538 lines
19 KiB
C#
538 lines
19 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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using System.Linq;
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using UnityEngine.InputSystem;
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using Invector;
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using Invector.vCharacterController;
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using Random = UnityEngine.Random;
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[Serializable]
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public class DialogueResult { public string text; public float speedMod; public float suspicionMod; }
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// Quy trình ưu tiên: Né đòn (Bị bắn) --> Panic (Thấp máu) --> Bắn hạ (Chiến đấu) --> Đuổi theo --> Điều tra --> Nói chuyện --> Đi tuần
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[RequireComponent(typeof(NavMeshAgent))]
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(vHealthController))]
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public class EnemyAI : MonoBehaviour
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{
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[Header("References")]
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public Transform player;
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private NavMeshAgent agent;
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private Rigidbody rb;
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private FieldOfView fov;
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private Collider mainCollider;
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private vHealthController health;
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[Header("Movement Settings")]
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public float moveSpeed = 3f;
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public float rotateSpeed = 10f;
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[Header("Patrol Settings")]
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public float patrolWaitTime = 2f;
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private float currentWaitTime = 0f;
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public float patrolSpeed = 2.5f;
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public float patrolRadius = 12f;
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private Vector3 startPosition;
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[Header("Combat State")]
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public bool playerHasArtifact;
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public bool isAggroedBySound;
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public GameObject laserPrefab;
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public Transform firePoint;
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public float minShootDelay = 1.5f;
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public float maxShootDelay = 3.5f;
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private float nextShootTime;
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[Header("Dodge Settings")]
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public float dodgeForce = 10f;
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public float dodgeDuration = 0.2f;
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public float dodgeCooldown = 1.2f;
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private bool isDodging = false;
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private float nextDodgeTime = 0f;
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[Header("Advanced AI States (New)")]
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public bool isPanicking = false;
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public bool isEnraged = false;
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public float panicHealthThreshold = 40f; // Dưới 40% máu sẽ panic
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public float regenRate = 2f; // Hồi 2 máu mỗi giây
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public float regenDelay = 5f; // Cần 5s không nhận dame để bắt đầu hồi
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private float lastDamageTime;
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[Header("Artifact Combat Upgrades")]
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public float minStrafeDuration = 0.5f;
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public float maxStrafeDuration = 2.2f;
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public float maxSpreadAngle = 6f;
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public float burstInterval = 0.12f;
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public float approachWeight = 0.35f;
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public float minCombatDistance = 5.0f;
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private float nextStrafeChangeTime;
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private int strafeDirectionSign = 1;
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private bool isShootingBurst = false;
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public bool IsDodging => isDodging;
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public bool IsShootingBurst => isShootingBurst;
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[Header("Conversation Settings")]
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public string npcName = "Guard";
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[TextArea] public string persona = "You are a bored security guard. You love coffee and hate night shifts.";
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public float talkRange = 12f;
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public float talkCooldown = 60f;
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private float lastTalkTime;
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public bool isTalking;
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private EnemyAI talkingPartner;
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private Hallucinate.UI.ChatBubble chatBubble;
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[Header("Suspicion Settings")]
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public float suspicionLevel = 0f;
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public float investigationThreshold = 30f;
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public float alertNeighborsThreshold = 70f;
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public float alertRange = 25f; // Tăng tầm gọi hội
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public Node rootNode;
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void Start()
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{
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agent = GetComponent<NavMeshAgent>();
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rb = GetComponent<Rigidbody>();
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fov = GetComponent<FieldOfView>();
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chatBubble = GetComponentInChildren<Hallucinate.UI.ChatBubble>(true);
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mainCollider = GetComponent<Collider>();
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health = GetComponent<vHealthController>();
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// Thiết lập Invector Health
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health.onReceiveDamage.AddListener(OnReceiveDamage);
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health.onDead.AddListener(OnDead);
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// Tự động gán Layer Enemy
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if (gameObject.layer == LayerMask.NameToLayer("Default"))
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gameObject.layer = LayerMask.NameToLayer("Enemy");
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rb.isKinematic = true;
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rb.freezeRotation = true;
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startPosition = transform.position;
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if (player == null)
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{
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GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
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if (playerObj != null) player = playerObj.transform;
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}
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InitTree();
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}
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void InitTree()
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{
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// 1. Phản xạ tức thì (Dodge)
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var dodgeSequence = new Sequence(new List<Node> { new TaskNode(CheckDodgeConditions), new TaskNode(ActionDodge) });
