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+ float maxHeight = totalDistance * 0.6f; + localHeight = maxHeight * (-(t * 2f - 1f) * (t * 2f - 1f) + 1f); + /////////////////////////////////////// // End of the code to insert diff --git a/Assets/Scripts/UnitBrains/BaseUnitBrain.cs b/Assets/Scripts/UnitBrains/BaseUnitBrain.cs index 513532dd0..9845b8c43 100644 --- a/Assets/Scripts/UnitBrains/BaseUnitBrain.cs +++ b/Assets/Scripts/UnitBrains/BaseUnitBrain.cs @@ -39,9 +39,8 @@ public virtual Vector2Int GetNextStep() var target = runtimeModel.RoMap.Bases[ IsPlayerUnitBrain ? RuntimeModel.BotPlayerId : RuntimeModel.PlayerId]; - _activePath = new DummyUnitPath(runtimeModel, unit.Pos, target); - return _activePath.GetNextStepFrom(unit.Pos); - } + return GetNextStepTo(target); + } public List GetProjectiles() { @@ -69,13 +68,19 @@ public virtual void Update(float deltaTime, float time) { } - protected virtual void GenerateProjectiles(Vector2Int forTarget, List intoList) - { - AddProjectileToList(CreateProjectile(forTarget), intoList); - } - - protected virtual List SelectTargets() - { + protected virtual void GenerateProjectiles(Vector2Int forTarget, List intoList) + { + AddProjectileToList(CreateProjectile(forTarget), intoList); + } + + protected Vector2Int GetNextStepTo(Vector2Int target) + { + _activePath = new AStarUnitPath(runtimeModel, unit.Pos, target); + return _activePath.GetNextStepFrom(unit.Pos); + } + + protected virtual List SelectTargets() + { var result = GetReachableTargets(); while (result.Count > 1) result.RemoveAt(result.Count - 1); @@ -134,7 +139,7 @@ protected IEnumerable GetAllEnemyUnits() .Where(u => u.Config.IsPlayerUnit != IsPlayerUnitBrain); } - protected IEnumerable GetAllTargets() + protected IEnumerable GetAllTargets() { return runtimeModel.RoUnits .Where(u => u.Config.IsPlayerUnit != IsPlayerUnitBrain) @@ -164,4 +169,4 @@ protected List GetReachableTargets() return result; } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UnitBrains/Pathfinding/AStarUnitPath.cs b/Assets/Scripts/UnitBrains/Pathfinding/AStarUnitPath.cs new file mode 100644 index 000000000..ff1020741 --- /dev/null +++ b/Assets/Scripts/UnitBrains/Pathfinding/AStarUnitPath.cs @@ -0,0 +1,212 @@ +using System.Collections.Generic; +using System.Linq; +using Model; +using UnityEngine; + +namespace UnitBrains.Pathfinding +{ + public class AStarUnitPath : BaseUnitPath + { + private static readonly Vector2Int[] NeighborOffsets = + { + new(-1, -1), + new(-1, 0), + new(-1, 1), + new(0, -1), + new(0, 1), + new(1, -1), + new(1, 0), + new(1, 1), + }; + + public AStarUnitPath(IReadOnlyRuntimeModel runtimeModel, Vector2Int startPoint, Vector2Int endPoint) + : base(runtimeModel, startPoint, endPoint) + { + } + + protected override void Calculate() + { + var targets = GetCandidateTargets(); + if (targets.Count == 0) + { + path = NormalizePath(null); + return; + } + + Vector2Int[] bestPath = null; + var bestDistanceToTarget = int.MaxValue; + + foreach (var target in targets) + { + var candidatePath = TryBuildPath(target); + if (candidatePath == null) + continue; + + var distanceToTarget = Heuristic(target, endPoint); + if (bestPath == null || + distanceToTarget < bestDistanceToTarget || + distanceToTarget == bestDistanceToTarget && candidatePath.Length < bestPath.Length) + { + bestPath = candidatePath; + bestDistanceToTarget = distanceToTarget; + + if (distanceToTarget == 0) + break; + } + } + + path = NormalizePath(bestPath); + } + + private List GetCandidateTargets() + { + var candidates = new List(); + for (int x = 0; x < runtimeModel.RoMap.Width; x++) + { + for (int y = 0; y < runtimeModel.RoMap.Height; y++) + { + var cell = new Vector2Int(x, y); + if (!IsWalkable(cell)) + continue; + + candidates.Add(cell); + } + } + + return candidates + .OrderBy(cell => Heuristic(cell, endPoint)) + .ThenBy(cell => (cell - startPoint).sqrMagnitude) + .ToList(); + } + + private Vector2Int[] TryBuildPath(Vector2Int target) + { + var openSet = new List { startPoint }; + var cameFrom = new Dictionary(); + var gScore = new Dictionary { [startPoint] = 0 }; + var fScore = new Dictionary { [startPoint] = Heuristic(startPoint, target) }; + var closedSet = new HashSet(); + + while (openSet.Count > 0) + { + var current = GetBestOpenNode(openSet, fScore, gScore); + if (current == target) + return RestorePath(cameFrom, current); + + openSet.Remove(current); + closedSet.Add(current); + + foreach (var neighbor in GetNeighbors(current)) + { + if (closedSet.Contains(neighbor)) + continue; + + var tentativeGScore = gScore[current] + MoveCost(current, neighbor); + if (gScore.TryGetValue(neighbor, out var existingGScore) && tentativeGScore >= existingGScore) + continue; + + cameFrom[neighbor] = current; + gScore[neighbor] = tentativeGScore; + fScore[neighbor] = tentativeGScore + Heuristic(neighbor, target); + + if (!openSet.Contains(neighbor)) + openSet.Add(neighbor); + } + } + + return null; + } + + private IEnumerable GetNeighbors(Vector2Int current) + { + foreach (var offset in NeighborOffsets) + { + var next = current + offset; + if (!IsWalkable(next)) + continue; + + var isDiagonal = offset.x != 0 && offset.y != 0; + if (isDiagonal) + { + var horizontal = current + new Vector2Int(offset.x, 0); + var vertical = current + new Vector2Int(0, offset.y); + if (!IsWalkable(horizontal) || !IsWalkable(vertical)) + continue; + } + + yield return next; + } + } + + private bool IsWalkable(Vector2Int cell) + { + return cell == startPoint || runtimeModel.IsTileWalkable(cell); + } + + private static int MoveCost(Vector2Int from, Vector2Int to) + { + var diff = to - from; + return diff.x != 0 && diff.y != 0 ? 14 : 10; + } + + private static int Heuristic(Vector2Int from, Vector2Int to) + { + var dx = Mathf.Abs(from.x - to.x); + var dy = Mathf.Abs(from.y - to.y); + var diagonal = Mathf.Min(dx, dy); + var straight = Mathf.Max(dx, dy) - diagonal; + return diagonal * 14 + straight * 10; + } + + private static Vector2Int GetBestOpenNode( + List openSet, + IReadOnlyDictionary fScore, + IReadOnlyDictionary gScore) + { + var best = openSet[0]; + var bestF = fScore.TryGetValue(best, out var startF) ? startF : int.MaxValue; + var bestG = gScore.TryGetValue(best, out var startG) ? startG : int.MaxValue; + + for (int i = 1; i < openSet.Count; i++) + { + var candidate = openSet[i]; + var candidateF = fScore.TryGetValue(candidate, out var f) ? f : int.MaxValue; + var candidateG = gScore.TryGetValue(candidate, out var g) ? g : int.MaxValue; + if (candidateF < bestF || candidateF == bestF && candidateG < bestG) + { + best = candidate; + bestF = candidateF; + bestG = candidateG; + } + } + + return best; + } + + private static Vector2Int[] RestorePath( + IReadOnlyDictionary cameFrom, + Vector2Int current) + { + var result = new List { current }; + while (cameFrom.TryGetValue(current, out var previous)) + { + current = previous; + result.Add(current); + } + + result.Reverse(); + return result.ToArray(); + } + + private Vector2Int[] NormalizePath(Vector2Int[] candidatePath) + { + if (candidatePath == null || candidatePath.Length == 0) + return new[] { startPoint, startPoint }; + + if (candidatePath.Length == 1) + return new[] { candidatePath[0], candidatePath[0] }; + + return candidatePath; + } + } +} diff --git a/Assets/Scripts/UnitBrains/Pathfinding/AStarUnitPath.cs.meta b/Assets/Scripts/UnitBrains/Pathfinding/AStarUnitPath.cs.meta new file mode 100644 index 000000000..710723a89 --- /dev/null +++ b/Assets/Scripts/UnitBrains/Pathfinding/AStarUnitPath.