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DungeonShooting / DungeonShooting_Godot / src / game / activity / role / enemy / Enemy.cs
  1. #region 基础敌人设计思路
  2. /*
  3. 敌人有三种状态:
  4. 状态1: 未发现玩家, 视野不可穿墙, 该状态下敌人移动比较规律, 移动速度较慢, 一旦玩家进入视野或者听到玩家枪声, 立刻切换至状态3, 该房间的敌人不能再回到状态1
  5. 状态2: 发现有玩家, 但不知道在哪, 视野不可穿墙, 该情况下敌人移动速度明显加快, 移动不规律, 一旦玩家进入视野或者听到玩家枪声, 立刻切换至状态3
  6. 状态3: 明确知道玩家的位置, 视野允许穿墙, 移动速度与状态2一致, 进入该状态时, 敌人之间会相互告知玩家所在位置, 并朝着玩家位置开火,
  7. 如果有墙格挡, 则有一定概率继续开火, 一旦玩家立刻敌人视野超哥一段时间, 敌人自动切换为状态2
  8.  
  9. 敌人状态1只存在于少数房间内, 比如特殊房间, 大部分情况下敌人应该是状态2, 或者玩家进入房间时就被敌人发现
  10. */
  11. #endregion
  12.  
  13.  
  14. using System;
  15. using System.Collections.Generic;
  16. using Config;
  17. using EnemyState;
  18. using Godot;
  19.  
  20. /// <summary>
  21. /// 高级敌人,可以携带武器
  22. /// </summary>
  23. [Tool]
  24. public partial class Enemy : Role
  25. {
  26. /// <summary>
  27. /// 目标是否在视野内
  28. /// </summary>
  29. public bool TargetInView { get; set; } = true;
  30. /// <summary>
  31. /// 敌人身上的状态机控制器
  32. /// </summary>
  33. public StateController<Enemy, AIStateEnum> StateController { get; private set; }
  34. /// <summary>
  35. /// 视野检测射线, 朝玩家打射线, 检测是否碰到墙
  36. /// </summary>
  37. [Export, ExportFillNode]
  38. public RayCast2D ViewRay { get; set; }
  39.  
  40. /// <summary>
  41. /// 导航代理
  42. /// </summary>
  43. [Export, ExportFillNode]
  44. public NavigationAgent2D NavigationAgent2D { get; set; }
  45.  
  46. /// <summary>
  47. /// 导航代理中点
  48. /// </summary>
  49. [Export, ExportFillNode]
  50. public Marker2D NavigationPoint { get; set; }
  51.  
  52. /// <summary>
  53. /// 不通过武发射子弹的开火点
  54. /// </summary>
  55. [Export, ExportFillNode]
  56. public Marker2D FirePoint { get; set; }
  57. /// <summary>
  58. /// 当前敌人所看向的对象, 也就是枪口指向的对象
  59. /// </summary>
  60. public ActivityObject LookTarget { get; set; }
  61.  
  62. /// <summary>
  63. /// 攻击锁定目标时间
  64. /// </summary>
  65. public float LockingTime { get; set; } = 1f;
  66. /// <summary>
  67. /// 锁定目标已经走过的时间
  68. /// </summary>
  69. public float LockTargetTime { get; set; } = 0;
  70. /// <summary>
  71. /// 敌人属性
  72. /// </summary>
  73. public EnemyRoleState EnemyRoleState { get; private set; }
  74.  
  75. /// <summary>
  76. /// 敌人属性
  77. /// </summary>
  78. private ExcelConfig.EnemyBase _enemyAttribute;
  79.  
  80. private static bool _init = false;
  81. private static Dictionary<string, ExcelConfig.EnemyBase> _enemyAttributeMap =
  82. new Dictionary<string, ExcelConfig.EnemyBase>();
  83. /// <summary>
  84. /// 初始化敌人属性数据
  85. /// </summary>
  86. public static void InitEnemyAttribute()
  87. {
  88. if (_init)
  89. {
  90. return;
  91. }
  92.  
  93. _init = true;
  94. foreach (var enemyAttr in ExcelConfig.EnemyBase_List)
  95. {
  96. if (enemyAttr.Activity != null)
  97. {
  98. if (!_enemyAttributeMap.TryAdd(enemyAttr.Activity.Id, enemyAttr))
  99. {
  100. Debug.LogError("发现重复注册的敌人属性: " + enemyAttr.Id);
  101. }
  102. }
  103. }
  104. }
  105.  
