working on humbies ai

This commit is contained in:
2025-10-14 16:05:57 +02:00
parent 477ed62c75
commit 1d15377885
6 changed files with 438 additions and 109 deletions

View File

@@ -6,6 +6,7 @@ using RebootKit.Engine.Extensions;
using RebootKit.Engine.Main;
using RebootKit.Engine.Network;
using RebootKit.Engine.Simulation;
using RebootReality.jelycho.Beacons;
using RebootReality.jelycho.Player;
using TriInspector;
using Unity.Mathematics;
@@ -61,33 +62,65 @@ namespace RebootReality.jelycho.Enemies {
}
}
public class ZombieBlackboard {
public ZombieActor Self;
class ZombiePickVictim : IStrategy {
public BehaviourNode.Status Process(Actor target, float dt) {
if (target is not ZombieActor zombie) {
return BehaviourNode.Status.Failure;
}
Debug.Log("Picking victim");
Actor victim = zombie.FindNewVictim();
if (victim == null) {
return BehaviourNode.Status.Failure;
}
return BehaviourNode.Status.Success;
}
}
class ZombieGoToPlayer : IStrategy {
public BehaviourNode.Status Process(Actor target, float dt) {
if (target is not ZombieActor zombie) {
return BehaviourNode.Status.Failure;
}
Debug.Log("Goto player");
if (!zombie.HasTravelDestination) {
float3 victimPos = zombie.Victim.transform.position;
float dstToVictimSq = math.distancesq(victimPos, zombie.transform.position);
if (dstToVictimSq < 1.0f) {
return BehaviourNode.Status.Success;
}
zombie.GoTo(victimPos);
return BehaviourNode.Status.Running;
}
return BehaviourNode.Status.Running;
}
}
[DeclareBoxGroup("Body parts")]
[DeclareBoxGroup("Animations")]
public class ZombieActor : Actor, IKillable {
static readonly Logger s_Logger = new Logger(nameof(ZombieActor));
static readonly int s_MovementSpeedHash = Animator.StringToHash("MovementSpeed");
enum AIState {
Idle,
Dead,
AttackBase,
AttackCharacter,
PanicEscape,
Berserk
}
[SerializeField] AnimancerComponent m_Animancer;
[SerializeField] NavMeshAgent m_NavAgent;
public NavMeshAgent NavAgent {
get {
return m_NavAgent;
}
}
[SerializeField] Collider m_RootCollider;
[SerializeField] Rigidbody[] m_RagdollRigidbodies;
[SerializeField] float m_MaxAttackDistance = 1.0f;
[SerializeField] float m_MaxAttackDistance = 2.0f;
[SerializeField] float m_LoseInterestMinDistance = 10.0f;
[SerializeField] ulong m_BaseDamage = 10;
[SerializeField] float m_AttackDelay = 1.0f;
@@ -97,31 +130,50 @@ namespace RebootReality.jelycho.Enemies {
[SerializeField, Group("Body parts")] ZombieBodyPart m_RightArm;
[SerializeField, Group("Body parts")] ZombieBodyPart m_LeftLeg;
[SerializeField, Group("Body parts")] ZombieBodyPart m_RightLeg;
AIState m_State = AIState.Idle;
PlayerActor m_PlayerTarget;
float m_NextAttackTimer;
public UnityEvent died = new UnityEvent();
[SerializeField, Group("Animations")] AnimationClip[] m_AttackClips;
BehaviourTree m_BehaviourTree;
public enum MindState {
Normal,
RunAway,
Berserk
}
public bool IsRagdoll { get; private set; } = false;
public MindState Mind { get; private set; } = MindState.Normal;
public Actor Victim { get; private set; }
public bool HasTravelDestination { get; private set; }
public float3 TravelDestination { get; private set; }
public UnityEvent died = new UnityEvent();
//
// @MARK: Unity callbacks
//
void Awake() {
SetRagdollLocal(false);
SetRagdollLocal(IsRagdoll);
m_BehaviourTree = new BehaviourTree("Zombie Behaviour");
var rootSelector = new Selector("Root");
m_BehaviourTree.AddChild(rootSelector);
var attackPlayerSequence = new Sequence("Attack Player",
() => m_PlayerTarget != null);
rootSelector.AddChild(attackPlayerSequence);
rootSelector.AddChild(CreateNormalSequence());
}
BehaviourNode CreateNormalSequence() {
var normalSequence = new Sequence("Normal", () => Mind == MindState.Normal);
normalSequence.AddChild(new Leaf("Pick Victim", new ZombiePickVictim()));