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2dd01fc8548bb4c88af8ab182a631c16 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UnitBrains/Pathfinding/DebugPathOutput.cs b/Assets/Scripts/UnitBrains/Pathfinding/DebugPathOutput.cs index 3ffc5123b..110b32904 100644 --- a/Assets/Scripts/UnitBrains/Pathfinding/DebugPathOutput.cs +++ b/Assets/Scripts/UnitBrains/Pathfinding/DebugPathOutput.cs @@ -9,6 +9,7 @@ public class DebugPathOutput : MonoBehaviour { [SerializeField] private GameObject cellHighlightPrefab; [SerializeField] private int maxHighlights = 5; + [SerializeField] private float highlightDelay = 0.05f; public BaseUnitPath Path { get; private set; } private readonly List allHighlights = new(); @@ -32,8 +33,19 @@ public void HighlightPath(BaseUnitPath path) private IEnumerator HighlightCoroutine(BaseUnitPath path) { - // TODO Implement me - yield break; + foreach (var cell in path.GetPath()) + { + CreateHighlight(cell); + while (allHighlights.Count > maxHighlights) + { + DestroyHighlight(0); + } + + if (highlightDelay > 0f) + yield return new WaitForSeconds(highlightDelay); + else + yield return null; + } } private void CreateHighlight(Vector2Int atCell) @@ -50,4 +62,4 @@ private void DestroyHighlight(int index) allHighlights.RemoveAt(index); } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UnitBrains/Player/BufferUnitBrain.cs b/Assets/Scripts/UnitBrains/Player/BufferUnitBrain.cs new file mode 100644 index 000000000..7c1fd6192 --- /dev/null +++ b/Assets/Scripts/UnitBrains/Player/BufferUnitBrain.cs @@ -0,0 +1,106 @@ +using System.Collections.Generic; +using Model.Runtime.Projectiles; +using Model.Runtime.ReadOnly; +using UnityEngine; +using Utilities; +using View; + +namespace UnitBrains.Player +{ + public class BufferUnitBrain : DefaultPlayerUnitBrain + { + public override string TargetUnitName => "Combat Medic"; + + private const float BuffInterval = 3f; + private const float StopBeforeBuff = 0.5f; + private const float StopAfterBuff = 0.5f; + + private static readonly HashSet _buffedUnits = new(); + + private enum BufferState + { + Idle, + Preparing, + Cooldown, + } + + private BufferState _state = BufferState.Idle; + private float _stateEndTime; + private float _nextBuffTime; + private IReadOnlyUnit _pendingTarget; + + protected override void GenerateProjectiles(Vector2Int forTarget, List intoList) + { + } + + protected override List SelectTargets() + { + return new List(); + } + + public override void Update(float deltaTime, float time) + { + switch (_state) + { + case BufferState.Idle: + if (time < _nextBuffTime) + return; + + var target = FindUnbuffedAlly(); + if (target == null) + return; + + _pendingTarget = target; + _state = BufferState.Preparing; + _stateEndTime = time + StopBeforeBuff; + break; + + case BufferState.Preparing: + if (time < _stateEndTime) + return; + + if (_pendingTarget != null && _pendingTarget.Health > 0 && IsTargetInRange(_pendingTarget.Pos)) + ApplyBuff(_pendingTarget); + + _pendingTarget = null; + _state = BufferState.Cooldown; + _stateEndTime = time + StopAfterBuff; + break; + + case BufferState.Cooldown: + if (time < _stateEndTime) + return; + + _state = BufferState.Idle; + _nextBuffTime = time + BuffInterval; + break; + } + } + + public override Vector2Int GetNextStep() + { + if (_state != BufferState.Idle) + return unit.Pos; + + return base.GetNextStep(); + } + + private IReadOnlyUnit FindUnbuffedAlly() + { + var allies = GetUnitsInRadius(unit.Config.AttackRange, enemies: false); + foreach (var ally in allies) + { + if (!_buffedUnits.Contains(ally)) + return ally; + } + + return null; + } + + private void ApplyBuff(IReadOnlyUnit target) + { + _buffedUnits.Add(target); + ServiceLocator.Get().PlayVFX(target.Pos, VFXView.VFXType.BuffApplied); + } + } +} diff --git a/Assets/Scripts/UnitBrains/Player/BufferUnitBrain.cs.meta b/Assets/Scripts/UnitBrains/Player/BufferUnitBrain.cs.meta new file mode 100644 index 000000000..742322dfc --- /dev/null +++ b/Assets/Scripts/UnitBrains/Player/BufferUnitBrain.