Files
BABA_YAGA/Assets/Scripts/AI NPC/EnemyAI.cs
2026-06-05 21:24:41 +07:00

376 lines
13 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using System.Linq;
using Random = UnityEngine.Random;
[Serializable]
public class DialogueResult { public string text; public float speedMod; public float suspicionMod; }
// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Nói chuyện --> Đi tuần
[RequireComponent(typeof(NavMeshAgent))]
[RequireComponent(typeof(Rigidbody))]
public class EnemyAI : MonoBehaviour
{
[Header("References")]
public Transform player;
private NavMeshAgent agent;
private Rigidbody rb;
private FieldOfView fov;
[Header("Movement Settings")]
public float moveSpeed = 3f;
public float rotateSpeed = 10f;
[Header("Patrol Settings")]
public Transform[] patrolWaypoints;
public int currentWaypointIndex = 0;
public float patrolWaitTime = 2f;
private float currentWaitTime = 0f;
[Header("Combat State")]
public bool playerHasArtifact;
public GameObject laserPrefab;
public Transform firePoint;
public float minShootDelay = 1f;
public float maxShootDelay = 3f;
private float nextShootTime;
[Header("Dodge Settings")]
public float dodgeForce = 10f;
public float dodgeDuration = 0.2f;
public float dodgeCooldown = 1.2f;
private bool isDodging = false;
private float nextDodgeTime = 0f;
[Header("Conversation Settings")]
public string npcName = "Guard";
[TextArea] public string persona = "You are a bored security guard. You love coffee and hate night shifts.";
public float talkRange = 12f;
public float talkCooldown = 60f;
private float lastTalkTime;
public bool isTalking; // Public để debug
private EnemyAI talkingPartner;
private Hallucinate.UI.ChatBubble chatBubble;
[Header("Suspicion Settings")]
public float suspicionLevel = 0f;
public float investigationThreshold = 30f;
public float alertNeighborsThreshold = 70f;
public float alertRange = 20f;
public Node rootNode;
void Start()
{
agent = GetComponent<NavMeshAgent>();
rb = GetComponent<Rigidbody>();
fov = GetComponent<FieldOfView>();
chatBubble = GetComponentInChildren<Hallucinate.UI.ChatBubble>(true);
rb.isKinematic = true;
rb.freezeRotation = true;
if (player == null)
{
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
if (playerObj != null) player = playerObj.transform;
}
InitTree();
}
void InitTree()
{
var dodgeSequence = new Sequence(new List<Node> { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });
var laserSequence = new Sequence(new List<Node> { new TaskNode(CheckHasArtifact), new TaskNode(ActionFocusAndShoot) });
var chaseSequence = new Sequence(new List<Node> { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });
var investigateSequence = new Sequence(new List<Node> { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });
var talkSequence = new Sequence(new List<Node> { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });
var patrolAction = new TaskNode(ActionPatrol);
rootNode = new Selector(new List<Node>
{
dodgeSequence,
laserSequence,
chaseSequence,
investigateSequence,
talkSequence,
patrolAction
});
}
void Update()
{
if (player == null) return;
if (!agent.isOnNavMesh) return;
// Decay suspicion
suspicionLevel = Mathf.Max(0, suspicionLevel - Time.deltaTime * 0.5f);
if (!isTalking && !isDodging && agent.isStopped)
agent.isStopped = false;
rootNode?.Evaluate();
}
#region CONDITIONS
private NodeState CheckDodgeConditions()
{
if (isDodging) return NodeState.Success;
if (fov != null && fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)
return NodeState.Success;
return NodeState.Failure;
}
private NodeState CheckHasArtifact()
{
if (playerHasArtifact) StopConversation();
return playerHasArtifact ? NodeState.Success : NodeState.Failure;
}
private NodeState CheckCanSeePlayer()
{
bool canSee = fov != null && fov.canSeePlayer;
if (canSee) { StopConversation(); AlertNeighbors(); suspicionLevel = 100; }
return canSee ? NodeState.Success : NodeState.Failure;
}
private NodeState CheckHasInvestigateTarget()
{
if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero)
{
if (suspicionLevel > investigationThreshold)
{
// Randomly decide to check or stay on patrol
if (Random.value < (suspicionLevel / 100f)) return NodeState.Success;
}
}
return NodeState.Failure;
}
private NodeState CheckCanTalkToNPC()
{
if (playerHasArtifact || (fov != null && fov.canSeePlayer)) return NodeState.Failure;
if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;
if (isTalking) return NodeState.Success;
if (Hallucinate.AI.ConversationManager.Instance == null)
{
Debug.LogError($"[AI {npcName}] ConversationManager Instance is NULL!");
return NodeState.Failure;
}
if (!Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;
Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);
foreach (var hit in hitColliders)
{
if (hit.gameObject == gameObject) continue;
EnemyAI other = hit.GetComponentInParent<EnemyAI>();
if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)
{
// Kiểm tra khoảng cách thực tế giữa 2 NPC
float dist = Vector3.Distance(transform.position, other.transform.position);