var attackPlayerSequence = new Sequence("Attack Player", IsVictimPlayer);
normalSequence.AddChild(attackPlayerSequence);
attackPlayerSequence.AddChild(new Leaf("Go to Player", new ZombieGoToPlayer()));
var attackMotherSequence = new Sequence("Attack Mother", IsVictimMother);
normalSequence.AddChild(attackMotherSequence);
return normalSequence;
}
//
@@ -146,107 +198,69 @@ namespace RebootReality.jelycho.Enemies {
return;
}
m_BehaviourTree.Process(deltaTime);
return;
if (HasTravelDestination) {
float3 pos = transform.position;
switch (m_State) {
case AIState.Idle: {
ServerTickIdle(deltaTime);
break;
}
case AIState.AttackBase: {
ServerTickAttackBase(deltaTime);
break;
}
case AIState.AttackCharacter: {
ServerTickAttackCharacter(deltaTime);
break;
}
case AIState.PanicEscape: {
break;
if (math.distancesq(pos, TravelDestination) <= 1.0f) {
HasTravelDestination = false;
}
}
case AIState.Berserk: {
ServerTickBerserk(deltaTime);
break;
}
}
m_BehaviourTree.Process(this, deltaTime);
}
//
// @MARK: Zombie
//
void ServerTickIdle(float dt) {
public bool GoTo(float3 pos) {
if (!RR.IsServer()) {
s_Logger.Error("Only server can call GoTo");
return false;
}
TravelDestination = pos;
HasTravelDestination = true;
return m_NavAgent.SetDestination(TravelDestination);
}
public bool IsVictimPlayer() {
return Victim is PlayerActor;
}
public bool IsVictimMother() {
return Victim is MotherActor;
}
public Actor FindNewVictim() {
if (!RR.IsServer()) {
s_Logger.Error("Only server can call FindNewVictim");
return null;
}
Victim = null;
(PlayerActor playerActor, float distSqToPlayer) = FindClosestPlayerActor(transform.position);
if (playerActor == null || distSqToPlayer >= m_LoseInterestMinDistance * m_LoseInterestMinDistance) {
return;
if (playerActor != null && distSqToPlayer < m_LoseInterestMinDistance * m_LoseInterestMinDistance) {
Victim = playerActor;
return Victim;
}
m_State = AIState.AttackCharacter;
m_PlayerTarget = playerActor;
if (RR.World.Context is WorldContext ctx) {
Victim = ctx.BaseManager.Mother;
return Victim;
}
s_Logger.Info($"Found player actor to attack: {m_PlayerTarget}");
m_NavAgent.SetDestination(m_PlayerTarget.transform.position);
m_NavAgent.isStopped = false;
return null;
}
void ServerTickAttackCharacter(float dt) {
if (m_PlayerTarget == null || !m_PlayerTarget.IsAlive()) {
SetIdleState();
return;
}
float3 playerPos = m_PlayerTarget.transform.position;
float3 zombiePos = transform.position;
float distToPlayerSq = math.distancesq(playerPos, zombiePos);
if (distToPlayerSq >= m_LoseInterestMinDistance * m_LoseInterestMinDistance) {
SetIdleState();
return;
}
if (distToPlayerSq <= m_MaxAttackDistance * m_MaxAttackDistance) {
m_NextAttackTimer -= dt;
if (m_NextAttackTimer <= 0.0f) {
// m_Animator.CrossFade("Attack_0", 0.0f, 0);
m_NextAttackTimer = m_AttackDelay;
}
if (!m_NavAgent.isStopped) {
m_NavAgent.isStopped = true;
}
return;
}
float distFromDstToTargetSq = math.distancesq(playerPos, m_NavAgent.destination);
if (distFromDstToTargetSq > 1.0f) {
m_NavAgent.isStopped = false;
m_NavAgent.SetDestination(m_PlayerTarget.transform.position);
}
}
void ServerTickAttackBase(float dt) {
}
void ServerTickBerserk(float dt) {
}
void SetIdleState() {
m_PlayerTarget = null;
m_State = AIState.Idle;
public void PerformAttack() {
m_Animancer.Play(m_AttackClips.Random());
}
void Die() {
s_Logger.Info("Die");
EnableRagdoll();
m_NavAgent.enabled = false;
m_State = AIState.Dead;
died.Invoke();
}
@@ -281,7 +295,7 @@ namespace RebootReality.jelycho.Enemies {
}
protected override void OnActorEventClient(ActorEvent actorEvent) {
ZombieActorEvents zombieEvent = (ZombieActorEvents) actorEvent.EventID;
var zombieEvent = (ZombieActorEvents) actorEvent.EventID;
switch (zombieEvent) {
case ZombieActorEvents.EnableRagdoll: {