2 Commits

Author SHA1 Message Date
41ceb7a01c Initial pass on wave spawning.
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2023-08-02 22:29:19 -04:00
505b292718 Initial pass on wave spawning.
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2023-08-02 17:27:45 -04:00
37 changed files with 49 additions and 1068 deletions

8
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using RuntimeSet;
using UnityEngine;
using UnityEngine.Assertions;
namespace DefaultNamespace
{
// TODO (Michael): Empty behavior until we decide more on how enemies should be structured. Mainly being used for
// other systems to have something to reference.
public class Enemy : MonoBehaviour
{
private enum BehaviorState
{
Create,
Spawning,
Chasing,
Attacking,
Feared,
Dead,
}
[SerializeField] private EnemyAttributesSO attributes;
[SerializeField] private EnemyRuntimeSetSO enemySet;
[SerializeField] private HeroUnitRuntimeSetSO heroSet;
[SerializeField] private GameObject target;
// TODO(zeph): Having behavior as a serialized member is convenient for
// experimentation early on so we can change it mid-play through the
// inspector, but later we'll more likely want it to be a property.
[SerializeField] private BehaviorState _behavior = BehaviorState.Spawning;
[SerializeField] private float _behaviorTime = 0;
[SerializeField] private float _fear = 0;
[SerializeField] private long _hp;
private void Update()
{
// When the current behavior indicates movement, we do it in Update
// to ensure it is smooth at all framerates.
if (_behavior != BehaviorState.Chasing && _behavior != BehaviorState.Feared)
{
// No movement.
return;
}
if (target == null)
{
// No target. Find a new one.
Retarget();
return;
}
// TODO(zeph): how do we actually,, get SPD attribute
var spd = SpaceSpeed(1000, Time.deltaTime);
var to = Vector3.MoveTowards(transform.position, target.transform.position, spd);
if (_behavior == BehaviorState.Feared)
{
// Move away rather than toward.
// TODO(zeph): this will limit speed moving away by distance
// to target if we're close
to = transform.position - 2 * (transform.position - to);
}
transform.position = to;
}
private void FixedUpdate()
{
// We do behavior changes in the fixed update so that enemy actions
// do not depend on the framerate. Since movement happens in
// Update, the overall effect as framerate varies is that enemies
// might change their behaviors at slightly different distances,
// but they'll always be in a given state for the same duration.
// TODO(zeph): we could probably do this with coroutines instead,
// also i still haven't read anything about the actual fsm system
_behaviorTime += Time.fixedDeltaTime;
float dd;
switch (_behavior)
{
case BehaviorState.Create:
// TODO(zeph): calculate starting hp from CON attribute
_hp = 1;
SetBehavior(BehaviorState.Spawning);
break;
case BehaviorState.Spawning:
// TODO(zeph): move spawn time to an asset
if (_behaviorTime >= 0.5)
{
Retarget();
SetBehavior(BehaviorState.Chasing);
}
break;
case BehaviorState.Chasing:
dd = SquareDistanceToTarget();
// TODO(zeph): RNG attribute
if (dd <= SpaceRange(20000))
{
SetBehavior(BehaviorState.Attacking);
}
break;
case BehaviorState.Attacking:
dd = SquareDistanceToTarget();
if (dd > SpaceRange(20000))
{
SetBehavior(BehaviorState.Chasing);
}
break;
case BehaviorState.Feared:
if (_behaviorTime > _fear)
{
SetBehavior(BehaviorState.Chasing);
}
break;
case BehaviorState.Dead:
// do nothing
break;
default:
// TODO(zeph): unreachable
break;
}
if (_behavior != BehaviorState.Dead && _hp == 0)
{
SetBehavior(BehaviorState.Dead);
// TODO(zeph): put a dead time constant somewhere
Destroy(gameObject, 10f);
}
}
private void OnEnable()
{
Assert.IsNotNull(enemySet);
enemySet.Add(this);
}
private void OnDisable()
{
enemySet.Remove(this);
}
private void Retarget()
{
if (heroSet.IsEmpty)
{
// No heroes to target.
// TODO(zeph): switch to a special behavior?
target = null;
return;
}
// TODO(zeph): target based on threat, once threat exists
var k = Random.Range(0, heroSet.Count);
target = heroSet[k].gameObject;
}
private void SetBehavior(BehaviorState behavior)
{
_behavior = behavior;
_behaviorTime = 0;
}
private float SquareDistanceToTarget()
{
return Vector3.Magnitude(transform.position - target.transform.position);
}
public void Fear(float dur)
{
// If the enemy is already feared for a longer duration, don't
// shorten it.
if (_behavior == BehaviorState.Feared && _fear - _behaviorTime >= dur)
{
return;
}
_fear = dur;
SetBehavior(BehaviorState.Feared);
}
private static float SpaceSpeed(long spd, float dt)
{
// For now, treat SPD as units of ten thousandths of a unit per second.
return (spd / 10000) * dt;
}
private static float SpaceRange(long rng)
{
// Treat RNG as units of ten thousandths of a sqrt-meter.
return rng / 10000;
}
}
}
}

View File

@@ -0,0 +1,11 @@
using UnityEngine;
namespace DefaultNamespace
{
[CreateAssetMenu(menuName = "Enemy Runtime Set", fileName =
"EnemyRuntimeSet")]
public class EnemyRuntimeSetSO : RuntimeSetSO<Enemy>
{
}
}

View File

@@ -4,8 +4,8 @@ using Wave;
namespace Events
{
[CreateAssetMenu(menuName = "Events/Spawn Wave Event")]
public class SpawnWaveEventSO : ScriptableObject
[CreateAssetMenu(menuName = "Events/Spawn Wave SO Event Channel")]
public class SpawnWaveSOEventChannelSO : ScriptableObject
{
public event UnityAction<SpawnWaveSO> OnEventRaised;