  106. /// <summary>
  107. /// 根据 ActivityBase.Id 获取对应敌人的属性数据
  108. /// </summary>
  109. public static ExcelConfig.EnemyBase GetEnemyAttribute(string itemId)
  110. {
  111. if (itemId == null)
  112. {
  113. return null;
  114. }
  115. if (_enemyAttributeMap.TryGetValue(itemId, out var attr))
  116. {
  117. return attr;
  118. }
  119.  
  120. throw new Exception($"敌人'{itemId}'没有在 EnemyBase 表中配置属性数据!");
  121. }
  122. public override void OnInit()
  123. {
  124. base.OnInit();
  125. IsAi = true;
  126. StateController = AddComponent<StateController<Enemy, AIStateEnum>>();
  127.  
  128. AttackLayer = PhysicsLayer.Wall | PhysicsLayer.Player;
  129. EnemyLayer = PhysicsLayer.Player;
  130. Camp = CampEnum.Camp2;
  131.  
  132. RoleState.MoveSpeed = 20;
  133.  
  134. MaxHp = 20;
  135. Hp = 20;
  136.  
  137. //注册Ai状态机
  138. StateController.Register(new AiNormalState());
  139. StateController.Register(new AiTailAfterState());
  140. StateController.Register(new AiFollowUpState());
  141. StateController.Register(new AiLeaveForState());
  142. StateController.Register(new AiSurroundState());
  143. StateController.Register(new AiFindAmmoState());
  144. StateController.Register(new AiAttackState());
  145. StateController.Register(new AiAstonishedState());
  146. StateController.Register(new AiNotifyState());
  147. //默认状态
  148. StateController.ChangeStateInstant(AIStateEnum.AiNormal);
  149. }
  150.  
  151. protected override RoleState OnCreateRoleState()
  152. {
  153. var roleState = new EnemyRoleState();
  154. EnemyRoleState = roleState;
  155. var enemyBase = GetEnemyAttribute(ActivityBase.Id).Clone();
  156. _enemyAttribute = enemyBase;
  157.  
  158. roleState.CanPickUpWeapon = enemyBase.CanPickUpWeapon;
  159. roleState.MoveSpeed = enemyBase.MoveSpeed;
  160. roleState.Acceleration = enemyBase.Acceleration;
  161. roleState.Friction = enemyBase.Friction;
  162. roleState.ViewRange = enemyBase.ViewRange;
  163. roleState.TailAfterViewRange = enemyBase.TailAfterViewRange;
  164. roleState.BackViewRange = enemyBase.BackViewRange;
  165. return roleState;
  166. }
  167.  
  168. public override void EnterTree()
  169. {
  170. if (!World.Enemy_InstanceList.Contains(this))
  171. {
  172. World.Enemy_InstanceList.Add(this);
  173. }
  174. }
  175.  
  176. public override void ExitTree()
  177. {
  178. World.Enemy_InstanceList.Remove(this);
  179. }
  180.  
  181. protected override void OnDie()
  182. {
  183. //扔掉所有武器
  184. ThrowAllWeapon();
  185.  
  186. var effPos = Position + new Vector2(0, -Altitude);
  187. //血液特效
  188. var blood = ObjectManager.GetPoolItem<AutoDestroyParticles>(ResourcePath.prefab_effect_enemy_EnemyBlood0001_tscn);
  189. blood.Position = effPos - new Vector2(0, 12);
  190. blood.AddToActivityRoot(RoomLayerEnum.NormalLayer);
  191. blood.PlayEffect();
  192.  
  193. var realVelocity = GetRealVelocity();
  194. //创建敌人碎片
  195. var count = Utils.Random.RandomRangeInt(3, 6);
  196. for (var i = 0; i < count; i++)
  197. {
  198. var debris = Create(Ids.Id_enemy_dead0001);
  199. debris.PutDown(effPos, RoomLayerEnum.NormalLayer);
  200. debris.MoveController.AddForce(Velocity + realVelocity);
  201. }
  202. //派发敌人死亡信号
  203. EventManager.EmitEvent(EventEnum.OnEnemyDie, this);
  204. Destroy();
  205. }
  206.  
