feat: add teleport to target

This commit is contained in:
Bragin Stepan
2026-03-03 21:44:07 +05:00
parent 11e28b1e09
commit d3dce07cf5
11 changed files with 202 additions and 22 deletions

View File

@@ -2,6 +2,7 @@
using System.Collections.Generic;
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Selectors;
using _Project.Develop.Runtime.Utilities.Conditions;
using _Project.Develop.Runtime.Utils.InputManagement;
using _Project.Develop.Runtime.Utils.ReactiveManagement;
@@ -46,9 +47,22 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
return brain;
}
public StateMachineBrain CreateDangerWizardBrain(Entity entity)
// самый лучший нейминг
public StateMachineBrain CreateDangerWizardBrain(Entity entity, ITargetSelector targetSelector)
{
return null;
AIStateMachine teleportStateMachine = CreateRandomTeleportStateMachine(entity);
FindTargetState findTargetState = new (_entitiesLifeContext, entity, targetSelector);
AIParallelState parallelState = new (findTargetState, teleportStateMachine);
AIStateMachine rootStateMachine = new ();
rootStateMachine.AddState(parallelState);
StateMachineBrain brain = new (rootStateMachine);
_aiBrainsContext.SetFor(entity, brain);
return brain;
}
public StateMachineBrain CreateMainHeroBrain(Entity entity, ITargetSelector targetSelector)
@@ -171,8 +185,8 @@ namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI
AIStateMachine stateMachine = new ();
stateMachine.AddState(teleportTriggerState);
stateMachine.AddState(emptyState);
stateMachine.AddState(teleportTriggerState);
stateMachine.AddTransition(emptyState, teleportTriggerState, fromIdleToTeleportCondition);
stateMachine.AddTransition(teleportTriggerState, emptyState, fromTeleportToIdleCondition);

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@@ -1,64 +0,0 @@
using System.Collections.Generic;
using System.Linq;
using _Project.Develop.Runtime.Entities;
using _Project.Develop.Runtime.Logic.Gameplay.Features.Damage;
using _Project.Develop.Runtime.Utilities.Conditions;
using UnityEngine;
namespace _Project.Develop.Runtime.Logic.Gameplay.Features.AI.States
{
public class NearestDamageableTargetSelector : ITargetSelector
{
private readonly Entity _source;
private readonly Transform _sourceTransform;
public NearestDamageableTargetSelector(Entity entity)
{
_source = entity;
_sourceTransform = entity.Transform;
}
public Entity SelectTargetFrom(IEnumerable<Entity> targets)
{
IEnumerable<Entity> selectedTargets = FindSelectedTargets(targets);
IEnumerable<Entity> enumerable = selectedTargets.ToList();
if (enumerable.Any() == false)
return null;
Entity closetsTarget = enumerable.First();
float minDistance = GetDistanceTo(closetsTarget);
foreach (Entity target in enumerable)
{
float distance = GetDistanceTo(target);
if (distance < minDistance)
{
minDistance = distance;
closetsTarget = target;
}
}
return closetsTarget;
}
private IEnumerable<Entity> FindSelectedTargets(IEnumerable<Entity> targets)
{
return targets.Where(target =>
{
bool result = target.HasComponent<TakeDamageRequest>();
if (target.TryGetCanApplyDamage(out ICompositeCondition value))
result = result && value.Evaluate();
result = result && (target != _source);
return result;
});
}
private float GetDistanceTo(Entity target) => (_sourceTransform.position - target.Transform.position).magnitude;
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5efdb899e3ea4373b66f0610ea05b5c5
timeCreated: 1772538727