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AI.cs
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AI.cs
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using System;
using System.Collections.Generic;
using asparagus;
public class Enemy
{
public float health;
public float maxHealth;
public float speed;
public float enemyRadius;
public float reactionTime;
public float viewRange;
public float firerate;
public string type = "Enemy";
public string name = "Enemy";
public float ex;
public float ey;
public float vx;
public float vy;
public asparagus.Game.Object enemy;
public State state;
public int frame;
public float shootTimer;
public float animationTimer = 0;
public bool animationSwitch;
public bool found = false;
public bool foundOnce = false;
public bool alive = true;
public bool sleep = false;
const float pi = 3.14159f;
public Sprite[] waiting;
public Sprite[] walking;
public Sprite[] attacking;
public Sprite[] dying;
public asparagus.Game.Object corpse;
public bool Update(float deltaTime, List<asparagus.Game.Object> objects, float px, float py, string map, Weapon currentWeapon, AudioManager audioManager)
{
if (sleep) { return false; }
for (int i = objects.Count - 1; i >= 0; i--)
{
if (objects[i].name == "bullet")
{
float dist = MathF.Sqrt((ex - objects[i].x) * (ex - objects[i].x) + (ey - objects[i].y) * (ey - objects[i].y));
if (dist <= enemyRadius)
{
health -= currentWeapon.damage;
if (health > 0)
{
audioManager.PlaySound("HitWall.wav");
}
objects.Remove(objects[i]);
}
}
}
if (animationTimer > 0) { animationTimer -= deltaTime; }
if (alive)
{
if (!foundOnce)
{
state = State.waiting;
}
if (enemy.dist < viewRange)
{
foundOnce = true;
state = State.attacking;
}
else
{
state = State.searching;
}
if (health <= 0)
{
state = State.dying;
animationTimer = 0.2f;
alive = false;
audioManager.PlaySound("Death.wav");
}
}
shootTimer = (shootTimer > 0) ? shootTimer -= deltaTime : shootTimer;
if (state == State.attacking && shootTimer <= 0)
{
if (name == "Titan")
{
float etpa = MathF.Atan2(py - ey, px - ex) * (180 / pi);
float x2 = MathF.Cos((etpa + 90) * (pi / 180)) / 2.3f;
float y2 = MathF.Sin((etpa + 90) * (pi / 180)) / 2.3f;
float gx1 = ex + x2;
float gy1 = ey + y2;
float gx2 = ex - x2;
float gy2 = ey - y2;
float gtpa1 = MathF.Atan2(py - gy1, px - gx1) * (180 / pi);
float gtpa2 = MathF.Atan2(py - gy2, px - gx2) * (180 / pi);
float bdx1 = MathF.Cos((gtpa1) * (pi / 180)) * 4;
float bdy1 = MathF.Sin((gtpa1) * (pi / 180)) * 4;
float bdx2 = MathF.Cos((gtpa2) * (pi / 180)) * 4;
float bdy2 = MathF.Sin((gtpa2) * (pi / 180)) * 4;
objects.Add(new asparagus.Game.Object(ex + x2, ey + y2, 0.45f, bdx1, bdy1, 2, 8, Resources.GetSprite(Resources.bullet), "enemyBullet"));
objects.Add(new asparagus.Game.Object(ex - x2, ey - y2, 0.45f, bdx2, bdy2, 2, 8, Resources.GetSprite(Resources.bullet), "enemyBullet"));
shootTimer = 1.0f / firerate;
}
else
{
float etpa = MathF.Atan2(py - ey, px - ex) * 180 / pi;
float y1 = MathF.Sin((etpa) * (pi / 180)) * 4;
float x1 = MathF.Cos((etpa) * (pi / 180)) * 4;
objects.Add(new asparagus.Game.Object(ex, ey, 0.40f, x1, y1, 1, 4, Resources.GetSprite(Resources.bullet), "enemyBullet"));
shootTimer = 1.0f / firerate;
}
}
vx = 0;
vy = 0;
switch (state)
{
case State.waiting:
enemy.sprite = waiting[0];
break;
case State.walking:
case State.searching:
if (animationSwitch)
{
enemy.sprite = walking[0];
}
else
{
enemy.sprite = walking[1];
}
if (animationTimer <= 0)
{
animationSwitch = !animationSwitch;
animationTimer = 0.4f;
}
break;
case State.attacking:
enemy.sprite = attacking[0];
break;
case State.dying:
enemy.sprite = dying[0];
if (animationTimer < 0)
{
sleep = true;
Die(objects);
if (name == "Titan")
{
return true;
}
}
break;
}
ex += vx * deltaTime * speed;
ey += vy * deltaTime * speed;
int mx = (int)Math.Round(ex);
int my = (int)Math.Round(ey);
for (var x = mx - 1; x < mx + 2; x++)
{
for (var y = my - 1; y < my + 2; y++)
{
if (map[asparagus.Game.Index(x, y, 32)] != '.')