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2f4c234422edd4b328acd282f44ead77 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UnitBrains/Player/DefaultPlayerUnitBrain.cs b/Assets/Scripts/UnitBrains/Player/DefaultPlayerUnitBrain.cs index 8cf8638ce..6e041351e 100644 --- a/Assets/Scripts/UnitBrains/Player/DefaultPlayerUnitBrain.cs +++ b/Assets/Scripts/UnitBrains/Player/DefaultPlayerUnitBrain.cs @@ -1,25 +1,98 @@ -using System.Collections.Generic; -using Model; -using Model.Runtime.Projectiles; -using UnityEngine; +using System.Collections.Generic; +using System.Linq; +using Model; +using UnityEngine; namespace UnitBrains.Player { - public class DefaultPlayerUnitBrain : BaseUnitBrain - { - protected float DistanceToOwnBase(Vector2Int fromPos) => - Vector2Int.Distance(fromPos, runtimeModel.RoMap.Bases[RuntimeModel.PlayerId]); - - protected void SortByDistanceToOwnBase(List list) - { - list.Sort(CompareByDistanceToOwnBase); - } - - private int CompareByDistanceToOwnBase(Vector2Int a, Vector2Int b) - { + public class DefaultPlayerUnitBrain : BaseUnitBrain + { + protected virtual Vector2Int RecommendedPointOffset => Vector2Int.zero; + + public override Vector2Int GetNextStep() + { + if (TryGetRecommendedTarget(out _)) + return unit.Pos; + + var coordinator = PlayerUnitsCoordinator.Instance; + if (coordinator.HasRecommendedPoint) + return GetNextStepTo(FindClosestMovementPoint(coordinator.RecommendedPoint + RecommendedPointOffset)); + + return base.GetNextStep(); + } + + protected override List SelectTargets() + { + if (TryGetRecommendedTarget(out var recommendedTarget)) + return new List { recommendedTarget }; + + return base.SelectTargets(); + } + + protected bool TryGetRecommendedTarget(out Vector2Int target) + { + target = default; + var recommendedTarget = PlayerUnitsCoordinator.Instance.RecommendedTarget; + if (recommendedTarget == null) + return false; + + target = recommendedTarget.Pos; + var attackWindow = unit.Config.AttackRange * 2f; + var diff = target - unit.Pos; + return diff.sqrMagnitude <= attackWindow * attackWindow; + } + + protected float DistanceToOwnBase(Vector2Int fromPos) => + Vector2Int.Distance(fromPos, runtimeModel.RoMap.Bases[RuntimeModel.PlayerId]); + + protected void SortByDistanceToOwnBase(List list) + { + list.Sort(CompareByDistanceToOwnBase); + } + + private Vector2Int FindClosestMovementPoint(Vector2Int desiredPoint) + { + if (CanUseMovementPoint(desiredPoint)) + return desiredPoint; + + var maxDistance = Mathf.Max(runtimeModel.RoMap.Width, runtimeModel.RoMap.Height); + for (int radius = 1; radius <= maxDistance; radius++) + { + foreach (var point in GetRing(desiredPoint, radius)) + { + if (CanUseMovementPoint(point)) + return point; + } + } + + return desiredPoint; + } + + private bool CanUseMovementPoint(Vector2Int point) + { + if (point == unit.Pos) + return true; + + return !runtimeModel.RoMap[point] && + runtimeModel.RoUnits.All(otherUnit => otherUnit == unit || otherUnit.Pos != point); + } + + private static IEnumerable GetRing(Vector2Int center, int radius) + { + for (int shift = -radius; shift <= radius; shift++) + { + yield return center + new Vector2Int(shift, radius); + yield return center + new Vector2Int(shift, -radius); + yield return center + new Vector2Int(radius, shift); + yield return center + new Vector2Int(-radius, shift); + } + } + + private int CompareByDistanceToOwnBase(Vector2Int a, Vector2Int b) + { var distanceA = DistanceToOwnBase(a); var distanceB = DistanceToOwnBase(b); return distanceA.CompareTo(distanceB); } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UnitBrains/Player/PlayerUnitsCoordinator.cs