if (dist <= talkRange && gameObject.GetInstanceID() < other.gameObject.GetInstanceID())
{
Debug.Log($"<color=green>[AI {npcName}]</color> Found partner: {other.npcName}. Starting conversation.");
Hallucinate.AI.ConversationManager.Instance.StartConversation(this, other);
return NodeState.Success;
}
}
}
return NodeState.Failure;
}
#endregion
#region ACTIONS
public void HearNoise(Vector3 location, float volume)
{
suspicionLevel += volume * 15f;
if (fov != null) fov.lastKnownPlayerPosition = location;
if (suspicionLevel >= alertNeighborsThreshold) AlertNeighbors();
StopConversation();
Debug.Log($"<color=orange>[AI {npcName}]</color> Heard noise! Suspicion: {suspicionLevel}");
}
public void AlertNeighbors()
{
Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);
foreach (var hit in hitColliders)
{
EnemyAI neighbor = hit.GetComponentInParent<EnemyAI>();
if (neighbor != null && neighbor != this)
{
neighbor.suspicionLevel = Mathf.Max(neighbor.suspicionLevel, 50f);
if (fov != null && neighbor.fov != null) neighbor.fov.lastKnownPlayerPosition = fov.lastKnownPlayerPosition;
}
}
}
private NodeState ActionTalk()
{
if (isTalking)
{
agent.isStopped = true;
// Nếu bạn diễn đi quá xa trong khi đang nói, ngắt hội thoại
if (talkingPartner != null)
{
if (Vector3.Distance(transform.position, talkingPartner.transform.position) > talkRange + 2f)
{
Debug.Log($"[AI {npcName}] Partner moved too far. Ending conversation.");
StopConversation();
return NodeState.Failure;
}
}
return NodeState.Running;
}
return NodeState.Failure;
}
public void ProcessDialogueResult(string json)
{
try
{
DialogueResult result = JsonUtility.FromJson<DialogueResult>(json);
if (chatBubble != null) chatBubble.Show(result.text);
// Apply minor stat mods
moveSpeed += result.speedMod;
suspicionLevel = Mathf.Clamp(suspicionLevel + result.suspicionMod, 0, 100);
lastTalkTime = Time.time;
Debug.Log($"<color=green>[AI {npcName}]</color> Conv result: {result.text} | SpeedMod: {result.speedMod}");
}
catch { if (chatBubble != null) chatBubble.Show(json); }
}
private void StopConversation()
{
if (isTalking && Hallucinate.AI.ConversationManager.Instance != null)
{
Hallucinate.AI.ConversationManager.Instance.InterruptConversation(this);
if (chatBubble != null) chatBubble.Show("Wait, what was that?!", 2f);
}
}
private NodeState ActionPatrol()
{
if (patrolWaypoints == null || patrolWaypoints.Length == 0) return NodeState.Failure;
agent.isStopped = false;
agent.speed = moveSpeed * (suspicionLevel > 20 ? 0.7f : 0.5f); // Walk faster if suspicious
var target = patrolWaypoints[currentWaypointIndex];
agent.SetDestination(target.position);
if (Vector3.Distance(transform.position, target.position) < 1.5f)
{
currentWaitTime += Time.deltaTime;
if (currentWaitTime >= patrolWaitTime)
{
currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;
currentWaitTime = 0f;
}
}
return NodeState.Running;
}
private NodeState ActionChasePlayer()
{
agent.isStopped = false;
agent.speed = moveSpeed;
agent.SetDestination(player.position);
return NodeState.Running;
}
private NodeState ActionInvestigate()
{
agent.isStopped = false;
agent.speed = moveSpeed * 0.7f;
agent.SetDestination(fov.lastKnownPlayerPosition);
if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)
{
currentWaitTime += Time.deltaTime;
if (currentWaitTime > 3f) // Look around for 3 seconds
{
fov.lastKnownPlayerPosition = Vector3.zero;
suspicionLevel *= 0.5f; // Decrease suspicion after check
return NodeState.Success;
}
}
return NodeState.Running;
}
private NodeState ActionFocusAndShoot()
{
agent.isStopped = true;
FaceTarget(player.position);
if (Time.time >= nextShootTime)
{
if (laserPrefab && firePoint) Instantiate(laserPrefab, firePoint.position, firePoint.rotation);
nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);
}
return NodeState.Running;
}
private NodeState ActionDodge()
{
if (!isDodging) StartCoroutine(DodgeRollRoutine());
return NodeState.Running;
}
private IEnumerator DodgeRollRoutine()
{
isDodging = true;
agent.enabled = false;
rb.isKinematic = false;
Vector3 dir = (player.position - transform.position).normalized;
Vector3 perp = new Vector3(-dir.z, 0, dir.x);
rb.AddForce((Random.value > 0.5f ? perp : -perp) * dodgeForce, ForceMode.Impulse);
yield return new WaitForSeconds(dodgeDuration);
rb.linearVelocity = Vector3.zero;
rb.isKinematic = true;
agent.enabled = true;
isDodging = false;
}
public void SetTalkingPartner(EnemyAI partner)
{
talkingPartner = partner;
}
public void FaceTarget(Vector3 pos)
{
Vector3 dir = (pos - transform.position);
dir.y = 0;
if (dir != Vector3.zero) transform.rotation = Quaternion.LookRotation(dir);
}
#endregion
private void OnDrawGizmos()
{
// Vẽ vùng nói chuyện (Xanh lá)
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(transform.position, talkRange);
// Vẽ đường nối tới bạn diễn nếu đang nói
if (isTalking && talkingPartner != null)
{
Gizmos.color = Color.yellow;
Gizmos.DrawLine(transform.position + Vector3.up, talkingPartner.transform.position + Vector3.up);
}
}
}