  207. protected override void Process(float delta)
  208. {
  209. base.Process(delta);
  210. if (IsDie)
  211. {
  212. return;
  213. }
  214. //看向目标
  215. if (LookTarget != null && MountLookTarget)
  216. {
  217. var pos = LookTarget.Position;
  218. LookPosition = pos;
  219. //脸的朝向
  220. var gPos = Position;
  221. if (pos.X > gPos.X && Face == FaceDirection.Left)
  222. {
  223. Face = FaceDirection.Right;
  224. }
  225. else if (pos.X < gPos.X && Face == FaceDirection.Right)
  226. {
  227. Face = FaceDirection.Left;
  228. }
  229. //枪口跟随目标
  230. MountPoint.SetLookAt(pos);
  231. }
  232.  
  233. if (EnemyRoleState.CanPickUpWeapon)
  234. {
  235. //拾起武器操作
  236. EnemyPickUpWeapon();
  237. }
  238. }
  239.  
  240. public override bool IsAllWeaponTotalAmmoEmpty()
  241. {
  242. if (!_enemyAttribute.CanPickUpWeapon)
  243. {
  244. return false;
  245. }
  246. return base.IsAllWeaponTotalAmmoEmpty();
  247. }
  248.  
  249. protected override void OnHit(ActivityObject target, int damage, float angle, bool realHarm)
  250. {
  251. //受到伤害
  252. var state = StateController.CurrState;
  253. if (state == AIStateEnum.AiNormal)
  254. {
  255. LookTarget = target;
  256. //判断是否进入通知状态
  257. if (World.Enemy_InstanceList.FindIndex(enemy =>
  258. enemy != this && !enemy.IsDie && enemy.AffiliationArea == AffiliationArea &&
  259. enemy.StateController.CurrState == AIStateEnum.AiNormal) != -1)
  260. {
  261. //进入惊讶状态, 然后再进入通知状态
  262. StateController.ChangeState(AIStateEnum.AiAstonished, AIStateEnum.AiNotify);
  263. }
  264. else
  265. {
  266. //进入惊讶状态, 然后再进入跟随状态
  267. StateController.ChangeState(AIStateEnum.AiAstonished, AIStateEnum.AiTailAfter);
  268. }
  269. }
  270. else if (state == AIStateEnum.AiLeaveFor)
  271. {
  272. LookTarget = target;
  273. StateController.ChangeState(AIStateEnum.AiAstonished, AIStateEnum.AiTailAfter);
  274. }
  275. else if (state == AIStateEnum.AiFindAmmo)
  276. {
  277. if (LookTarget == null)
  278. {
  279. LookTarget = target;
  280. var findAmmo = (AiFindAmmoState)StateController.CurrStateBase;
  281. StateController.ChangeState(AIStateEnum.AiAstonished, AIStateEnum.AiFindAmmo, findAmmo.TargetWeapon);
  282. }
  283. }
  284. }
  285.  
  286. /// <summary>
  287. /// 返回地上的武器是否有可以拾取的, 也包含没有被其他敌人标记的武器
  288. /// </summary>
  289. public bool CheckUsableWeaponInUnclaimed()
  290. {
  291. foreach (var unclaimedWeapon in World.Weapon_UnclaimedWeapons)
  292. {
  293. //判断是否能拾起武器, 条件: 相同的房间
  294. if (unclaimedWeapon.AffiliationArea == AffiliationArea)
  295. {
  296. if (!unclaimedWeapon.IsTotalAmmoEmpty())
  297. {
  298. if (!unclaimedWeapon.HasSign(SignNames.AiFindWeaponSign))
  299. {
  300. return true;
  301. }
  302. else
  303. {
  304. //判断是否可以移除该标记
  305. var enemy = unclaimedWeapon.GetSign<Enemy>(SignNames.AiFindWeaponSign);
  306. if (enemy == null || enemy.IsDestroyed) //标记当前武器的敌人已经被销毁
  307. {
  308. unclaimedWeapon.RemoveSign(SignNames.AiFindWeaponSign);
  309. return true;
  310. }
  311. else if (!enemy.IsAllWeaponTotalAmmoEmpty()) //标记当前武器的敌人已经有新的武器了
  312. {
  313. unclaimedWeapon.RemoveSign(SignNames.AiFindWeaponSign);
  314. return true;
  315. }
  316. }
  317. }
  318. }
  319. }
  320.  