b/Assets/Scripts/UnitBrains/Player/PlayerUnitsCoordinator.cs new file mode 100644 index 000000000..14bb6da6c --- /dev/null +++ b/Assets/Scripts/UnitBrains/Player/PlayerUnitsCoordinator.cs @@ -0,0 +1,185 @@ +using System.Collections.Generic; +using System.Linq; +using Model; +using Model.Runtime.ReadOnly; +using UnityEngine; +using Utilities; + +namespace UnitBrains.Player +{ + public sealed class PlayerUnitsCoordinator + { + private const float RecommendationRefreshDelay = 0.1f; + private const float DefaultAttackRange = 3.5f; + + private static PlayerUnitsCoordinator _instance; + + private readonly IReadOnlyRuntimeModel _runtimeModel; + private readonly TimeUtil _timeUtil; + private float _timeUntilRefresh; + + public static PlayerUnitsCoordinator Instance => + _instance ??= new PlayerUnitsCoordinator( + ServiceLocator.Get(), + ServiceLocator.Get()); + + public IReadOnlyUnit RecommendedTarget { get; private set; } + public Vector2Int RecommendedPoint { get; private set; } + public bool HasRecommendedPoint { get; private set; } + public bool HasEnemiesOnPlayerHalf { get; private set; } + + public static PlayerUnitsCoordinator Create(IReadOnlyRuntimeModel runtimeModel, TimeUtil timeUtil) + { + if (_instance != null) + return _instance; + + _instance = new PlayerUnitsCoordinator(runtimeModel, timeUtil); + return _instance; + } + + private PlayerUnitsCoordinator(IReadOnlyRuntimeModel runtimeModel, TimeUtil timeUtil) + { + _runtimeModel = runtimeModel; + _timeUtil = timeUtil; + _timeUtil.AddFixedUpdateAction(Update); + } + + public void RefreshRecommendations() + { + RecommendedTarget = null; + HasRecommendedPoint = false; + HasEnemiesOnPlayerHalf = false; + + if (_runtimeModel.RoMap == null) + return; + + var enemies = _runtimeModel.RoBotUnits.ToList(); + if (enemies.Count == 0) + return; + + var enemiesOnPlayerHalf = enemies + .Where(IsOnPlayerHalf) + .OrderBy(DistanceToPlayerBaseSqr) + .ToList(); + + HasEnemiesOnPlayerHalf = enemiesOnPlayerHalf.Count > 0; + RecommendedTarget = HasEnemiesOnPlayerHalf + ? enemiesOnPlayerHalf[0] + : enemies + .OrderBy(enemy => enemy.Health) + .ThenBy(DistanceToPlayerBaseSqr) + .First(); + + var pointTarget = HasEnemiesOnPlayerHalf + ? RecommendedTarget + : enemies.OrderBy(DistanceToPlayerBaseSqr).First(); + + RecommendedPoint = HasEnemiesOnPlayerHalf + ? FindDefencePoint() + : FindAttackPoint(pointTarget); + + HasRecommendedPoint = true; + } + + private void Update(float deltaTime) + { + _timeUntilRefresh -= deltaTime; + if (_timeUntilRefresh > 0f) + return; + + _timeUntilRefresh = RecommendationRefreshDelay; + RefreshRecommendations(); + } + + private bool IsOnPlayerHalf(IReadOnlyUnit enemy) + { + var playerBase = _runtimeModel.RoMap.Bases[RuntimeModel.PlayerId]; + var enemyBase = _runtimeModel.RoMap.Bases[RuntimeModel.BotPlayerId]; + return (enemy.Pos - playerBase).sqrMagnitude <= (enemy.Pos - enemyBase).sqrMagnitude; + } + + private int DistanceToPlayerBaseSqr(IReadOnlyUnit unit) + { + var playerBase = _runtimeModel.RoMap.Bases[RuntimeModel.PlayerId]; + return (unit.Pos - playerBase).sqrMagnitude; + } + + private Vector2Int FindDefencePoint() + { + var playerBase = _runtimeModel.RoMap.Bases[RuntimeModel.PlayerId]; + var enemyBase = _runtimeModel.RoMap.Bases[RuntimeModel.BotPlayerId]; + var direction = GetStepDirection(playerBase, enemyBase); + var distanceFromBase = Mathf.Max(1, Mathf.RoundToInt(GetAveragePlayerAttackRange() * 0.5f)); + + return FindClosestWalkablePoint(playerBase + direction * distanceFromBase); + } + + private Vector2Int FindAttackPoint(IReadOnlyUnit target) + { + var playerBase = _runtimeModel.RoMap.Bases[RuntimeModel.PlayerId]; + var directionToBase = ((Vector2)playerBase - target.Pos).normalized; + if (directionToBase == Vector2.zero) + directionToBase = Vector2.down; + + var desiredPoint = (Vector2)target.Pos + directionToBase * GetAveragePlayerAttackRange(); + return FindClosestWalkablePoint(Vector2Int.RoundToInt(desiredPoint)); + } + + private float GetAveragePlayerAttackRange() + { + return _runtimeModel.RoPlayerUnits + .Select(playerUnit => playerUnit.Config.AttackRange) + .DefaultIfEmpty(DefaultAttackRange) + .Average(); + } + + private Vector2Int FindClosestWalkablePoint(Vector2Int desiredPoint) + { + if (IsWalkablePoint(desiredPoint)) + return desiredPoint; + + var maxDistance = Mathf.Max(_runtimeModel.RoMap.Width, _runtimeModel.RoMap.Height); + for (int radius = 1; radius <= maxDistance; radius++) + { + foreach (var point in GetRing(desiredPoint, radius)) + { + if (IsWalkablePoint(point)) + return point; + } + } + + return _runtimeModel.RoMap.Bases[RuntimeModel.PlayerId]; + } + + private bool IsWalkablePoint(Vector2Int point) + { + return !_runtimeModel.RoMap[point] && + _runtimeModel.RoUnits.All(unit => unit.Pos != point); + } + + private static IEnumerable GetRing(Vector2Int center, int radius) + { + for (int shift = -radius; shift <= radius; shift++) + { + yield return center + new Vector2Int(shift, radius); + yield return center + new Vector2Int(shift, -radius); + yield return center + new Vector2Int(radius, shift); + yield return center + new Vector2Int(-radius, shift); + } + } + + private static Vector2Int GetStepDirection(Vector2Int from, Vector2Int to) + { + var delta = to - from; + return new Vector2Int(GetStep(delta.x), GetStep(delta.y)); + } + + private static int GetStep(int value) + { + if (value == 0) + return 0; + + return value > 0 ? 1 : -1; + } + } +} diff --git a/Assets/Scripts/UnitBrains/Player/PlayerUnitsCoordinator.cs.meta b/Assets/Scripts/UnitBrains/Player/PlayerUnitsCoordinator.cs.meta new file mode 100644 index 000000000..4098ea9dd --- /dev/null +++ b/Assets/Scripts/UnitBrains/Player/PlayerUnitsCoordinator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c6ad7f8069da4b0c96dd24f7d7b0a1f5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UnitBrains/Player/SecondUnitBrain.cs b/Assets/Scripts/UnitBrains/Player/SecondUnitBrain.cs index c2c80e989..932ea4feb 100644 --- a/Assets/Scripts/UnitBrains/Player/SecondUnitBrain.cs +++ b/Assets/Scripts/UnitBrains/Player/SecondUnitBrain.cs @@ -1,14 +1,18 @@ -using System.Collections.Generic; +using System; +using System.Collections.Generic; +using System.Linq; using Model.Runtime.Projectiles; using UnityEngine; namespace UnitBrains.Player { - public class SecondUnitBrain : DefaultPlayerUnitBrain - { - public override string TargetUnitName => "Cobra Commando"; - private const float OverheatTemperature = 3f; - private const float OverheatCooldown = 2f; + public class SecondUnitBrain : DefaultPlayerUnitBrain + { + public override string TargetUnitName => "Cobra Commando"; + protected override Vector2Int RecommendedPointOffset => Vector2Int.right; + + private const float OverheatTemperature = 3f; + private const float OverheatCooldown = 2f; private float _temperature = 0f; private float _cooldownTime = 0f; private bool _overheated; @@ -16,33 +20,71 @@ public class SecondUnitBrain : DefaultPlayerUnitBrain protected override void GenerateProjectiles(Vector2Int forTarget, List intoList) { float overheatTemperature = OverheatTemperature; + + + + /////////////////////////////////////// // Homework 1.3 (1st block, 3rd module) - /////////////////////////////////////// - var projectile = CreateProjectile(forTarget); - AddProjectileToList(projectile, intoList); - /////////////////////////////////////// + + + int temperature = GetTemperature(); + if (temperature >= overheatTemperature) + return; + + IncreaseTemperature(); + + int projectilesCount = temperature + 1; + + for (int