WUT_Computer_Science/theProject/Assets/Scripts/Soldier.cs
Gabriel Ksawery Skowron-Rodriguez 70c7414a0b Added soldier's queue functionality
+ actions: basic actions that can the soldier creates on its own
+ interrupts: actions that are enqueued as a result of receiving orders. Executed before basic actions
+/- renamed "UpdateTarget" to "TryAttackEnemy"
+ made "speedAttack" (attack delay) functional
+ prepared target position (modified by movement orders)
2022-05-22 21:17:29 +02:00

200 lines
6.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class Soldier : MonoBehaviour
{
private Queue<Action> actions = new Queue<Action>();
private Queue<Action> interrupts = new Queue<Action>();
#region Action Queue Items
abstract class Action // action "template"
{
public virtual void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs) { } // called by Soldier when action is supposed to be done
}
private class Movement : Action
{
public override void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs)
{//TO DO: CALL PROPER FUNCTION TO MOVE
Debug.LogWarning($"(tick: {tickEventArgs.tickNumber}) Trying to teleport to {soldier.movementDestination}");
throw new System.NotImplementedException();
//tileMap.Teleport(movementDestination)
}
}
private class TryAttack : Action
{
public override void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs)
{
//Debug.LogWarning($"(tick: {tickEventArgs.tickNumber}) Looking for enemy in range");
if(soldier.TryAttackEnemy())
soldier.lastAttackTick = tickEventArgs.tickNumber;
}
}
#endregion
public enum SoldierType
{
Ally,
Enemy
}
[SerializeField] private Soldier target;
[SerializeField] private SoldierType enemyType;
[SerializeField] private SoldierType ourType;
[SerializeField] private float maxHealthPoints = 10;
[SerializeField] private float healthPoints = 1;
[SerializeField] private float rangeAttack = 100;
[SerializeField] private float rangeView = 1;
[SerializeField] private float damageAttack = 1;
[SerializeField] private int speedAttack = 1; // ticks between attacks
[SerializeField] private int lastAttackTick = -1;
[SerializeField] private TMP_Text nameText = null;
[SerializeField] private TMP_Text healthPointsText = null;
private Vector3Int movementDestination = Vector3Int.zero;
public SoldierType TempGetOwnType()
{
return ourType;
}
// Start is called before the first frame update
void Start(){
healthPoints = maxHealthPoints; // initialize health
UpdateHPDisplay();
setEnemyTag();
Debug.Log("Soldier: " + ourType.ToString() + " has appeared", gameObject);
switch (ourType)
{
case SoldierType.Ally:
nameText.text = "Ally";
nameText.color = Color.blue;
break;
case SoldierType.Enemy:
nameText.text = "Enemy";
nameText.color = Color.red;
break;
default:
nameText.text = "how did we get here (forever)";
nameText.color = new Color(255, 192, 203);
break;
}
}
public void setOwnTag(SoldierType type)
{
ourType = type;
}
public void setEnemyTag()
{
if(ourType == SoldierType.Ally) enemyType = SoldierType.Enemy;
else enemyType = SoldierType.Ally;
}
void Awake()
{
TickSystem.OnTick += HandleTick;
}
private void OnDestroy()
{
TickSystem.OnTick -= HandleTick;
Debug.Log("Soldier: " + ourType.ToString() + " has died", gameObject);
}
private void HandleTick(TickSystem.OnTickEventArgs tickEventArgs)
{
ref Queue<Action> queueToHandle = ref interrupts;
if (interrupts.Count < 1) // if no interrupt actions to do, handle regular queue
queueToHandle = actions;
if(queueToHandle.Count > 0)
queueToHandle.Dequeue().Execute(this, tickEventArgs);
else
{
if(lastAttackTick + speedAttack <= tickEventArgs.tickNumber)
{
queueToHandle.Enqueue(new TryAttack());
queueToHandle.Dequeue().Execute(this, tickEventArgs);
}
}
}
bool TryAttackEnemy () //returns true if an enemy was attacked
{
// Enemies are the game objects tagged with the "Enemy"
//GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyType);
Soldier[] soldiers = GameObject.FindObjectsOfType<Soldier>();
List<Soldier> enemiesList = new List<Soldier>();
foreach (Soldier obj in soldiers)
{
if (obj.ourType == enemyType)
enemiesList.Add(obj);
}
Soldier[] enemies = enemiesList.ToArray();
// We have not found enemy yet so the distance to enemy is "infinite"
float shortestDistance = Mathf.Infinity;
Soldier nearestEnemy = null;
foreach ( Soldier enemy in enemies)
{
// Go through each enemy existing
// Calculate distance to this enemy
float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position);
if (distanceToEnemy < shortestDistance)
{
shortestDistance = distanceToEnemy;
nearestEnemy = enemy;
}
}
if (nearestEnemy != null && shortestDistance <= rangeAttack)
{
target = nearestEnemy;
}
else
target = null;
if (target != null)
target.ReduceHP(damageAttack);
return target != null;
}
// Update is called once per frame
void Update()
{
//if (target == null) return;
}
/* https://www.youtube.com/watch?v=QKhn2kl9_8I 08:54 Soldier attack
void OnDrawGizmosSelected ()
{
}
*/
private void ReduceHP(float damage)
{
healthPoints -= damage;
if (healthPoints <= 0)
Destroy(gameObject);
UpdateHPDisplay();
Debug.Log("I took damage, oh my HP is now: " + healthPoints + " noooo!!!!", gameObject);
}
private void UpdateHPDisplay()
{
healthPointsText.text = healthPoints.ToString() + "/" + maxHealthPoints.ToString();
}
}