  321. return false;
  322. }
  323. /// <summary>
  324. /// 寻找可用的武器
  325. /// </summary>
  326. public Weapon FindTargetWeapon()
  327. {
  328. Weapon target = null;
  329. var position = Position;
  330. foreach (var weapon in World.Weapon_UnclaimedWeapons)
  331. {
  332. //判断是否能拾起武器, 条件: 相同的房间, 或者当前房间目前没有战斗, 或者不在战斗房间
  333. if (weapon.AffiliationArea == AffiliationArea)
  334. {
  335. //还有弹药
  336. if (!weapon.IsTotalAmmoEmpty())
  337. {
  338. //查询是否有其他敌人标记要拾起该武器
  339. if (weapon.HasSign(SignNames.AiFindWeaponSign))
  340. {
  341. var enemy = weapon.GetSign<Enemy>(SignNames.AiFindWeaponSign);
  342. if (enemy == this) //就是自己标记的
  343. {
  344.  
  345. }
  346. else if (enemy == null || enemy.IsDestroyed) //标记当前武器的敌人已经被销毁
  347. {
  348. weapon.RemoveSign(SignNames.AiFindWeaponSign);
  349. }
  350. else if (!enemy.IsAllWeaponTotalAmmoEmpty()) //标记当前武器的敌人已经有新的武器了
  351. {
  352. weapon.RemoveSign(SignNames.AiFindWeaponSign);
  353. }
  354. else //放弃这把武器
  355. {
  356. continue;
  357. }
  358. }
  359.  
  360. if (target == null) //第一把武器
  361. {
  362. target = weapon;
  363. }
  364. else if (target.Position.DistanceSquaredTo(position) >
  365. weapon.Position.DistanceSquaredTo(position)) //距离更近
  366. {
  367. target = weapon;
  368. }
  369. }
  370. }
  371. }
  372.  
  373. return target;
  374. }
  375.  
  376. /// <summary>
  377. /// 获取武器攻击范围 (最大距离值与最小距离的中间值)
  378. /// </summary>
  379. /// <param name="weight">从最小到最大距离的过渡量, 0 - 1, 默认 0.5</param>
  380. public float GetWeaponRange(float weight = 0.5f)
  381. {
  382. if (WeaponPack.ActiveItem != null)
  383. {
  384. var attribute = WeaponPack.ActiveItem.Attribute;
  385. return Mathf.Lerp(Utils.GetConfigRangeStart(attribute.Bullet.DistanceRange), Utils.GetConfigRangeEnd(attribute.Bullet.DistanceRange), weight);
  386. }
  387.  
  388. return 0;
  389. }
  390.  
  391. /// <summary>
  392. /// 返回目标点是否在视野范围内
  393. /// </summary>
  394. public bool IsInViewRange(Vector2 target)
  395. {
  396. var isForward = IsPositionInForward(target);
  397. if (isForward)
  398. {
  399. if (GlobalPosition.DistanceSquaredTo(target) <= EnemyRoleState.ViewRange * EnemyRoleState.ViewRange) //没有超出视野半径
  400. {
  401. return true;
  402. }
  403. }
  404.  
  405. return false;
  406. }
  407.  
  408. /// <summary>
  409. /// 返回目标点是否在跟随状态下的视野半径内
  410. /// </summary>
  411. public bool IsInTailAfterViewRange(Vector2 target)
  412. {
  413. var isForward = IsPositionInForward(target);
  414. if (isForward)
  415. {
  416. if (GlobalPosition.DistanceSquaredTo(target) <= EnemyRoleState.TailAfterViewRange * EnemyRoleState.TailAfterViewRange) //没有超出视野半径
  417. {
  418. return true;
  419. }
  420. }
  421.  
  422. return false;
  423. }
  424.  
  425. /// <summary>
  426. /// 调用视野检测, 如果被墙壁和其它物体遮挡, 则返回true
  427. /// </summary>
  428. public bool TestViewRayCast(Vector2 target)
  429. {
  430. ViewRay.Enabled = true;
  431. ViewRay.TargetPosition = ViewRay.ToLocal(target);
  432. ViewRay.ForceRaycastUpdate();
  433. return ViewRay.IsColliding();
  434. }
  435.  
