#region 基础敌人设计思路 /* 敌人有三种状态: 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 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 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, 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 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 */ #endregion using EnemyState; using Godot; /// <summary> /// 高级敌人,可以携带武器 /// </summary> [Tool] public partial class Enemy : Role { /// <summary> /// 目标是否在视野内 /// </summary> public bool TargetInView { get; set; } = true; /// <summary> /// 敌人身上的状态机控制器 /// </summary> public StateController<Enemy, AIStateEnum> StateController { get; private set; } /// <summary> /// 视野半径, 单位像素, 发现玩家后改视野范围可以穿墙 /// </summary> public float ViewRange { get; set; } = 250; /// <summary> /// 发现玩家后跟随玩家的视野半径 /// </summary> public float TailAfterViewRange { get; set; } = 400; /// <summary> /// 背后的视野半径, 单位像素 /// </summary> public float BackViewRange { get; set; } = 50; /// <summary> /// 是否可以拾起武器 /// </summary> [Export] public bool CanPickUpWeapon { get; set; } = true; /// <summary> /// 视野检测射线, 朝玩家打射线, 检测是否碰到墙 /// </summary> [Export, ExportFillNode] public RayCast2D ViewRay { get; set; } /// <summary> /// 导航代理 /// </summary> [Export, ExportFillNode] public NavigationAgent2D NavigationAgent2D { get; set; } /// <summary> /// 导航代理中点 /// </summary> [Export, ExportFillNode] public Marker2D NavigationPoint { get; set; } /// <summary> /// 当前敌人所看向的对象, 也就是枪口指向的对象 /// </summary> public ActivityObject LookTarget { get; set; } /// <summary> /// 攻击锁定目标时间 /// </summary> public float LockingTime { get; set; } = 1f; /// <summary> /// 锁定目标已经走过的时间 /// </summary> public float LockTargetTime { get; set; } = 0; public override void OnInit() { base.OnInit(); IsAi = true; if (!CanPickUpWeapon) { WeaponPack.SetCapacity(0); } StateController = AddComponent<StateController<Enemy, AIStateEnum>>(); AttackLayer = PhysicsLayer.Wall | PhysicsLayer.Player; EnemyLayer = PhysicsLayer.Player; Camp = CampEnum.Camp2; RoleState.MoveSpeed = 20; MaxHp = 20; Hp = 20; //注册Ai状态机 StateController.Register(new AiNormalState()); StateController.Register(new AiTailAfterState()); StateController.Register(new AiFollowUpState()); StateController.Register(new AiLeaveForState()); StateController.Register(new AiSurroundState()); StateController.Register(new AiFindAmmoState()); StateController.Register(new AiAttackState()); StateController.Register(new AiAstonishedState()); StateController.Register(new AiNotifyState()); //默认状态 StateController.ChangeStateInstant(AIStateEnum.AiNormal); } public override void EnterTree() { if (!World.Enemy_InstanceList.Contains(this)) { World.Enemy_InstanceList.Add(this); } } public override void ExitTree() { World.Enemy_InstanceList.Remove(this); } protected override void OnDie() { //扔掉所有武器 var weapons = WeaponPack.GetAndClearItem(); for (var i = 0; i < weapons.Length; i++) { weapons[i].ThrowWeapon(this); } var effPos = Position + new Vector2(0, -Altitude); //血液特效 var blood = ObjectManager.GetPoolItem<AutoDestroyParticles>(ResourcePath.prefab_effect_enemy_EnemyBloodEffect_tscn); blood.Position = effPos - new Vector2(0, 12); blood.AddToActivityRoot(RoomLayerEnum.NormalLayer); blood.PlayEffect(); //创建敌人碎片 