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// 2. Hoảng loạn (Panic)
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var panicSequence = new Sequence(new List<Node> { new TaskNode(CheckPanicConditions), new TaskNode(ActionPanic) });
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// 3. Tấn công (Laser)
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var laserSequence = new Sequence(new List<Node> { new TaskNode(CheckCombatConditions), new TaskNode(ActionFocusAndShoot) });
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// 4. Các hành vi khác
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var chaseSequence = new Sequence(new List<Node> { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) });
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var investigateSequence = new Sequence(new List<Node> { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) });
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var talkSequence = new Sequence(new List<Node> { new TaskNode(CheckCanTalkToNPC), new TaskNode(ActionTalk) });
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var patrolAction = new TaskNode(ActionPatrol);
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rootNode = new Selector(new List<Node>
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{
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dodgeSequence,
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panicSequence,
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laserSequence,
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chaseSequence,
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investigateSequence,
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talkSequence,
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patrolAction
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});
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}
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void Update()
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{
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if (player == null || health.isDead) return;
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// Đảm bảo Collider luôn bật
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if (mainCollider != null && !mainCollider.enabled) mainCollider.enabled = true;
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HandleHealthRegen();
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suspicionLevel = Mathf.Max(0, suspicionLevel - Time.deltaTime * 0.5f);
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if (suspicionLevel <= 0f && !isEnraged) isAggroedBySound = false;
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if (!isTalking && !isDodging && !isPanicking && agent.isStopped)
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agent.isStopped = false;
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rootNode?.Evaluate();
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}
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private void HandleHealthRegen()
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{
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if (Time.time > lastDamageTime + regenDelay && health.currentHealth < health.maxHealth)
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{
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health.AddHealth((int)(regenRate * Time.deltaTime));
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}
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}
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#region HEALTH EVENTS
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private void OnReceiveDamage(vDamage damage)
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{
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lastDamageTime = Time.time;
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isAggroedBySound = true;
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suspicionLevel = 100f;
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StopConversation();
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// Gọi hội ngay khi bị bắn
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AlertNeighbors(damage.hitPosition);
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// Né đòn ngay lập tức khi bị trúng dame (phản xạ Elden Ring)
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if (Time.time > nextDodgeTime && !isDodging)
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{
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StartCoroutine(DodgeRollRoutine());
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}
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// Kiểm tra Enrage (Phase 2)
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if (health.currentHealth < health.maxHealth * 0.5f && !isEnraged)
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{
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EnterEnrageMode();
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}
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}
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private void OnDead(GameObject killer)
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{
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Debug.Log($"<color=black>[AI {npcName}] DIED.</color>");
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// Khi chết, làm những con xung quanh Enraged gắt hơn
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Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);
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foreach (var hit in hitColliders)
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{
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EnemyAI ally = hit.GetComponentInParent<EnemyAI>();
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if (ally != null && ally != this) ally.EnterEnrageMode();
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}
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agent.enabled = false;
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this.enabled = false;
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}
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public void EnterEnrageMode()
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{
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if (isEnraged) return;
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isEnraged = true;
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isPanicking = false; // Hết sợ, chuyển sang liều mạng
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// Buff stats mạnh mẽ như Elden Ring boss phase 2
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moveSpeed *= 1.5f;
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minShootDelay *= 0.5f;
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maxShootDelay *= 0.5f;
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maxSpreadAngle *= 0.6f; // Bắn chính xác hơn
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approachWeight = 0.8f; // Áp sát cực gắt
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minCombatDistance = 2.0f; // Đứng sát mặt Player để bắn
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if (chatBubble != null) chatBubble.Show("FOR THE BROTHERHOOD! DIE!", 3f);
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Debug.Log($"<color=red>[AI {npcName}] ENRAGED!</color> Stats boosted.");
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}
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#endregion
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#region CONDITIONS
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private NodeState CheckDodgeConditions()
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{
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if (isDodging) return NodeState.Success;
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// Tự né khi thấy Player click chuột trái (đang bắn)
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if (fov != null && fov.canSeePlayer && Mouse.current.leftButton.isPressed && Time.time > nextDodgeTime)
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return NodeState.Success;
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return NodeState.Failure;
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}
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private NodeState CheckPanicConditions()
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{
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if (isEnraged) return NodeState.Failure; // Đang điên thì không sợ
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if (health.currentHealth < (health.maxHealth * (panicHealthThreshold / 100f)))
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{
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return NodeState.Success;
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}
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return NodeState.Failure;
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}
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private NodeState CheckCombatConditions()