  436. /// <summary>
  437. /// 调用视野检测完毕后, 需要调用 TestViewRayCastOver() 来关闭视野检测射线
  438. /// </summary>
  439. public void TestViewRayCastOver()
  440. {
  441. ViewRay.Enabled = false;
  442. }
  443.  
  444. /// <summary>
  445. /// AI 拾起武器操作
  446. /// </summary>
  447. private void EnemyPickUpWeapon()
  448. {
  449. //这几个状态不需要主动拾起武器操作
  450. var state = StateController.CurrState;
  451. if (state == AIStateEnum.AiNormal || state == AIStateEnum.AiNotify || state == AIStateEnum.AiAstonished || state == AIStateEnum.AiAttack)
  452. {
  453. return;
  454. }
  455. //拾起地上的武器
  456. if (InteractiveItem is Weapon weapon)
  457. {
  458. if (WeaponPack.ActiveItem == null) //手上没有武器, 无论如何也要拾起
  459. {
  460. TriggerInteractive();
  461. return;
  462. }
  463.  
  464. //没弹药了
  465. if (weapon.IsTotalAmmoEmpty())
  466. {
  467. return;
  468. }
  469. var index = WeaponPack.FindIndex((we, i) => we.ActivityBase.Id == weapon.ActivityBase.Id);
  470. if (index != -1) //与武器背包中武器类型相同, 补充子弹
  471. {
  472. if (!WeaponPack.GetItem(index).IsAmmoFull())
  473. {
  474. TriggerInteractive();
  475. }
  476.  
  477. return;
  478. }
  479.  
  480. // var index2 = Holster.FindWeapon((we, i) =>
  481. // we.Attribute.WeightType == weapon.Attribute.WeightType && we.IsTotalAmmoEmpty());
  482. var index2 = WeaponPack.FindIndex((we, i) => we.IsTotalAmmoEmpty());
  483. if (index2 != -1) //扔掉没子弹的武器
  484. {
  485. ThrowWeapon(index2);
  486. TriggerInteractive();
  487. return;
  488. }
  489. // if (Holster.HasVacancy()) //有空位, 拾起武器
  490. // {
  491. // TriggerInteractive();
  492. // return;
  493. // }
  494. }
  495. }
  496. /// <summary>
  497. /// 获取锁定目标的剩余时间
  498. /// </summary>
  499. public float GetLockRemainderTime()
  500. {
  501. var weapon = WeaponPack.ActiveItem;
  502. if (weapon == null)
  503. {
  504. return LockingTime - LockTargetTime;
  505. }
  506. return weapon.Attribute.AiAttackAttr.LockingTime - LockTargetTime;
  507. }
  508.  
  509. public override void LookTargetPosition(Vector2 pos)
  510. {
  511. LookTarget = null;
  512. base.LookTargetPosition(pos);
  513. }
  514. /// <summary>
  515. /// 执行移动操作
  516. /// </summary>
  517. public void DoMove()
  518. {
  519. AnimatedSprite.Play(AnimatorNames.Run);
  520. //计算移动
  521. var nextPos = NavigationAgent2D.GetNextPathPosition();
  522. BasisVelocity = (nextPos - Position - NavigationPoint.Position).Normalized() * RoleState.MoveSpeed;
  523. }
  524.  
  525. /// <summary>
  526. /// 执行站立操作
  527. /// </summary>
  528. public void DoIdle()
  529. {
  530. AnimatedSprite.Play(AnimatorNames.Idle);
  531. BasisVelocity = Vector2.Zero;
  532. }
  533. /// <summary>
  534. /// 更新房间中标记的目标位置
  535. /// </summary>
  536. public void UpdateMarkTargetPosition()
  537. {
  538. if (LookTarget != null)
  539. {
  540. AffiliationArea.RoomInfo.MarkTargetPosition[LookTarget.Id] = LookTarget.Position;
  541. }
  542. }
  543.  
  544. /// <summary>
  545. /// 从标记出生时调用, 预加载波不会调用
  546. /// </summary>
  547. public virtual void OnBornFromMark()
  548. {
  549. //罚站 0.7 秒
  550. StateController.Enable = false;
  551. this.CallDelay(0.7f, () => StateController.Enable = true);
  552. }
  553. }