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DungeonShooting / DungeonShooting_Godot / src / game / activity / role / enemy / Enemy.cs
@小李xl 小李xl on 23 Nov 2023 17 KB 添加敌人属性表
  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. //拾起武器操作
  234. EnemyPickUpWeapon();
  235. }
  236.  
  237. public override bool IsAllWeaponTotalAmmoEmpty()
  238. {
  239. if (!_enemyAttribute.CanPickUpWeapon)
  240. {
  241. return false;
  242. }
  243. return base.IsAllWeaponTotalAmmoEmpty();
  244. }
  245.  
  246. protected override void OnHit(ActivityObject target, int damage, float angle, bool realHarm)
  247. {
  248. //受到伤害
  249. var state = StateController.CurrState;
  250. if (state == AIStateEnum.AiNormal)
  251. {
  252. LookTarget = target;
  253. //判断是否进入通知状态
  254. if (World.Enemy_InstanceList.FindIndex(enemy =>
  255. enemy != this && !enemy.IsDie && enemy.AffiliationArea == AffiliationArea &&
  256. enemy.StateController.CurrState == AIStateEnum.AiNormal) != -1)
  257. {
  258. //进入惊讶状态, 然后再进入通知状态
  259. StateController.ChangeState(AIStateEnum.AiAstonished, AIStateEnum.AiNotify);
  260. }
  261. else
  262. {
  263. //进入惊讶状态, 然后再进入跟随状态
  264. StateController.ChangeState(AIStateEnum.AiAstonished, AIStateEnum.AiTailAfter);
  265. }
  266. }
  267. else if (state == AIStateEnum.AiLeaveFor)
  268. {
  269. LookTarget = target;
  270. StateController.ChangeState(AIStateEnum.AiAstonished, AIStateEnum.AiTailAfter);
  271. }
  272. }
  273.  
  274. /// <summary>
  275. /// 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
  276. /// </summary>
  277. public bool CheckUsableWeaponInUnclaimed()
  278. {
  279. foreach (var unclaimedWeapon in World.Weapon_UnclaimedWeapons)
  280. {
  281. //判断是否能拾起武器, 条件: 相同的房间
  282. if (unclaimedWeapon.AffiliationArea == AffiliationArea)
  283. {
  284. if (!unclaimedWeapon.IsTotalAmmoEmpty())
  285. {
  286. if (!unclaimedWeapon.HasSign(SignNames.AiFindWeaponSign))
  287. {
  288. return true;
  289. }
  290. else
  291. {
  292. //判断是否可以移除该标记
  293. var enemy = unclaimedWeapon.GetSign<Enemy>(SignNames.AiFindWeaponSign);
  294. if (enemy == null || enemy.IsDestroyed) //标记当前武器的敌人已经被销毁
  295. {
  296. unclaimedWeapon.RemoveSign(SignNames.AiFindWeaponSign);
  297. return true;
  298. }
  299. else if (!enemy.IsAllWeaponTotalAmmoEmpty()) //标记当前武器的敌人已经有新的武器了
  300. {
  301. unclaimedWeapon.RemoveSign(SignNames.AiFindWeaponSign);
  302. return true;
  303. }
  304. }
  305. }
  306. }
  307. }
  308.  
  309. return false;
  310. }
  311. /// <summary>
  312. /// 寻找可用的武器
  313. /// </summary>
  314. public Weapon FindTargetWeapon()
  315. {
  316. Weapon target = null;
  317. var position = Position;
  318. foreach (var weapon in World.Weapon_UnclaimedWeapons)
  319. {
  320. //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
  321. if (weapon.AffiliationArea == AffiliationArea)
  322. {
  323. //还有弹药
  324. if (!weapon.IsTotalAmmoEmpty())
  325. {
  326. //查询是否有其他敌人标记要拾起该武器
  327. if (weapon.HasSign(SignNames.AiFindWeaponSign))
  328. {
  329. var enemy = weapon.GetSign<Enemy>(SignNames.AiFindWeaponSign);
  330. if (enemy == this) //就是自己标记的
  331. {
  332.  
  333. }
  334. else if (enemy == null || enemy.IsDestroyed) //标记当前武器的敌人已经被销毁
  335. {
  336. weapon.RemoveSign(SignNames.AiFindWeaponSign);
  337. }
  338. else if (!enemy.IsAllWeaponTotalAmmoEmpty()) //标记当前武器的敌人已经有新的武器了
  339. {
  340. weapon.RemoveSign(SignNames.AiFindWeaponSign);
  341. }
  342. else //放弃这把武器
  343. {
  344. continue;
  345. }
  346. }
  347.  
  348. if (target == null) //第一把武器
  349. {
  350. target = weapon;
  351. }
  352. else if (target.Position.DistanceSquaredTo(position) >
  353. weapon.Position.DistanceSquaredTo(position)) //距离更近
  354. {
  355. target = weapon;
  356. }
  357. }
  358. }
  359. }
  360.  
  361. return target;
  362. }
  363.  
  364. /// <summary>
  365. /// 获取武器攻击范围 (最大距离值与最小距离的中间值)
  366. /// </summary>
  367. /// <param name="weight">从最小到最大距离的过渡量, 0 - 1, 默认 0.5</param>
  368. public float GetWeaponRange(float weight = 0.5f)
  369. {
  370. if (WeaponPack.ActiveItem != null)
  371. {
  372. var attribute = WeaponPack.ActiveItem.Attribute;
  373. return Mathf.Lerp(Utils.GetConfigRangeStart(attribute.Bullet.DistanceRange), Utils.GetConfigRangeEnd(attribute.Bullet.DistanceRange), weight);
  374. }
  375.  
  376. return 0;
  377. }
  378.  