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{
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bool shouldCombat = playerHasArtifact || isAggroedBySound || isEnraged;
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if (shouldCombat) StopConversation();
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return shouldCombat ? NodeState.Success : NodeState.Failure;
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}
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private NodeState CheckCanSeePlayer()
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{
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bool canSee = fov != null && fov.canSeePlayer;
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if (canSee) { StopConversation(); AlertNeighbors(transform.position); suspicionLevel = 100; }
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return canSee ? NodeState.Success : NodeState.Failure;
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}
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private NodeState CheckHasInvestigateTarget()
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{
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if (fov != null && fov.lastKnownPlayerPosition != Vector3.zero && suspicionLevel > investigationThreshold)
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return NodeState.Success;
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return NodeState.Failure;
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}
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private NodeState CheckCanTalkToNPC()
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{
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if (playerHasArtifact || isAggroedBySound || isEnraged || (fov != null && fov.canSeePlayer)) return NodeState.Failure;
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if (Time.time < lastTalkTime + talkCooldown || isTalking) return NodeState.Failure;
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if (Hallucinate.AI.ConversationManager.Instance == null || !Hallucinate.AI.ConversationManager.Instance.CanStartConversation()) return NodeState.Failure;
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Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);
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foreach (var hit in hitColliders)
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{
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if (hit.gameObject == gameObject) continue;
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EnemyAI other = hit.GetComponentInParent<EnemyAI>();
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if (other != null && !other.isTalking && !other.isEnraged)
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{
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if (gameObject.GetInstanceID() < other.gameObject.GetInstanceID())
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{
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Hallucinate.AI.ConversationManager.Instance.StartConversation(this, other);
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return NodeState.Success;
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}
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}
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}
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return NodeState.Failure;
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}
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#endregion
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#region ACTIONS
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public void HearNoise(Vector3 location, float volume)
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{
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suspicionLevel += volume * 15f;
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if (fov != null) fov.lastKnownPlayerPosition = location;
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if (suspicionLevel >= investigationThreshold) isAggroedBySound = true;
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if (suspicionLevel >= alertNeighborsThreshold) AlertNeighbors(location);
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StopConversation();
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}
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public void AlertNeighbors(Vector3 threatPos)
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{
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Collider[] hitColliders = Physics.OverlapSphere(transform.position, alertRange);
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foreach (var hit in hitColliders)
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{
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EnemyAI neighbor = hit.GetComponentInParent<EnemyAI>();
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if (neighbor != null && neighbor != this)
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{
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neighbor.TriggerCombatAlert(threatPos);
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}
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}
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}
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public void TriggerCombatAlert(Vector3 sourceLocation)
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{
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if (isEnraged) return;
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suspicionLevel = 100f;
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isAggroedBySound = true;
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if (fov != null) fov.lastKnownPlayerPosition = sourceLocation;
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StopConversation();
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}
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private NodeState ActionPanic()
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{
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isPanicking = true;
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agent.speed = moveSpeed * 1.3f;
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// Chạy trốn khỏi Player đến một điểm ngẫu nhiên xa Player
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if (!agent.pathPending && agent.remainingDistance < 1f)
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{
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Vector3 runDir = (transform.position - player.position).normalized;
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Vector3 escapePoint = transform.position + runDir * 10f + Random.insideUnitSphere * 5f;
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NavMeshHit hit;
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if (NavMesh.SamplePosition(escapePoint, out hit, 10f, 1))
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agent.SetDestination(hit.position);
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}
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if (chatBubble != null && Random.value < 0.01f) chatBubble.Show("HELP! HE'S KILLING US!", 1f);
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return NodeState.Running;
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}
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private NodeState ActionTalk()
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{
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if (isTalking) { agent.isStopped = true; return NodeState.Running; }
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return NodeState.Failure;
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}
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private void StopConversation()
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{
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if (isTalking && Hallucinate.AI.ConversationManager.Instance != null)
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{
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Hallucinate.AI.ConversationManager.Instance.InterruptConversation(this);
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}
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}
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private NodeState ActionPatrol()
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{
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isPanicking = false;
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agent.isStopped = false;
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agent.speed = patrolSpeed;
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if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance)
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{
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currentWaitTime += Time.deltaTime;
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if (currentWaitTime >= patrolWaitTime)
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{
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Vector3 randomDest = startPosition + Random.insideUnitSphere * patrolRadius;