i = 0; i < projectilesCount; i++) + { + var projectile = CreateProjectile(forTarget); + AddProjectileToList(projectile, intoList); + Debug.Log($"Projectile {i + 1}/{projectilesCount} created toward {forTarget} with temperature {temperature}"); + } } + + /////////////////////////////////////// public override Vector2Int GetNextStep() { return base.GetNextStep(); } - protected override List SelectTargets() + protected override List SelectTargets() + { + if (TryGetRecommendedTarget(out var recommendedTarget)) + return new List { recommendedTarget }; + + /////////////////////////////////////// + // Homework 1.4 (1st block, 4rd module) + /////////////////////////////////////// + List allTargets = GetAllTargets().ToList(); + if (allTargets.Count == 0) + return allTargets; + + float minDistance = float.MaxValue; + Vector2Int mostDangerousTarget = allTargets[0]; + + foreach (Vector2Int target in allTargets) { - /////////////////////////////////////// - // Homework 1.4 (1st block, 4rd module) - /////////////////////////////////////// - List result = GetReachableTargets(); - while (result.Count > 1) + float distance = DistanceToOwnBase(target); + if (distance < minDistance) { - result.RemoveAt(result.Count - 1); + minDistance = distance; + mostDangerousTarget = target; } - return result; - /////////////////////////////////////// } + var result = new List(); + if (IsTargetInRange(mostDangerousTarget)) + result.Add(mostDangerousTarget); + + return result; + } + /////////////////////////////////////// + + public override void Update(float deltaTime, float time) { if (_overheated) @@ -70,4 +112,4 @@ private void IncreaseTemperature() if (_temperature >= OverheatTemperature) _overheated = true; } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UnitBrains/Player/ThirdUnitBrain.cs b/Assets/Scripts/UnitBrains/Player/ThirdUnitBrain.cs new file mode 100644 index 000000000..0a425bbdd --- /dev/null +++ b/Assets/Scripts/UnitBrains/Player/ThirdUnitBrain.cs @@ -0,0 +1,63 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace UnitBrains.Player +{ + public class ThirdUnitBrain : DefaultPlayerUnitBrain + { + public override string TargetUnitName => "Ironclad Behemoth"; + protected override Vector2Int RecommendedPointOffset => Vector2Int.left; + + private const float ModeSwitchDuration = 1f; + + private UnitMode _currentMode = UnitMode.Moving; + private UnitMode _targetMode = UnitMode.Moving; + private float _modeSwitchEndTime; + + private bool IsSwitching => _currentMode != _targetMode; + + public override void Update(float deltaTime, float time) + { + base.Update(deltaTime, time); + + if (IsSwitching) + { + if (time >= _modeSwitchEndTime) + _currentMode = _targetMode; + + return; + } + + var desiredMode = HasTargetsInRange() || TryGetRecommendedTarget(out _) + ? UnitMode.Attacking + : UnitMode.Moving; + if (desiredMode == _currentMode) + return; + + _targetMode = desiredMode; + _modeSwitchEndTime = time + ModeSwitchDuration; + } + + public override Vector2Int GetNextStep() + { + if (IsSwitching || _currentMode == UnitMode.Attacking) + return unit.Pos; + + return base.GetNextStep(); + } + + protected override List SelectTargets() + { + if (IsSwitching || _currentMode == UnitMode.Moving) + return new List(); + + return base.SelectTargets(); + } + + private enum UnitMode + { + Moving, + Attacking, + } + } +} diff --git a/Assets/Scripts/UnitBrains/Player/ThirdUnitBrain.cs.meta b/Assets/Scripts/UnitBrains/Player/ThirdUnitBrain.cs.meta new file mode 100644 index 000000000..ce7e6056b --- /dev/null +++ b/Assets/Scripts/UnitBrains/Player/ThirdUnitBrain.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fa086a1ebebb24872bf6500f7fbc0357 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: 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