{
float idx = MathF.Abs(ex - x);
float idy = MathF.Abs(ey - y);
if (idx < 0.5f + enemyRadius && idy < 0.5f + enemyRadius)
{
if (idx > idy)
{
if (ex >= x) { ex += 0.5f - idx + enemyRadius; }
if (ex < x) { ex -= 0.5f - idx + enemyRadius; }
}
else
{
if (ey >= y) { ey += 0.5f - idy + enemyRadius; }
if (ey < y) { ey -= 0.5f - idy + enemyRadius; }
}
}
}
}
}
enemy.x = ex;
enemy.y = ey;
return false;
}
public void Die(List<asparagus.Game.Object> objects)
{
objects.Remove(enemy);
WorldObjects.PlaceObject(ex, ey, objects, corpse);
}
}
public class Enemies
{
public static Enemy Guard(Difficulty difficulty)
{
Enemy guard = new Enemy();
switch (difficulty)
{
case Difficulty.Easy:
guard.maxHealth = 40.0f;
guard.speed = 0.8f;
guard.firerate = 0.8f;
guard.viewRange = 3.0f;
guard.reactionTime = 0.7f;
break;
case Difficulty.Normal:
guard.maxHealth = 60.0f;
guard.speed = 1.0f;
guard.firerate = 1.0f;
guard.viewRange = 4.0f;
guard.reactionTime = 0.5f;
break;
case Difficulty.Hard:
guard.maxHealth = 80.0f;
guard.speed = 1.4f;
guard.firerate = 1.5f;
guard.viewRange = 7.0f;
guard.reactionTime = 0.2f;
break;
default:
break;
}
guard.enemyRadius = 0.2f;
guard.type = "Enemy";
guard.name = "Guard";
guard.health = guard.maxHealth;
guard.enemy = WorldObjects.Guard();
guard.waiting = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.guard), 4, 2, 0, 0),
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.guard), 4, 2, 1, 0)
};
guard.walking = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.guard), 4, 2, 0, 1),
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.guard), 4, 2, 1, 1)
};
guard.attacking = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.guard), 4, 2, 2, 1),
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.guard), 4, 2, 3, 1)
};
guard.dying = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.guard), 4, 2, 2, 0)
};
guard.corpse = WorldObjects.GuardCorpse();
return guard;
}
public static Enemy Marine(Difficulty difficulty)
{
Enemy marine = new Enemy();
switch (difficulty)
{
case Difficulty.Easy:
marine.maxHealth = 60.0f;
marine.speed = 1.0f;
marine.firerate = 1.5f;
marine.viewRange = 4.0f;
marine.reactionTime = 0.6f;
break;
case Difficulty.Normal:
marine.maxHealth = 80.0f;
marine.speed = 1.2f;
marine.firerate = 2.0f;
marine.viewRange = 5.0f;
marine.reactionTime = 0.4f;
break;
case Difficulty.Hard:
marine.maxHealth = 110.0f;
marine.speed = 1.7f;
marine.firerate = 3.0f;
marine.viewRange = 5.0f;
marine.reactionTime = 0.3f;
break;
default:
break;
}
marine.enemyRadius = 0.2f;
marine.type = "Enemy";
marine.name = "Marine";
marine.health = marine.maxHealth;
marine.enemy = WorldObjects.Guard();
marine.waiting = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.marine), 4, 2, 0, 0),
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.marine), 4, 2, 1, 0)
};
marine.walking = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.marine), 4, 2, 0, 1),
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.marine), 4, 2, 1, 1)
};
marine.attacking = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.marine), 4, 2, 2, 1),