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NavMeshHit hit;
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if (NavMesh.SamplePosition(randomDest, out hit, patrolRadius, 1)) agent.SetDestination(hit.position);
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currentWaitTime = 0f;
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}
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}
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return NodeState.Running;
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}
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private NodeState ActionChasePlayer()
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{
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isPanicking = false;
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agent.isStopped = false;
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agent.speed = moveSpeed;
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agent.SetDestination(player.position);
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return NodeState.Running;
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}
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private NodeState ActionInvestigate()
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{
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agent.isStopped = false;
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agent.speed = moveSpeed * 0.7f;
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agent.SetDestination(fov.lastKnownPlayerPosition);
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if (Vector3.Distance(transform.position, fov.lastKnownPlayerPosition) < 1.5f)
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{
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currentWaitTime += Time.deltaTime;
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if (currentWaitTime > 3f) { fov.lastKnownPlayerPosition = Vector3.zero; return NodeState.Success; }
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}
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return NodeState.Running;
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}
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private NodeState ActionFocusAndShoot()
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{
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isPanicking = false;
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if (player == null) return NodeState.Failure;
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if (agent.hasPath) agent.ResetPath();
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agent.isStopped = false;
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Vector3 targetPos = player.position;
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if (!playerHasArtifact && fov != null && !fov.canSeePlayer && fov.lastKnownPlayerPosition != Vector3.zero)
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targetPos = fov.lastKnownPlayerPosition;
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// Xoay về phía mục tiêu
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Vector3 bodyDir = (targetPos - transform.position);
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bodyDir.y = 0f;
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if (bodyDir != Vector3.zero)
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(bodyDir), rotateSpeed * Time.deltaTime);
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// Strafe di chuyển linh hoạt
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if (Time.time >= nextStrafeChangeTime)
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{
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strafeDirectionSign = new int[] { -1, 1, 0 }[Random.Range(0, 3)];
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nextStrafeChangeTime = Time.time + Random.Range(minStrafeDuration, maxStrafeDuration);
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}
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Vector3 moveDir = Vector3.zero;
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if (strafeDirectionSign != 0 && bodyDir != Vector3.zero)
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{
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Vector3 normal = bodyDir.normalized;
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moveDir = new Vector3(-normal.z, 0, normal.x) * strafeDirectionSign;
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if (Vector3.Distance(transform.position, targetPos) > minCombatDistance) moveDir += normal * approachWeight;
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}
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if (moveDir != Vector3.zero)
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{
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agent.speed = moveSpeed * (isEnraged ? 1f : 0.75f);
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agent.Move(moveDir.normalized * agent.speed * Time.deltaTime);
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}
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if (firePoint != null)
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firePoint.rotation = Quaternion.LookRotation((targetPos + Vector3.up * 1f) - firePoint.position);
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if (Time.time >= nextShootTime && !isShootingBurst)
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{
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StartCoroutine(ShootBurstRoutine(Random.Range(1, isEnraged ? 6 : 4)));
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nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);
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}
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return NodeState.Running;
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}
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private IEnumerator ShootBurstRoutine(int bulletCount)
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{
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isShootingBurst = true;
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for (int i = 0; i < bulletCount; i++)
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{
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if (laserPrefab == null || firePoint == null) break;
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float spread = isEnraged ? maxSpreadAngle * 0.5f : maxSpreadAngle;
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Quaternion rot = firePoint.rotation * Quaternion.Euler(Random.Range(-spread, spread), Random.Range(-spread, spread), 0f);
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Instantiate(laserPrefab, firePoint.position, rot);
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yield return new WaitForSeconds(isEnraged ? burstInterval * 0.7f : burstInterval);
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}
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isShootingBurst = false;
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}
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private NodeState ActionDodge()
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{
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if (!isDodging) StartCoroutine(DodgeRollRoutine());
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return NodeState.Running;
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}
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private IEnumerator DodgeRollRoutine()
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{
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isDodging = true;
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agent.enabled = false;
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rb.isKinematic = false;
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if (mainCollider != null) mainCollider.enabled = true;
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Vector3 dir = (player.position - transform.position).normalized;
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Vector3 perp = new Vector3(-dir.z, 0, dir.x) * (Random.value > 0.5f ? 1 : -1);
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rb.AddForce(perp * (isEnraged ? dodgeForce * 1.5f : dodgeForce), ForceMode.Impulse);
|
|
|
|
yield return new WaitForSeconds(dodgeDuration);
|
|
rb.linearVelocity = Vector3.zero;
|
|
rb.isKinematic = true;
|
|
agent.enabled = true;
|
|
nextDodgeTime = Time.time + (isEnraged ? dodgeCooldown * 0.5f : dodgeCooldown);
|
|
isDodging = false;
|
|
}
|
|
|
|
public void ProcessDialogueResult(string json)
|
|
{
|
|
try
|
|
{
|
|
DialogueResult result = JsonUtility.FromJson<DialogueResult>(json);
|
|
if (chatBubble != null) chatBubble.Show(result.text);
|
|
|
|
moveSpeed += result.speedMod;
|
|
suspicionLevel = Mathf.Clamp(suspicionLevel + result.suspicionMod, 0, 100);
|
|
lastTalkTime = Time.time;
|
|
}
|
|
catch { if (chatBubble != null) chatBubble.Show(json); }
|
|
}
|
|
|
|
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()
|
|
{
|
|
Gizmos.color = isEnraged ? Color.red : Color.green;
|
|
Gizmos.DrawWireSphere(transform.position, alertRange);
|
|
}
|
|
} |