (!agent.isOnNavMesh) return;\n\n // Decay suspicion\n suspicionLevel = Mathf.Max(0, suspicionLevel - Time.deltaTime * 0.5f);\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) { StopConversation(); AlertNeighbors(); suspicionLevel = 100; }\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero)\n {\n if (suspicionLevel > investigationThreshold)\n {\n // Randomly decide to check or stay on patrol\n if (Random.value < (suspicionLevel / 100f)) return NodeState.Success;\n }\n }\n return NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer) || suspicionLevel > 20) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n if (Hallucinate.AI.ConversationManager.Instance == null || !Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;\n\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown && other.suspicionLevel < 20)\n {\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n Hallucinate.AI.ConversationManager.Instance.StartConversation(this, other);\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n public void HearNoise(Vector3 location, float volume)\n {\n suspicionLevel += volume * 15f;\n if (fov != null) fov.lastKnownPlayerPosition = location;\n if (suspicionLevel >= alertNeighborsThreshold) AlertNeighbors();\n StopConversation();\n Debug.Log($\"[AI {npcName}] Heard noise! Suspicion: {suspicionLevel}\");\n }\n\n public void AlertNeighbors()\n {\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);\n foreach (var hit in hitColliders)\n {\n EnemyAI neighbor = hit.GetComponentInParent();\n if (neighbor != null && neighbor != this)\n {\n neighbor.suspicionLevel = Mathf.Max(neighbor.suspicionLevel, 50f);\n if (fov != null && neighbor.fov != null) neighbor.fov.lastKnownPlayerPosition = fov.lastKnownPlayerPosition;\n }\n }\n }\n\n private NodeState ActionTalk()\n {\n if (isTalking)\n {\n agent.isStopped = true;\n // Face target logic moved to Manager or simple look at first hit\n return NodeState.Running;\n }\n return NodeState.Failure;\n }\n\n public void ProcessDialogueResult(string json)\n {\n try\n {\n DialogueResult result = JsonUtility.FromJson(json);\n if (chatBubble != null) chatBubble.Show(result.text);\n \n // Apply minor stat mods\n moveSpeed += result.speedMod;\n suspicionLevel = Mathf.Clamp(suspicionLevel + result.suspicionMod, 0, 100);\n lastTalkTime = Time.time;\n \n Debug.Log($\"[AI {npcName}] Conv result: {result.text} | SpeedMod: {result.speedMod}\");\n }\n catch { if (chatBubble != null) chatBubble.Show(json); }\n }\n\n private void StopConversation()\n {\n if (isTalking && Hallucinate.AI.ConversationManager.Instance != null)\n {\n Hallucinate.AI.ConversationManager.Instance.InterruptConversation(this);\n if (chatBubble != null) chatBubble.Show(\"Wait, what was that?!\", 2f);\n }\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * (suspicionLevel > 20 ? 0.7f : 0.5f); // Walk faster if suspicious\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n \n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime > 3f) // Look around for 3 seconds\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n suspicionLevel *= 0.5f; // Decrease suspicion after check\n return NodeState.Success;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion","file_path":"Assets/Scripts/AI NPC/EnemyAI.cs","instruction":"Update EnemyAI with suspicion system, footstep hearing, dynamic dialogue stat modifications, and integration with ConversationManager.","allow_multiple":false},"result":[{"functionResponse":{"id":"replace__replace_1780662419478_0","name":"replace","response":{"output":"Successfully modified file: E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\EnemyAI.cs (1 replacements). Here is the updated code:\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\nusing System.Linq;\n\n[Serializable]\npublic class DialogueResult { public string text; public float speedMod; public float suspicionMod; }\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private Hallucinate.UI.ChatBubble chatBubble;\n\n [Header(\"Suspicion Settings\")]\n public float suspicionLevel = 0f;\n public float investigationThreshold = 30f;\n public float alertNeighborsThreshold = 70f;\n public float alertRange = 20f;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n InitTree();\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n if (!agent.isOnNavMesh) return;\n\n // Decay suspicion\n suspicionLevel = Mathf.Max(0, suspicionLevel - Time.deltaTime * 0.5f);\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) { StopConversation(); AlertNeighbors(); suspicionLevel = 100; }\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero)\n {\n if (suspicionLevel > investigationThreshold)\n {\n // Randomly decide to check or stay on patrol\n if (Random.value < (suspicionLevel / 100f)) return NodeState.Success;\n }\n }\n return NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer) || suspicionLevel > 20) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n if (Hallucinate.AI.ConversationManager.Instance == null || !Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;\n\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown && other.suspicionLevel < 20)\n {\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n Hallucinate.AI.ConversationManager.Instance.StartConversation(this, other);\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n public void HearNoise(Vector3 location, float volume)\n {\n suspicionLevel += volume * 15f;\n if (fov != null) fov.lastKnownPlayerPosition = location;\n if (suspicionLevel >= alertNeighborsThreshold) AlertNeighbors();\n StopConversation();\n Debug.Log($\"[AI {npcName}] Heard noise! Suspicion: {suspicionLevel}\");\n }\n\n public void AlertNeighbors()\n {\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);\n foreach (var hit in hitColliders)\n {\n EnemyAI neighbor = hit.GetComponentInParent();\n if (neighbor != null && neighbor != this)\n {\n neighbor.suspicionLevel = Mathf.Max(neighbor.suspicionLevel, 50f);\n if (fov != null && neighbor.fov != null) neighbor.fov.lastKnownPlayerPosition = fov.lastKnownPlayerPosition;\n }\n }\n }\n\n private NodeState ActionTalk()\n {\n if (isTalking)\n {\n agent.isStopped = true;\n // Face target logic moved to Manager or simple look at first hit\n return NodeState.Running;\n }\n return NodeState.Failure;\n }\n\n public void ProcessDialogueResult(string json)\n {\n try\n {\n DialogueResult result = JsonUtility.FromJson(json);\n if (chatBubble != null) chatBubble.Show(result.text);\n \n // Apply minor stat mods\n moveSpeed += result.speedMod;\n suspicionLevel = Mathf.Clamp(suspicionLevel + result.suspicionMod, 0, 100);\n lastTalkTime = Time.time;\n \n Debug.Log($\"[AI {npcName}] Conv result: {result.text} | SpeedMod: {result.speedMod}\");\n }\n catch { if (chatBubble != null) chatBubble.Show(json); }\n }\n\n private void StopConversation()\n {\n if (isTalking && Hallucinate.AI.ConversationManager.Instance != null)\n {\n Hallucinate.AI.ConversationManager.Instance.InterruptConversation(this);\n if (chatBubble != null) chatBubble.Show(\"Wait, what was that?!