View File

@@ -1,8 +0,0 @@
using UnityEngine;
[CreateAssetMenu(fileName = "HeroClass", menuName = "Hero Class")]
public class HeroClassSO : ScriptableObject
{
[SerializeField] private new string name;
[SerializeField] private string help;
}

View File

@@ -1,11 +0,0 @@
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guid: b153bf1124e797a4ca8a1c4acd0e787d
MonoImporter:
externalObjects: {}
serializedVersion: 2
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View File

@@ -1,32 +0,0 @@
using System.Runtime.CompilerServices;
using RuntimeSet;
using UnityEngine;
using UnityEngine.Assertions;
[assembly: InternalsVisibleTo("TestsPlaymode")]
/// <summary>
/// Component that makes a duder a duder.
/// Manages class, skills, level, attrs, and AI.
/// </summary>
public class HeroUnit : MonoBehaviour
{
[SerializeField] private new string name;
[SerializeField] private HeroClassSO class_;
[SerializeField] private long level;
[SerializeField] private long xp;
[SerializeField] private HeroAttributesSO attrs;
[SerializeField] private HeroUnitRuntimeSetSO _party;
internal HeroUnitRuntimeSetSO party => _party;
private void OnEnable()
{
Assert.IsNotNull(_party);
_party.Add(this);
}
private void OnDisable()
{
_party.Remove(this);
}
}

View File

@@ -1,11 +0,0 @@
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View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e9f6f30f3d8e4445a4a25d03245b2645
timeCreated: 1691632737

View File

@@ -1,10 +0,0 @@
using DefaultNamespace;
using UnityEngine;
namespace RuntimeSet
{
[CreateAssetMenu(fileName = "EnemyRuntimeSet",menuName = "Runtime Set/Enemy")]
public class EnemyRuntimeSetSO : RuntimeSetSO<Enemy>
{
}
}

View File

@@ -1,9 +0,0 @@
using UnityEngine;
namespace RuntimeSet
{
[CreateAssetMenu(fileName = "EnemyRuntimeSet",menuName = "Runtime Set/Hero Unit")]
public class HeroUnitRuntimeSetSO : RuntimeSetSO<HeroUnit>
{
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 0ec1a0df7a5949a2959596c722680f76
timeCreated: 1691632762

View File

@@ -1,43 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RuntimeSet
{
public abstract class RuntimeSetSO<T> : ScriptableObject, IEnumerable<T>
{
[HideInInspector] [SerializeField] private List<T> items = new();
protected IReadOnlyCollection<T> Items => items;
public bool IsEmpty => items.Count == 0;
public int Count => items.Count;
public void Add(T item)
{
if (!items.Contains(item))
{
items.Add(item);
}
}
public void Remove(T item)
{
if (items.Contains(item))
{
items.Remove(item);
}
}
public IEnumerator<T> GetEnumerator()
{
return items.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public T this[int index] { get { return items[index]; } }
}
}

View File

@@ -0,0 +1,26 @@
using System.Collections.Generic;
using UnityEngine;
public abstract class RuntimeSetSO<T> : ScriptableObject
{
[HideInInspector] [SerializeField] private List<T> items = new();
public IReadOnlyCollection<T> Items => items;
public bool IsEmpty => items.Count == 0;
public void Add(T thing)
{
if (!items.Contains(thing))
{
items.Add(thing);
}
}
public void Remove(T thing)
{
if (items.Contains(thing))
{
items.Remove(thing);
}
}
}

View File

@@ -4,7 +4,7 @@ using UnityEngine.Serialization;
namespace Wave
{
[CreateAssetMenu(fileName = "SpawnWave", menuName = "Spawn/Wave", order = 0)]
[CreateAssetMenu(fileName = "SpawnWave", menuName = "Spawn Wave", order = 0)]
public class SpawnWaveSO : ScriptableObject
{
[SerializeField] private List<SpawnPackSO> packs;

View File

@@ -4,7 +4,6 @@ using System.Collections.Generic;
using System.Linq;
using DefaultNamespace;
using Events;
using RuntimeSet;
using UnityEngine;
using UnityEngine.Assertions;
using Random = UnityEngine.Random;
@@ -13,8 +12,8 @@ namespace Wave
{
public class WaveSpawner : MonoBehaviour
{
[SerializeField] private SpawnWaveEventSO startNewSpawnWaveEventChannel;
[SerializeField] private SpawnWaveEventSO endSpawnWaveEventChannel;
[SerializeField] private SpawnWaveSOEventChannelSO startNewSpawnWaveEventChannel;
[SerializeField] private SpawnWaveSOEventChannelSO endSpawnWaveEventChannel;
[SerializeField] private EnemyRuntimeSetSO enemyRuntimeSet;
[SerializeField] private Transform spawnCenter;

View File

@@ -1,8 +0,0 @@
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View File

@@ -1,22 +0,0 @@
using System.Collections;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using UnityEngine.TestTools;
public class HeroPartyTest
{
[UnityTest]
public IEnumerator HeroPartyGetsAllTheHeroes()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Prefabs/Hero.prefab");
Assert.IsNotNull(prefab);
var instance = Object.Instantiate(prefab);
var hero = instance.GetComponent<HeroUnit>();
yield return null;
Assert.AreEqual(1, hero.party.Count);
Object.Destroy(instance);
yield return null;
Assert.IsEmpty(hero.party);
}
}

View File

@@ -1,11 +0,0 @@
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View File

@@ -1,22 +0,0 @@
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"name": "TestsPlaymode",
"rootNamespace": "",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"IdleSurvivors"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
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}

View File

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