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.marine), 4, 2, 3, 1)
};
marine.dying = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.marine), 4, 2, 2, 0)
};
marine.corpse = WorldObjects.MarineCorpse();
return marine;
}
public static Enemy Officer(Difficulty difficulty)
{
Enemy officer = new Enemy();
switch (difficulty)
{
case Difficulty.Easy:
officer.maxHealth = 80.0f;
officer.speed = 1.2f;
officer.firerate = 2.0f;
officer.viewRange = 4.0f;
officer.reactionTime = 0.5f;
break;
case Difficulty.Normal:
officer.maxHealth = 120.0f;
officer.speed = 1.4f;
officer.firerate = 4.0f;
officer.viewRange = 6.0f;
officer.reactionTime = 0.2f;
break;
case Difficulty.Hard:
officer.maxHealth = 160.0f;
officer.speed = 2.0f;
officer.firerate = 6.0f;
officer.viewRange = 8.0f;
officer.reactionTime = 0.1f;
break;
default:
break;
}
officer.enemyRadius = 0.2f;
officer.type = "Enemy";
officer.name = "Officer";
officer.health = officer.maxHealth;
officer.enemy = WorldObjects.Guard();
officer.waiting = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.officer), 4, 2, 0, 0),
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.officer), 4, 2, 1, 0)
};
officer.walking = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.officer), 4, 2, 0, 1),
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.officer), 4, 2, 1, 1)
};
officer.attacking = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.officer), 4, 2, 2, 1),
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.officer), 4, 2, 3, 1)
};
officer.dying = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.officer), 4, 2, 2, 0)
};
officer.corpse = WorldObjects.OfficerCorpse();
return officer;
}
public static Enemy Titan(Difficulty difficulty)
{
Enemy titan = new Enemy();
switch (difficulty)
{
case Difficulty.Easy:
titan.maxHealth = 500.0f;
titan.speed = 0.2f;
titan.firerate = 2.0f;
titan.viewRange = 16.0f;
titan.reactionTime = 0.5f;
break;
case Difficulty.Normal:
titan.maxHealth = 750.0f;
titan.speed = 0.4f;
titan.firerate = 4.0f;
titan.viewRange = 16.0f;
titan.reactionTime = 0.2f;
break;
case Difficulty.Hard:
titan.maxHealth = 1250.0f;
titan.speed = 0.6f;
titan.firerate = 6.0f;
titan.viewRange = 16.0f;
titan.reactionTime = 0.1f;
break;
default:
break;
}
titan.enemyRadius = 0.5f;
titan.type = "Enemy";
titan.name = "Titan";
titan.health = titan.maxHealth;
titan.enemy = WorldObjects.Titan();
titan.waiting = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.titan), 4, 2, 0, 0),
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.titan), 4, 2, 1, 0)
};
titan.walking = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.titan), 4, 2, 0, 1),
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.titan), 4, 2, 1, 1)
};
titan.attacking = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.titan), 4, 2, 2, 1),
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.titan), 4, 2, 3, 1)
};
titan.dying = new Sprite[]
{
Resources.GetSpriteSliceBoth(Resources.GetSprite(Resources.titan), 4, 2, 2, 0)
};
titan.corpse = WorldObjects.TitanCorpse();
return titan;
}
}
public enum State
{
waiting,
walking,
attacking,
searching,
dying
}