\", 2f);\n }\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * (suspicionLevel > 20 ? 0.7f : 0.5f); // Walk faster if suspicious\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n \n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime > 3f) // Look around for 3 seconds\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n suspicionLevel *= 0.5f; // Decrease suspicion after check\n return NodeState.Success;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}\n"}}}],"status":"success","timestamp":"2026-06-05T12:27:10.882Z","resultDisplay":{"fileDiff":"Index: EnemyAI.cs\n===================================================================\n--- EnemyAI.cs\tCurrent\n+++ EnemyAI.cs\tProposed\n@@ -4,6 +4,9 @@\n using UnityEngine.AI;\n using System.Linq;\n \n+[Serializable]\n+public class DialogueResult { public string text; public float speedMod; public float suspicionMod; }\n+\n // Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n [RequireComponent(typeof(NavMeshAgent))]\n [RequireComponent(typeof(Rigidbody))]\n@@ -47,8 +50,13 @@\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n- private EnemyAI talkingPartner;\n private Hallucinate.UI.ChatBubble chatBubble;\n+\n+ [Header(\"Suspicion Settings\")]\n+ public float suspicionLevel = 0f;\n+ public float investigationThreshold = 30f;\n+ public float alertNeighborsThreshold = 70f;\n+ public float alertRange = 20f;\n \n public Node rootNode;\n \n@@ -59,7 +67,6 @@\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n \n- // Rigidbody setup cho Unity 6\n rb.isKinematic = true;\n rb.freezeRotation = true;\n \n@@ -69,18 +76,7 @@\n if (playerObj != null) player = playerObj.transform;\n }\n \n- /* \n- // Tạm thời comment đoạn này để tránh lỗi Tag chưa định nghĩa\n- if (patrolWaypoints == null || patrolWaypoints.Length == 0)\n- {\n- patrolWaypoints = GameObject.FindGameObjectsWithTag(\"PatrolPoint\")\n- .Select(go => go.transform).ToArray();\n- }\n- */\n-\n InitTree();\n- \n- Debug.Log($\"[AI {npcName}] Init complete. Waypoints: {patrolWaypoints.Length}\");\n }\n \n void InitTree()\n@@ -107,13 +103,11 @@\n {\n if (player == null) return;\n \n- // An toàn cho NavMeshAgent\n- if (!agent.isOnNavMesh)\n- {\n- Debug.LogWarning($\"[AI {npcName}] NPC is NOT on NavMesh!\");\n- return;\n- }\n+ if (!agent.isOnNavMesh) return;\n \n+ // Decay suspicion\n+ suspicionLevel = Mathf.Max(0, suspicionLevel - Time.deltaTime * 0.5f);\n+\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n \n@@ -139,34 +133,42 @@\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n- if (canSee) StopConversation();\n+ if (canSee) { StopConversation(); AlertNeighbors(); suspicionLevel = 100; }\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n \n private NodeState CheckHasInvestigateTarget()\n {\n- return (fov != null && fov.lastKnownPlayerPosition != Vector3.zero) ? NodeState.Success : NodeState.Failure;\n+ if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero)\n+ {\n+ if (suspicionLevel > investigationThreshold)\n+ {\n+ // Randomly decide to check or stay on patrol\n+ if (Random.value < (suspicionLevel / 100f)) return NodeState.Success;\n+ }\n+ }\n+ return NodeState.Failure;\n }\n \n private NodeState CheckCanTalkToNPC()\n {\n- if (playerHasArtifact || (fov != null && fov.canSeePlayer)) return NodeState.Failure;\n+ if (playerHasArtifact || (fov != null && fov.canSeePlayer) || suspicionLevel > 20) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n \n- // Quét tìm NPC\n+ if (Hallucinate.AI.ConversationManager.Instance == null || !Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;\n+\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n- if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)\n+ if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown && other.suspicionLevel < 20)\n {\n- // Chỉ ID nhỏ hơn gọi để tránh trùng\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n- talkingPartner = other;\n+ Hallucinate.AI.ConversationManager.Instance.StartConversation(this, other);\n return NodeState.Success;\n }\n }\n@@ -178,52 +180,64 @@\n \n #region ACTIONS\n \n- private NodeState ActionTalk()\n+ public void HearNoise(Vector3 location, float volume)\n {\n- if (talkingPartner == null) return NodeState.Failure;\n- if (!isTalking)\n- {\n- isTalking = true;\n- agent.isStopped = true;\n- FaceTarget(talkingPartner.transform.position);\n- \n- Debug.Log($\"[AI {npcName}] Talking to {talkingPartner.npcName}\");\n- \n- string prompt = $\"You are {npcName} talking to {talkingPartner.npcName}. \" +\n- \"Make a very short, casual comment (under 10 words) about how boring this shift is or your need for coffee. Don't be formal.\";\n+ suspicionLevel += volume * 15f;\n+ if (fov != null) fov.lastKnownPlayerPosition = location;\n+ if (suspicionLevel >= alertNeighborsThreshold) AlertNeighbors();\n+ StopConversation();\n+ Debug.Log($\"[AI {npcName}] Heard noise! Suspicion: {suspicionLevel}\");\n+ }\n \n- Hallucinate.AI.GeminiService.Instance.GetResponse(persona, prompt, (response) => {\n- if (chatBubble != null) chatBubble.Show(response);\n- Invoke(nameof(EndConversation), 6f);\n- });\n- talkingPartner.OnPartnerTalked(this);\n+ public void AlertNeighbors()\n+ {\n+ Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);\n+ foreach (var hit in hitColliders)\n+ {\n+ EnemyAI neighbor = hit.GetComponentInParent();\n+ if (neighbor != null && neighbor != this)\n+ {\n+ neighbor.suspicionLevel = Mathf.Max(neighbor.suspicionLevel, 50f);\n+ if (fov != null && neighbor.fov != null) neighbor.fov.lastKnownPlayerPosition = fov.lastKnownPlayerPosition;\n+ }\n }\n- return NodeState.Running;\n }\n \n- public void OnPartnerTalked(EnemyAI partner)\n+ private NodeState ActionTalk()\n {\n- isTalking = true;\n- talkingPartner = partner;\n- agent.isStopped = true;\n- FaceTarget(partner.transform.position);\n- Invoke(nameof(EndConversation), 6f);\n+ if (isTalking)\n+ {\n+ agent.isStopped = true;\n+ // Face target logic moved to Manager or simple look at first hit\n+ return NodeState.Running;\n+ }\n+ return NodeState.Failure;\n }\n \n- private void EndConversation()\n+ public void ProcessDialogueResult(string json)\n {\n- isTalking = false;\n- lastTalkTime = Time.time;\n- if (agent != null && agent.isOnNavMesh) agent.isStopped = false;\n- talkingPartner = null;\n+ try\n+ {\n+ DialogueResult result = JsonUtility.FromJson(json);\n+ if (chatBubble != null) chatBubble.Show(result.text);\n+ \n+ // Apply minor stat mods\n+ moveSpeed += result.speedMod;\n+ suspicionLevel = Mathf.Clamp(suspicionLevel + result.suspicionMod, 0, 100);\n+ lastTalkTime = Time.time;\n+ \n+ Debug.Log($\"[AI {npcName}] Conv result: {result.text} | SpeedMod: {result.speedMod}\");\n+ }\n+ catch { if (chatBubble != null) chatBubble.Show(json); }\n }\n \n private void StopConversation()\n {\n- if (!isTalking) return;\n- CancelInvoke(nameof(EndConversation));\n- EndConversation();\n- if (chatBubble != null) chatBubble.Show(\"Wait, what's that?!\", 2f);\n+ if (isTalking && Hallucinate.AI.ConversationManager.Instance != null)\n+ {\n+ Hallucinate.AI.ConversationManager.Instance.InterruptConversation(this);\n+ if (chatBubble != null) chatBubble.Show(\"Wait, what was that?!\", 2f);\n+ }\n }\n \n private NodeState ActionPatrol()\n@@ -231,7 +245,7 @@\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n \n agent.isStopped = false;\n- agent.speed = moveSpeed * 0.5f;\n+ agent.speed = moveSpeed * (suspicionLevel > 20 ? 0.7f : 0.5f); // Walk faster if suspicious\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n@@ -261,10 +275,16 @@\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n+ \n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n- fov.lastKnownPlayerPosition = Vector3.zero;\n- return NodeState.Success;\n+ currentWaitTime += Time.deltaTime;\n+ if (currentWaitTime > 3f) // Look around for 3 seconds\n+ {\n+ fov.lastKnownPlayerPosition = Vector3.zero;\n+ suspicionLevel *= 0.5f; // Decrease suspicion after check\n+ return NodeState.Success;\n+ }\n }\n return NodeState.Running;\n }\n","fileName":"EnemyAI.cs","filePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\EnemyAI.cs","originalContent":"using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\nusing System.Linq;\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private EnemyAI talkingPartner;\n private Hallucinate.UI.ChatBubble chatBubble;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n // Rigidbody setup cho Unity 6\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n /* \n // Tạm thời comment đoạn này để tránh lỗi Tag chưa định nghĩa\n if (patrolWaypoints == null || patrolWaypoints.Length == 0)\n {\n patrolWaypoints = GameObject.FindGameObjectsWithTag(\"PatrolPoint\")\n .Select(go => go.transform).ToArray();\n }\n */\n\n InitTree();\n \n Debug.Log($\"[AI {npcName}] Init complete. Waypoints: {patrolWaypoints.Length}\");\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n // An toàn cho NavMeshAgent\n if (!agent.isOnNavMesh)\n {\n Debug.LogWarning($\"[AI {npcName}] NPC is NOT on NavMesh!\");\n return;\n }\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) StopConversation();\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n return (fov != null && fov.lastKnownPlayerPosition != Vector3.zero) ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer)) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n // Quét tìm NPC\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)\n {\n // Chỉ ID nhỏ hơn gọi để tránh trùng\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n talkingPartner = other;\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n private NodeState ActionTalk()\n {\n if (talkingPartner == null) return NodeState.Failure;\n if (!isTalking)\n {\n isTalking = true;\n agent.isStopped = true;\n FaceTarget(talkingPartner.transform.position);\n \n Debug.Log($\"[AI {npcName}] Talking to {talkingPartner.npcName}\");\n \n string prompt = $\"You are {npcName} talking to {talkingPartner.npcName}. \" +\n \"Make a very short, casual comment (under 10 words) about how boring this shift is or your need for coffee. Don't be formal.\";\n\n Hallucinate.AI.GeminiService.Instance.GetResponse(persona, prompt, (response) => {\n if (chatBubble != null) chatBubble.Show(response);\n Invoke(nameof(EndConversation), 6f);\n });\n talkingPartner.OnPartnerTalked(this);\n }\n return NodeState.Running;\n }\n\n public void OnPartnerTalked(EnemyAI partner)\n {\n isTalking = true;\n talkingPartner = partner;\n agent.isStopped = true;\n FaceTarget(partner.transform.position);\n Invoke(nameof(EndConversation), 6f);\n }\n\n private void EndConversation()\n {\n isTalking = false;\n lastTalkTime = Time.time;\n if (agent != null && agent.isOnNavMesh) agent.isStopped = false;\n talkingPartner = null;\n }\n\n private void StopConversation()\n {\n if (!isTalking) return;\n CancelInvoke(nameof(EndConversation));\n EndConversation();\n if (chatBubble != null) chatBubble.Show(\"Wait, what's that?!\", 2f);\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.5f;\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n return NodeState.Success;\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}\n","newContent":"using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\nusing System.Linq;\n\n[Serializable]\npublic class DialogueResult { public string text; public float speedMod; public float suspicionMod; }\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private Hallucinate.UI.ChatBubble chatBubble;\n\n [Header(\"Suspicion Settings\")]\n public float suspicionLevel = 0f;\n public float investigationThreshold = 30f;\n public float alertNeighborsThreshold = 70f;\n public float alertRange = 20f;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n InitTree();\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n if (!agent.isOnNavMesh) return;\n\n // Decay suspicion\n suspicionLevel = Mathf.Max(0, suspicionLevel - Time.deltaTime * 0.5f);\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) { StopConversation(); AlertNeighbors(); suspicionLevel = 100; }\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero)\n {\n if (suspicionLevel > investigationThreshold)\n {\n // Randomly decide to check or stay on patrol\n if (Random.value < (suspicionLevel / 100f)) return NodeState.Success;\n }\n }\n return NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer) || suspicionLevel > 20) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n if (Hallucinate.AI.ConversationManager.Instance == null || !Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;\n\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown && other.suspicionLevel < 20)\n {\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n Hallucinate.AI.ConversationManager.Instance.StartConversation(this, other);\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n public void HearNoise(Vector3 location, float volume)\n {\n suspicionLevel += volume * 15f;\n if (fov != null) fov.lastKnownPlayerPosition = location;\n if (suspicionLevel >= alertNeighborsThreshold) AlertNeighbors();\n StopConversation();\n Debug.Log($\"[AI {npcName}] Heard noise! Suspicion: {suspicionLevel}\");\n }\n\n public void AlertNeighbors()\n {\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);\n foreach (var hit in hitColliders)\n {\n EnemyAI neighbor = hit.GetComponentInParent();\n if (neighbor != null && neighbor != this)\n {\n neighbor.suspicionLevel = Mathf.Max(neighbor.suspicionLevel, 50f);\n if (fov != null && neighbor.fov != null) neighbor.fov.lastKnownPlayerPosition = fov.lastKnownPlayerPosition;\n }\n }\n }\n\n private NodeState ActionTalk()\n {\n if (isTalking)\n {\n agent.isStopped = true;\n // Face target logic moved to Manager or simple look at first hit\n return NodeState.Running;\n }\n return NodeState.Failure;\n }\n\n public void ProcessDialogueResult(string json)\n {\n try\n {\n DialogueResult result = JsonUtility.FromJson(json);\n if (chatBubble != null) chatBubble.Show(result.text);\n \n // Apply minor stat mods\n moveSpeed += result.speedMod;\n suspicionLevel = Mathf.Clamp(suspicionLevel + result.suspicionMod, 0, 100);\n lastTalkTime = Time.time;\n \n Debug.Log($\"[AI {npcName}] Conv result: {result.text} | SpeedMod: {result.speedMod}\");\n }\n catch { if (chatBubble != null) chatBubble.Show(json); }\n }\n\n private void StopConversation()\n {\n if (isTalking && Hallucinate.AI.ConversationManager.Instance != null)\n {\n Hallucinate.AI.ConversationManager.Instance.InterruptConversation(this);\n if (chatBubble != null) chatBubble.Show(\"Wait, what was that?!\", 2f);\n }\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * (suspicionLevel > 20 ? 0.7f : 0.5f); // Walk faster if suspicious\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n \n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime > 3f) // Look around for 3 seconds\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n suspicionLevel *= 0.5f; // Decrease suspicion after check\n return NodeState.Success;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}\n","diffStat":{"model_added_lines":82,"model_removed_lines":62,"model_added_chars":3846,"model_removed_chars":2791,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":false},"description":"Assets\\Scripts\\AI NPC\\EnemyAI.cs: // Quy trình ưu tiên: Né đòn -... => [Serializable]...","displayName":"Edit","renderOutputAsMarkdown":true}]}
{"id":"c1835e00-e3ef-4c47-8d81-ec1bce6e20bb","timestamp":"2026-06-05T12:27:11.555Z","type":"user","content":[{"functionResponse":{"id":"replace__replace_1780662419478_0","name":"replace","response":{"output":"Successfully modified file: E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\EnemyAI.cs (1 replacements). Here is the updated code:\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\nusing System.Linq;\n\n[Serializable]\npublic class DialogueResult { public string text; public float speedMod; public float suspicionMod; }\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private Hallucinate.UI.ChatBubble chatBubble;\n\n [Header(\"Suspicion Settings\")]\n public float suspicionLevel = 0f;\n public float investigationThreshold = 30f;\n public float alertNeighborsThreshold = 70f;\n public float alertRange = 20f;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n InitTree();\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n if (!agent.isOnNavMesh) return;\n\n // Decay suspicion\n suspicionLevel = Mathf.Max(0, suspicionLevel - Time.deltaTime * 0.5f);\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) { StopConversation(); AlertNeighbors(); suspicionLevel = 100; }\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero)\n {\n if (suspicionLevel > investigationThreshold)\n {\n // Randomly decide to check or stay on patrol\n if (Random.value < (suspicionLevel / 100f)) return NodeState.Success;\n }\n }\n return NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer) || suspicionLevel > 20) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n if (Hallucinate.AI.ConversationManager.Instance == null || !Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;\n\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown && other.suspicionLevel < 20)\n {\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n Hallucinate.AI.ConversationManager.Instance.StartConversation(this, other);\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n public void HearNoise(Vector3 location, float volume)\n {\n suspicionLevel += volume * 15f;\n if (fov != null) fov.lastKnownPlayerPosition = location;\n if (suspicionLevel >= alertNeighborsThreshold) AlertNeighbors();\n StopConversation();\n Debug.Log($\"[AI {npcName}] Heard noise! Suspicion: {suspicionLevel}\");\n }\n\n public void AlertNeighbors()\n {\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);\n foreach (var hit in hitColliders)\n {\n EnemyAI neighbor = hit.GetComponentInParent();\n if (neighbor != null && neighbor != this)\n {\n neighbor.suspicionLevel = Mathf.Max(neighbor.suspicionLevel, 50f);\n if (fov != null && neighbor.fov != null) neighbor.fov.lastKnownPlayerPosition = fov.lastKnownPlayerPosition;\n }\n }\n }\n\n private NodeState ActionTalk()\n {\n if (isTalking)\n {\n agent.isStopped = true;\n // Face target logic moved to Manager or simple look at first hit\n return NodeState.Running;\n }\n return NodeState.Failure;\n }\n\n public void ProcessDialogueResult(string json)\n {\n try\n {\n DialogueResult result = JsonUtility.FromJson(json);\n if (chatBubble != null) chatBubble.Show(result.text);\n \n // Apply minor stat mods\n moveSpeed += result.speedMod;\n suspicionLevel = Mathf.Clamp(suspicionLevel + result.suspicionMod, 0, 100);\n lastTalkTime = Time.time;\n \n Debug.Log($\"[AI {npcName}] Conv result: {result.text} | SpeedMod: {result.speedMod}\");\n }\n catch { if (chatBubble != null) chatBubble.Show(json); }\n }\n\n private void StopConversation()\n {\n if (isTalking && Hallucinate.AI.ConversationManager.Instance != null)\n {\n Hallucinate.AI.ConversationManager.Instance.InterruptConversation(this);\n if (chatBubble != null) chatBubble.Show(\"Wait, what was that?!\", 2f);\n }\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * (suspicionLevel > 20 ? 0.7f : 0.5f); // Walk faster if suspicious\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n \n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime > 3f) // Look around for 3 seconds\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n suspicionLevel *= 0.5f; // Decrease suspicion after check\n return NodeState.Success;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}\n"}}}]}