  379. /// <summary>
  380. /// 返回目标点是否在视野范围内
  381. /// </summary>
  382. public bool IsInViewRange(Vector2 target)
  383. {
  384. var isForward = IsPositionInForward(target);
  385. if (isForward)
  386. {
  387. if (GlobalPosition.DistanceSquaredTo(target) <= EnemyRoleState.ViewRange * EnemyRoleState.ViewRange) //没有超出视野半径
  388. {
  389. return true;
  390. }
  391. }
  392.  
  393. return false;
  394. }
  395.  
  396. /// <summary>
  397. /// 返回目标点是否在跟随状态下的视野半径内
  398. /// </summary>
  399. public bool IsInTailAfterViewRange(Vector2 target)
  400. {
  401. var isForward = IsPositionInForward(target);
  402. if (isForward)
  403. {
  404. if (GlobalPosition.DistanceSquaredTo(target) <= EnemyRoleState.TailAfterViewRange * EnemyRoleState.TailAfterViewRange) //没有超出视野半径
  405. {
  406. return true;
  407. }
  408. }
  409.  
  410. return false;
  411. }
  412.  
  413. /// <summary>
  414. /// 调用视野检测, 如果被墙壁和其它物体遮挡, 则返回true
  415. /// </summary>
  416. public bool TestViewRayCast(Vector2 target)
  417. {
  418. ViewRay.Enabled = true;
  419. ViewRay.TargetPosition = ViewRay.ToLocal(target);
  420. ViewRay.ForceRaycastUpdate();
  421. return ViewRay.IsColliding();
  422. }
  423.  
  424. /// <summary>
  425. /// 调用视野检测完毕后, 需要调用 TestViewRayCastOver() 来关闭视野检测射线
  426. /// </summary>
  427. public void TestViewRayCastOver()
  428. {
  429. ViewRay.Enabled = false;
  430. }
  431.  
  432. /// <summary>
  433. /// AI 拾起武器操作
  434. /// </summary>
  435. private void EnemyPickUpWeapon()
  436. {
  437. //这几个状态不需要主动拾起武器操作
  438. var state = StateController.CurrState;
  439. if (state == AIStateEnum.AiNormal || state == AIStateEnum.AiNotify || state == AIStateEnum.AiAstonished || state == AIStateEnum.AiAttack)
  440. {
  441. return;
  442. }
  443. //拾起地上的武器
  444. if (InteractiveItem is Weapon weapon)
  445. {
  446. if (WeaponPack.ActiveItem == null) //手上没有武器, 无论如何也要拾起
  447. {
  448. TriggerInteractive();
  449. return;
  450. }
  451.  
  452. //没弹药了
  453. if (weapon.IsTotalAmmoEmpty())
  454. {
  455. return;
  456. }
  457. var index = WeaponPack.FindIndex((we, i) => we.ActivityBase.Id == weapon.ActivityBase.Id);
  458. if (index != -1) //与武器背包中武器类型相同, 补充子弹
  459. {
  460. if (!WeaponPack.GetItem(index).IsAmmoFull())
  461. {
  462. TriggerInteractive();
  463. }
  464.  
  465. return;
  466. }
  467.  
  468. // var index2 = Holster.FindWeapon((we, i) =>
  469. // we.Attribute.WeightType == weapon.Attribute.WeightType && we.IsTotalAmmoEmpty());
  470. var index2 = WeaponPack.FindIndex((we, i) => we.IsTotalAmmoEmpty());
  471. if (index2 != -1) //扔掉没子弹的武器
  472. {
  473. ThrowWeapon(index2);
  474. TriggerInteractive();
  475. return;
  476. }
  477. // if (Holster.HasVacancy()) //有空位, 拾起武器
  478. // {
  479. // TriggerInteractive();
  480. // return;
  481. // }
  482. }
  483. }
  484. /// <summary>
  485. /// 获取锁定目标的剩余时间
  486. /// </summary>
  487. public float GetLockRemainderTime()
  488. {
  489. var weapon = WeaponPack.ActiveItem;
  490. if (weapon == null)
  491. {
  492. return LockingTime - LockTargetTime;
  493. }
  494. return weapon.Attribute.AiAttackAttr.LockingTime - LockTargetTime;
  495. }
  496.  
  497. public override void LookTargetPosition(Vector2 pos)
  498. {
  499. LookTarget = null;
  500. base.LookTargetPosition(pos);
  501. }
  502. /// <summary>
  503. /// 执行移动操作
  504. /// </summary>
  505. public void DoMove()
  506. {
  507. AnimatedSprite.Play(AnimatorNames.Run);
  508. //计算移动
  509. var nextPos = NavigationAgent2D.GetNextPathPosition();
  510. BasisVelocity = (nextPos - Position - NavigationPoint.Position).Normalized() * RoleState.MoveSpeed;
  511. }
  512.  
  513. /// <summary>
  514. /// 执行站立操作
  515. /// </summary>
  516. public void DoIdle()
  517. {
  518. AnimatedSprite.Play(AnimatorNames.Idle);
  519. BasisVelocity = Vector2.Zero;
  520. }
  521. /// <summary>
  522. /// 更新房间中标记的目标位置
  523. /// </summary>
  524. public void UpdateMarkTargetPosition()
  525. {
  526. if (LookTarget != null)
  527. {
  528. AffiliationArea.RoomInfo.MarkTargetPosition[LookTarget.Id] = LookTarget.Position;
  529. }
  530. }
  531.  
  532. /// <summary>
  533. /// 从标记出生时调用, 预加载波不会调用
  534. /// </summary>
  535. public virtual void OnBornFromMark()
  536. {
  537. //罚站 0.7 秒
  538. StateController.Enable = false;
  539. this.CallDelay(0.7f, () => StateController.Enable = true);
  540. }
  541. }