var count = Utils.Random.RandomRangeInt(3, 6); for (var i = 0; i < count; i++) { var debris = Create(Ids.Id_effect0001); debris.PutDown(effPos, RoomLayerEnum.NormalLayer); debris.InheritVelocity(this); } //派发敌人死亡信号 EventManager.EmitEvent(EventEnum.OnEnemyDie, this); Destroy(); } protected override void Process(float delta) { base.Process(delta); if (IsDie) { return; } //看向目标 if (LookTarget != null && MountLookTarget) { var pos = LookTarget.Position; LookPosition = pos; //脸的朝向 var gPos = Position; if (pos.X > gPos.X && Face == FaceDirection.Left) { Face = FaceDirection.Right; } else if (pos.X < gPos.X && Face == FaceDirection.Right) { Face = FaceDirection.Left; } //枪口跟随目标 MountPoint.SetLookAt(pos); } //拾起武器操作 EnemyPickUpWeapon(); } public override bool IsAllWeaponTotalAmmoEmpty() { if (!CanPickUpWeapon) { return false; } return base.IsAllWeaponTotalAmmoEmpty(); } protected override void OnHit(ActivityObject target, int damage, float angle, bool realHarm) { //受到伤害 var state = StateController.CurrState; if (state == AIStateEnum.AiNormal || state == AIStateEnum.AiLeaveFor) //|| state == AiStateEnum.AiProbe { LookTarget = target; StateController.ChangeState(AIStateEnum.AiTailAfter); } } /// <summary> /// 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 /// </summary> public bool CheckUsableWeaponInUnclaimed() { foreach (var unclaimedWeapon in World.Weapon_UnclaimedWeapons) { //判断是否能拾起武器, 条件: 相同的房间 if (unclaimedWeapon.AffiliationArea == AffiliationArea) { if (!unclaimedWeapon.IsTotalAmmoEmpty()) { if (!unclaimedWeapon.HasSign(SignNames.AiFindWeaponSign)) { return true; } else { //判断是否可以移除该标记 var enemy = unclaimedWeapon.GetSign<Enemy>(SignNames.AiFindWeaponSign); if (enemy == null || enemy.IsDestroyed) //标记当前武器的敌人已经被销毁 { unclaimedWeapon.RemoveSign(SignNames.AiFindWeaponSign); return true; } else if (!enemy.IsAllWeaponTotalAmmoEmpty()) //标记当前武器的敌人已经有新的武器了 { unclaimedWeapon.RemoveSign(SignNames.AiFindWeaponSign); return true; } } } } } return false; } /// <summary> /// 寻找可用的武器 /// </summary> public Weapon FindTargetWeapon() { Weapon target = null; var position = Position; foreach (var weapon in World.Weapon_UnclaimedWeapons) { //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 if (weapon.AffiliationArea == AffiliationArea) { //还有弹药 if (!weapon.IsTotalAmmoEmpty()) { //查询是否有其他敌人标记要拾起该武器 if (weapon.HasSign(SignNames.AiFindWeaponSign)) { var enemy = weapon.GetSign<Enemy>(SignNames.AiFindWeaponSign); if (enemy == this) //就是自己标记的 { } else if (enemy == null || enemy.IsDestroyed) //标记当前武器的敌人已经被销毁 { weapon.RemoveSign(SignNames.AiFindWeaponSign); } else if (!enemy.IsAllWeaponTotalAmmoEmpty()) //标记当前武器的敌人已经有新的武器了 { weapon.RemoveSign(SignNames.AiFindWeaponSign); } else //放弃这把武器 { continue; } } if (target == null) //第一把武器 { target = weapon; } else if (target.Position.DistanceSquaredTo(position) > weapon.Position.DistanceSquaredTo(position)) //距离更近 { target = weapon; } } } } return target; } /// <summary> /// 获取武器攻击范围 (最大距离值与最小距离的中间值) /// </summary> /// <param name="weight">从最小到最大距离的过渡量, 0 - 1, 默认 0.5</param> public float GetWeaponRange(float weight = 0.5f) { if (WeaponPack.ActiveItem != null) { var attribute = WeaponPack.ActiveItem.Attribute; return Mathf.Lerp(Utils.GetConfigRangeStart(attribute.Bullet.DistanceRange), Utils.GetConfigRangeEnd(attribute.Bullet.DistanceRange), weight); } return 0; } /// <summary> /// 返回目标点是否在视野范围内 /// </summary> public bool IsInViewRange(Vector2 target) { var isForward = IsPositionInForward(target); if (isForward) { if (GlobalPosition.DistanceSquaredTo(target) <= ViewRange * ViewRange) //没有超出视野半径 { return true; } } return false; } /// <summary> /// 返回目标点是否在跟随状态下的视野半径内 /// </summary> public bool IsInTailAfterViewRange(Vector2 target) { var isForward = IsPositionInForward(target); if (isForward) { if (GlobalPosition.DistanceSquaredTo(target) <= TailAfterViewRange * TailAfterViewRange) //没有超出视野半径 { return true; } } return false; } /// <summary> /// 调用视野检测, 如果被墙壁和其它物体遮挡, 则返回true /// </summary> public bool TestViewRayCast(Vector2 target) { ViewRay.Enabled = true; ViewRay.TargetPosition = ViewRay.ToLocal(target); ViewRay.ForceRaycastUpdate(); return ViewRay.IsColliding(); } /// <summary> /// 调用视野检测完毕后, 需要调用 TestViewRayCastOver() 来关闭视野检测射线 /// </summary> public void TestViewRayCastOver() { ViewRay.Enabled = false; } /// <summary> /// AI 拾起武器操作 /// </summary> private void EnemyPickUpWeapon() { //这几个状态不需要主动拾起武器操作 var state = StateController.CurrState; if (state == AIStateEnum.AiNormal || state == AIStateEnum.AiNotify || state == AIStateEnum.AiAstonished || state == AIStateEnum.AiAttack) { return; } //拾起地上的武器 if (InteractiveItem is Weapon weapon) { if (WeaponPack.ActiveItem == null) //手上没有武器, 无论如何也要拾起 { TriggerInteractive(); return; } //没弹药了 if (weapon.IsTotalAmmoEmpty()) { return; } var index = WeaponPack.FindIndex((we, i) => we.ActivityBase.Id == weapon.ActivityBase.Id); if (index != -1) //与武器背包中武器类型相同, 补充子弹 { if (!WeaponPack.GetItem(index).IsAmmoFull()) { TriggerInteractive(); } return; } // var index2 = Holster.FindWeapon((we, i) => // we.Attribute.WeightType == weapon.Attribute.WeightType && we.IsTotalAmmoEmpty()); var index2 = WeaponPack.FindIndex((we, i) => we.IsTotalAmmoEmpty()); if (index2 != -1) //扔掉没子弹的武器 { ThrowWeapon(index2); TriggerInteractive(); return; } // if (Holster.HasVacancy()) //有空位, 拾起武器 // { // TriggerInteractive(); // return; // } } } /// <summary> /// 获取锁定目标的剩余时间 /// </summary> public float GetLockRemainderTime() { var weapon = WeaponPack.ActiveItem; if (weapon == null) { return LockingTime - LockTargetTime; } return weapon.Attribute.AiAttackAttr.LockingTime - LockTargetTime; } public override void LookTargetPosition(Vector2 pos) { LookTarget = null; base.LookTargetPosition(pos); } /// <summary> /// 执行移动操作 /// </summary> public void DoMove() { AnimatedSprite.Play(AnimatorNames.Run); //计算移动 var nextPos = NavigationAgent2D.GetNextPathPosition(); BasisVelocity = (nextPos - Position - NavigationPoint.Position).Normalized() * RoleState.MoveSpeed; } /// <summary> /// 执行站立操作 /// </summary> public void DoIdle() { AnimatedSprite.Play(AnimatorNames.Idle); BasisVelocity = Vector2.Zero; } /// <summary> /// 更新房间中标记的目标位置 /// </summary> public void UpdateMarkTargetPosition() { if (LookTarget != null) { AffiliationArea.RoomInfo.MarkTargetPosition[LookTarget.Id] = LookTarget.Position; } } }