{"$set":{"lastUpdated":"2026-06-05T12:27:11.555Z"}}
{"id":"9d3b4558-2986-4abe-b077-9a2effa11fcc","timestamp":"2026-06-05T12:27:15.011Z","type":"gemini","content":"","thoughts":[{"subject":"Refining Conversation Logic","description":"I've identified that `OnPartnerTalked`, `talkingPartner`, and `EndConversation` were unintentionally removed. The `OnDrawGizmos` logic, previously tied to `talkingPartner`, is now managed by the pairing system, which is a good simplification.","timestamp":"2026-06-05T12:27:14.832Z"}],"tokens":{"input":70366,"output":36,"cached":59954,"thoughts":157,"tool":0,"total":70559},"model":"gemini-3-flash-preview"}
{"$set":{"lastUpdated":"2026-06-05T12:27:15.011Z"}}
{"id":"9d3b4558-2986-4abe-b077-9a2effa11fcc","timestamp":"2026-06-05T12:27:15.011Z","type":"gemini","content":"","thoughts":[{"subject":"Refining Conversation Logic","description":"I've identified that `OnPartnerTalked`, `talkingPartner`, and `EndConversation` were unintentionally removed. The `OnDrawGizmos` logic, previously tied to `talkingPartner`, is now managed by the pairing system, which is a good simplification.","timestamp":"2026-06-05T12:27:14.832Z"}],"tokens":{"input":70366,"output":36,"cached":59954,"thoughts":157,"tool":0,"total":70559},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file__read_file_1780662434843_0","name":"read_file","args":{"file_path":"Assets/Scripts/AI NPC/EnemyAI.cs","start_line":250},"result":[{"functionResponse":{"id":"read_file__read_file_1780662434843_0","name":"read_file","response":{"output":"\nIMPORTANT: The file content has been truncated.\nStatus: Showing lines 250-348 of 348 total lines.\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 349.\n\n--- FILE CONTENT (truncated) ---\n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n \n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime > 3f) // Look around for 3 seconds\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n suspicionLevel *= 0.5f; // Decrease suspicion after check\n return NodeState.Success;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}\n"}}}],"status":"success","timestamp":"2026-06-05T12:27:15.022Z","resultDisplay":"Read lines 250-348 of 348 from Assets/Scripts/AI NPC/EnemyAI.cs","description":"Assets\\Scripts\\AI NPC\\EnemyAI.cs","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
{"id":"dfacad18-c51a-4557-8361-97ed9e541743","timestamp":"2026-06-05T12:27:15.023Z","type":"user","content":[{"functionResponse":{"id":"read_file__read_file_1780662434843_0","name":"read_file","response":{"output":"\nIMPORTANT: The file content has been truncated.\nStatus: Showing lines 250-348 of 348 total lines.\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 349.\n\n--- FILE CONTENT (truncated) ---\n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n \n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime > 3f) // Look around for 3 seconds\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n suspicionLevel *= 0.5f; // Decrease suspicion after check\n return NodeState.Success;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}\n"}}}]}
{"$set":{"lastUpdated":"2026-06-05T12:27:15.024Z"}}
{"id":"c331c349-62a2-455c-952a-bc5480baef7e","timestamp":"2026-06-05T12:27:18.918Z","type":"gemini","content":"","thoughts":[{"subject":"Adding Talking Partner","description":"I've identified that `talkingPartner` is indeed absent and plan to reintegrate it into `EnemyAI`. This addition will enable `ConversationManager` to set the partner, proving beneficial for debugging. I'll also reinstate the `OnPartnerTalked` event.","timestamp":"2026-06-05T12:27:18.364Z"}],"tokens":{"input":71499,"output":143,"cached":67951,"thoughts":141,"tool":0,"total":71783},"model":"gemini-3-flash-preview"}
{"$set":{"lastUpdated":"2026-06-05T12:27:18.918Z"}}
{"id":"c331c349-62a2-455c-952a-bc5480baef7e","timestamp":"2026-06-05T12:27:18.918Z","type":"gemini","content":"","thoughts":[{"subject":"Adding Talking Partner","description":"I've identified that `talkingPartner` is indeed absent and plan to reintegrate it into `EnemyAI`. This addition will enable `ConversationManager` to set the partner, proving beneficial for debugging. I'll also reinstate the `OnPartnerTalked` event.","timestamp":"2026-06-05T12:27:18.364Z"}],"tokens":{"input":71499,"output":143,"cached":67951,"thoughts":141,"tool":0,"total":71783},"model":"gemini-3-flash-preview","toolCalls":[{"id":"replace__replace_1780662438916_0","name":"replace","args":{"instruction":"Add talkingPartner field back for Gizmos and debugging, and add SetTalkingPartner method.","new_string":" public bool isTalking; // Public để debug\n private EnemyAI talkingPartner;\n private Hallucinate.UI.ChatBubble chatBubble;\n\n [Header(\"Suspicion Settings\")]","file_path":"Assets/Scripts/AI NPC/EnemyAI.cs","allow_multiple":false,"old_string":" public bool isTalking; // Public để debug\n private Hallucinate.UI.ChatBubble chatBubble;\n\n [Header(\"Suspicion Settings\")]"},"result":[{"functionResponse":{"id":"replace__replace_1780662438916_0","name":"replace","response":{"output":"Successfully modified file: E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\EnemyAI.cs (1 replacements). Here is the updated code:\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\nusing System.Linq;\n\n[Serializable]\npublic class DialogueResult { public string text; public float speedMod; public float suspicionMod; }\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private EnemyAI talkingPartner;\n private Hallucinate.UI.ChatBubble chatBubble;\n\n [Header(\"Suspicion Settings\")]\n public float suspicionLevel = 0f;\n public float investigationThreshold = 30f;\n public float alertNeighborsThreshold = 70f;\n public float alertRange = 20f;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n InitTree();\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n if (!agent.isOnNavMesh) return;\n\n // Decay suspicion\n suspicionLevel = Mathf.Max(0, suspicionLevel - Time.deltaTime * 0.5f);\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) { StopConversation(); AlertNeighbors(); suspicionLevel = 100; }\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero)\n {\n if (suspicionLevel > investigationThreshold)\n {\n // Randomly decide to check or stay on patrol\n if (Random.value < (suspicionLevel / 100f)) return NodeState.Success;\n }\n }\n return NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer) || suspicionLevel > 20) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n if (Hallucinate.AI.ConversationManager.Instance == null || !Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;\n\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown && other.suspicionLevel < 20)\n {\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n Hallucinate.AI.ConversationManager.Instance.StartConversation(this, other);\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n public void HearNoise(Vector3 location, float volume)\n {\n suspicionLevel += volume * 15f;\n if (fov != null) fov.lastKnownPlayerPosition = location;\n if (suspicionLevel >= alertNeighborsThreshold) AlertNeighbors();\n StopConversation();\n Debug.Log($\"[AI {npcName}] Heard noise! Suspicion: {suspicionLevel}\");\n }\n\n public void AlertNeighbors()\n {\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);\n foreach (var hit in hitColliders)\n {\n EnemyAI neighbor = hit.GetComponentInParent();\n if (neighbor != null && neighbor != this)\n {\n neighbor.suspicionLevel = Mathf.Max(neighbor.suspicionLevel, 50f);\n if (fov != null && neighbor.fov != null) neighbor.fov.lastKnownPlayerPosition = fov.lastKnownPlayerPosition;\n }\n }\n }\n\n private NodeState ActionTalk()\n {\n if (isTalking)\n {\n agent.isStopped = true;\n // Face target logic moved to Manager or simple look at first hit\n return NodeState.Running;\n }\n return NodeState.Failure;\n }\n\n public void ProcessDialogueResult(string json)\n {\n try\n {\n DialogueResult result = JsonUtility.FromJson(json);\n if (chatBubble != null) chatBubble.Show(result.text);\n \n // Apply minor stat mods\n moveSpeed += result.speedMod;\n suspicionLevel = Mathf.Clamp(suspicionLevel + result.suspicionMod, 0, 100);\n lastTalkTime = Time.time;\n \n Debug.Log($\"[AI {npcName}] Conv result: {result.text} | SpeedMod: {result.speedMod}\");\n }\n catch { if (chatBubble != null) chatBubble.Show(json); }\n }\n\n private void StopConversation()\n {\n if (isTalking && Hallucinate.AI.ConversationManager.Instance != null)\n {\n Hallucinate.AI.ConversationManager.Instance.InterruptConversation(this);\n if (chatBubble != null) chatBubble.Show(\"Wait, what was that?!\", 2f);\n }\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * (suspicionLevel > 20 ? 0.7f : 0.5f); // Walk faster if suspicious\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n \n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime > 3f) // Look around for 3 seconds\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n suspicionLevel *= 0.5f; // Decrease suspicion after check\n return NodeState.Success;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}\n"}}}],"status":"success","timestamp":"2026-06-05T12:27:39.037Z","resultDisplay":{"fileDiff":"Index: EnemyAI.cs\n===================================================================\n--- EnemyAI.cs\tCurrent\n+++ EnemyAI.cs\tProposed\n@@ -50,6 +50,7 @@\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n+ private EnemyAI talkingPartner;\n private Hallucinate.UI.ChatBubble chatBubble;\n \n [Header(\"Suspicion Settings\")]\n","fileName":"EnemyAI.cs","filePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\EnemyAI.cs","originalContent":"using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\nusing System.Linq;\n\n[Serializable]\npublic class DialogueResult { public string text; public float speedMod; public float suspicionMod; }\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private Hallucinate.UI.ChatBubble chatBubble;\n\n [Header(\"Suspicion Settings\")]\n public float suspicionLevel = 0f;\n public float investigationThreshold = 30f;\n public float alertNeighborsThreshold = 70f;\n public float alertRange = 20f;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n InitTree();\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n if (!agent.isOnNavMesh) return;\n\n // Decay suspicion\n suspicionLevel = Mathf.Max(0, suspicionLevel - Time.deltaTime * 0.5f);\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) { StopConversation(); AlertNeighbors(); suspicionLevel = 100; }\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero)\n {\n if (suspicionLevel > investigationThreshold)\n {\n // Randomly decide to check or stay on patrol\n if (Random.value < (suspicionLevel / 100f)) return NodeState.Success;\n }\n }\n return NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer) || suspicionLevel > 20) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n if (Hallucinate.AI.ConversationManager.Instance == null || !Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;\n\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown && other.suspicionLevel < 20)\n {\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n Hallucinate.AI.ConversationManager.Instance.StartConversation(this, other);\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n public void HearNoise(Vector3 location, float volume)\n {\n suspicionLevel += volume * 15f;\n if (fov != null) fov.lastKnownPlayerPosition = location;\n if (suspicionLevel >= alertNeighborsThreshold) AlertNeighbors();\n StopConversation();\n Debug.Log($\"[AI {npcName}] Heard noise! Suspicion: {suspicionLevel}\");\n }\n\n public void AlertNeighbors()\n {\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);\n foreach (var hit in hitColliders)\n {\n EnemyAI neighbor = hit.GetComponentInParent();\n if (neighbor != null && neighbor != this)\n {\n neighbor.suspicionLevel = Mathf.Max(neighbor.suspicionLevel, 50f);\n if (fov != null && neighbor.fov != null) neighbor.fov.lastKnownPlayerPosition = fov.lastKnownPlayerPosition;\n }\n }\n }\n\n private NodeState ActionTalk()\n {\n if (isTalking)\n {\n agent.isStopped = true;\n // Face target logic moved to Manager or simple look at first hit\n return NodeState.Running;\n }\n return NodeState.Failure;\n }\n\n public void ProcessDialogueResult(string json)\n {\n try\n {\n DialogueResult result = JsonUtility.FromJson(json);\n if (chatBubble != null) chatBubble.Show(result.text);\n \n // Apply minor stat mods\n moveSpeed += result.speedMod;\n suspicionLevel = Mathf.Clamp(suspicionLevel + result.suspicionMod, 0, 100);\n lastTalkTime = Time.time;\n \n Debug.Log($\"[AI {npcName}] Conv result: {result.text} | SpeedMod: {result.speedMod}\");\n }\n catch { if (chatBubble != null) chatBubble.Show(json); }\n }\n\n private void StopConversation()\n {\n if (isTalking && Hallucinate.AI.ConversationManager.Instance != null)\n {\n Hallucinate.AI.ConversationManager.Instance.InterruptConversation(this);\n if (chatBubble != null) chatBubble.Show(\"Wait, what was that?!\", 2f);\n }\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * (suspicionLevel > 20 ? 0.7f : 0.5f); // Walk faster if suspicious\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n \n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime > 3f) // Look around for 3 seconds\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n suspicionLevel *= 0.5f; // Decrease suspicion after check\n return NodeState.Success;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}\n","newContent":"using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\nusing System.Linq;\n\n[Serializable]\npublic class DialogueResult { public string text; public float speedMod; public float suspicionMod; }\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private EnemyAI talkingPartner;\n private Hallucinate.UI.ChatBubble chatBubble;\n\n [Header(\"Suspicion Settings\")]\n public float suspicionLevel = 0f;\n public float investigationThreshold = 30f;\n public float alertNeighborsThreshold = 70f;\n public float alertRange = 20f;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n InitTree();\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n if (!agent.isOnNavMesh) return;\n\n // Decay suspicion\n suspicionLevel = Mathf.Max(0, suspicionLevel - Time.deltaTime * 0.5f);\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) { StopConversation(); AlertNeighbors(); suspicionLevel = 100; }\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero)\n {\n if (suspicionLevel > investigationThreshold)\n {\n // Randomly decide to check or stay on patrol\n if (Random.value < (suspicionLevel / 100f)) return NodeState.Success;\n }\n }\n return NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer) || suspicionLevel > 20) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n if (Hallucinate.AI.ConversationManager.Instance == null || !Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;\n\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent();\n if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown && other.suspicionLevel < 20)\n {\n if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())\n {\n Hallucinate.AI.ConversationManager.Instance.StartConversation(this, other);\n return NodeState.Success;\n }\n }\n }\n return NodeState.Failure;\n }\n\n #endregion\n\n #region ACTIONS\n\n public void HearNoise(Vector3 location, float volume)\n {\n suspicionLevel += volume * 15f;\n if (fov != null) fov.lastKnownPlayerPosition = location;\n if (suspicionLevel >= alertNeighborsThreshold) AlertNeighbors();\n StopConversation();\n Debug.Log($\"[AI {npcName}] Heard noise! Suspicion: {suspicionLevel}\");\n }\n\n public void AlertNeighbors()\n {\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);\n foreach (var hit in hitColliders)\n {\n EnemyAI neighbor = hit.GetComponentInParent();\n if (neighbor != null && neighbor != this)\n {\n neighbor.suspicionLevel = Mathf.Max(neighbor.suspicionLevel, 50f);\n if (fov != null && neighbor.fov != null) neighbor.fov.lastKnownPlayerPosition = fov.lastKnownPlayerPosition;\n }\n }\n }\n\n private NodeState ActionTalk()\n {\n if (isTalking)\n {\n agent.isStopped = true;\n // Face target logic moved to Manager or simple look at first hit\n return NodeState.Running;\n }\n return NodeState.Failure;\n }\n\n public void ProcessDialogueResult(string json)\n {\n try\n {\n DialogueResult result = JsonUtility.FromJson(json);\n if (chatBubble != null) chatBubble.Show(result.text);\n \n // Apply minor stat mods\n moveSpeed += result.speedMod;\n suspicionLevel = Mathf.Clamp(suspicionLevel + result.suspicionMod, 0, 100);\n lastTalkTime = Time.time;\n \n Debug.Log($\"[AI {npcName}] Conv result: {result.text} | SpeedMod: {result.speedMod}\");\n }\n catch { if (chatBubble != null) chatBubble.Show(json); }\n }\n\n private void StopConversation()\n {\n if (isTalking && Hallucinate.AI.ConversationManager.Instance != null)\n {\n Hallucinate.AI.ConversationManager.Instance.InterruptConversation(this);\n if (chatBubble != null) chatBubble.Show(\"Wait, what was that?!\", 2f);\n }\n }\n\n private NodeState ActionPatrol()\n {\n if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;\n\n agent.isStopped = false;\n agent.speed = moveSpeed * (suspicionLevel > 20 ? 0.7f : 0.5f); // Walk faster if suspicious\n \n var target = patrolWaypoints[currentWaypointIndex];\n agent.SetDestination(target.position);\n\n if (Vector3.Distance(transform.position, target.position) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime >= patrolWaitTime)\n {\n currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;\n currentWaitTime = 0f;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionChasePlayer()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed;\n agent.SetDestination(player.position);\n return NodeState.Running;\n }\n\n private NodeState ActionInvestigate()\n {\n agent.isStopped = false;\n agent.speed = moveSpeed * 0.7f;\n agent.SetDestination(fov.lastKnownPlayerPosition);\n \n if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)\n {\n currentWaitTime += Time.deltaTime;\n if (currentWaitTime > 3f) // Look around for 3 seconds\n {\n fov.lastKnownPlayerPosition = Vector3.zero;\n suspicionLevel *= 0.5f; // Decrease suspicion after check\n return NodeState.Success;\n }\n }\n return NodeState.Running;\n }\n\n private NodeState ActionFocusAndShoot()\n {\n agent.isStopped = true;\n FaceTarget(player.position);\n if (Time.time >= nextShootTime)\n {\n if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);\n nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);\n }\n return NodeState.Running;\n }\n\n private NodeState ActionDodge()\n {\n if (!isDodging) StartCoroutine(DodgeRollRoutine());\n return NodeState.Running;\n }\n\n private IEnumerator DodgeRollRoutine()\n {\n isDodging = true;\n agent.enabled = false;\n rb.isKinematic = false;\n Vector3 dir = (player.position - transform.position).normalized;\n Vector3 perp = new Vector3(-dir.z, 0, dir.x);\n rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);\n yield return new WaitForSeconds(dodgeDuration);\n rb.linearVelocity = Vector3.zero;\n rb.isKinematic = true;\n agent.enabled = true;\n isDodging = false;\n }\n\n private void FaceTarget(Vector3 pos)\n {\n Vector3 dir = (pos - transform.position);\n dir.y = 0;\n if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);\n }\n\n #endregion\n\n private void OnDrawGizmos()\n {\n // Vẽ vùng nói chuyện (Xanh lá)\n Gizmos.color = Color.green;\n Gizmos.DrawWireSphere(transform.position, talkRange);\n\n // Vẽ đường nối tới bạn diễn nếu đang nói\n if (isTalking && talkingPartner != null)\n {\n Gizmos.color = Color.yellow;\n Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);\n }\n }\n}\n","diffStat":{"model_added_lines":1,"model_removed_lines":0,"model_added_chars":35,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":false},"description":"Assets\\Scripts\\AI NPC\\EnemyAI.cs: public bool isTalking; // ... => public bool isTalking; // ...","displayName":"Edit","renderOutputAsMarkdown":true}]}
{"id":"ccf1715e-2a79-4536-8cbc-e5344349180f","timestamp":"2026-06-05T12:27:39.556Z","type":"user","content":[{"functionResponse":{"id":"replace__replace_1780662438916_0","name":"replace","response":{"output":"Successfully modified file: E:\\Learning_Progress\\Projects\\HALLUCINATE\\Assets\\Scripts\\AI NPC\\EnemyAI.cs (1 replacements). Here is the updated code:\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.AI;\nusing System.Linq;\n\n[Serializable]\npublic class DialogueResult { public string text; public float speedMod; public float suspicionMod; }\n\n// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần\n[RequireComponent(typeof(NavMeshAgent))]\n[RequireComponent(typeof(Rigidbody))]\npublic class EnemyAI : MonoBehaviour\n{\n [Header(\"References\")]\n public Transform player;\n private NavMeshAgent agent;\n private Rigidbody rb;\n private FieldOfView fov;\n\n [Header(\"Movement Settings\")]\n public float moveSpeed = 3f;\n public float rotateSpeed = 10f;\n\n [Header(\"Patrol Settings\")]\n public Transform[] patrolWaypoints;\n public int currentWaypointIndex = 0;\n public float patrolWaitTime = 2f;\n private float currentWaitTime = 0f;\n \n [Header(\"Combat State\")]\n public bool playerHasArtifact;\n public GameObject laserPrefab;\n public Transform firePoint;\n public float minShootDelay = 1f;\n public float maxShootDelay = 3f;\n private float nextShootTime;\n\n [Header(\"Dodge Settings\")]\n public float dodgeForce = 10f;\n public float dodgeDuration = 0.2f;\n public float dodgeCooldown = 1.2f;\n private bool isDodging = false;\n private float nextDodgeTime = 0f;\n\n [Header(\"Conversation Settings\")]\n public string npcName = \"Guard\";\n [TextArea] public string persona = \"You are a bored security guard. You love coffee and hate night shifts.\";\n public float talkRange = 12f;\n public float talkCooldown = 60f;\n private float lastTalkTime;\n public bool isTalking; // Public để debug\n private EnemyAI talkingPartner;\n private Hallucinate.UI.ChatBubble chatBubble;\n\n [Header(\"Suspicion Settings\")]\n public float suspicionLevel = 0f;\n public float investigationThreshold = 30f;\n public float alertNeighborsThreshold = 70f;\n public float alertRange = 20f;\n \n public Node rootNode;\n\n void Start()\n {\n agent = GetComponent();\n rb = GetComponent();\n fov = GetComponent();\n chatBubble = GetComponentInChildren(true);\n\n rb.isKinematic = true;\n rb.freezeRotation = true;\n\n if (player == null)\n {\n GameObject playerObj = GameObject.FindGameObjectWithTag(\"Player\");\n if (playerObj != null) player = playerObj.transform;\n }\n\n InitTree();\n }\n\n void InitTree()\n {\n var dodgeSequence = new Sequence(new List { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });\n var laserSequence = new Sequence(new List { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });\n var chaseSequence = new Sequence(new List { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });\n var investigateSequence = new Sequence(new List { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });\n var talkSequence = new Sequence(new List { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });\n var patrolAction = new TaskNode(ActionPatrol);\n\n rootNode = new Selector(new List\n {\n dodgeSequence,\n laserSequence,\n chaseSequence,\n investigateSequence,\n talkSequence,\n patrolAction\n });\n }\n\n void Update()\n {\n if (player == null) return;\n\n if (!agent.isOnNavMesh) return;\n\n // Decay suspicion\n suspicionLevel = Mathf.Max(0, suspicionLevel - Time.deltaTime * 0.5f);\n\n if (!isTalking && !isDodging && agent.isStopped) \n agent.isStopped = false;\n\n rootNode?.Evaluate();\n }\n\n #region CONDITIONS\n\n private NodeState CheckDodgeConditions()\n {\n if (isDodging) return NodeState.Success;\n if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)\n return NodeState.Success;\n return NodeState.Failure;\n }\n\n private NodeState CheckHasArtifact()\n {\n if (playerHasArtifact) StopConversation();\n return playerHasArtifact ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckCanSeePlayer()\n {\n bool canSee = fov != null && fov.canSeePlayer;\n if (canSee) { StopConversation(); AlertNeighbors(); suspicionLevel = 100; }\n return canSee ? NodeState.Success : NodeState.Failure;\n }\n\n private NodeState CheckHasInvestigateTarget()\n {\n if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero)\n {\n if (suspicionLevel > investigationThreshold)\n {\n // Randomly decide to check or stay on patrol\n if (Random.value < (suspicionLevel / 100f)) return NodeState.Success;\n }\n }\n return NodeState.Failure;\n }\n\n private NodeState CheckCanTalkToNPC()\n {\n if (playerHasArtifact || (fov != null && fov.canSeePlayer) || suspicionLevel > 20) return NodeState.Failure;\n if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;\n if (isTalking) return NodeState.Success;\n\n if (Hallucinate.AI.ConversationManager.Instance == null || !Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;\n\n Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);\n foreach (var hit in hitColliders)\n {\n if (hit.gameObject == gameObject) continue;\n \n EnemyAI other = hit.GetComponentInParent