82 lines
2.8 KiB
C#
82 lines
2.8 KiB
C#
using System;
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using System.Linq;
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using Actions;
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using UnityEngine;
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public class EnemyAI : MonoBehaviour {
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private float timer;
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private State CurrentState { get; set; }
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private void Awake() => CurrentState = State.WaitingForEnemyTurn;
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private void Start() => TurnSystem.Instance.OnTurnChanged += TurnSystem_OnTurnChanged;
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private void Update() {
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if (TurnSystem.Instance.IsPlayerTurn) return;
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switch (CurrentState) {
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case State.WaitingForEnemyTurn:
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break;
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case State.TakingTurn:
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timer -= Time.deltaTime;
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if (timer <= 0f) {
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if (TryTakeEnemyAIAction(SetStateTakingTurn)) {
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CurrentState = State.Busy;
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}
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else {
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TurnSystem.Instance.NextTurn(); // No more enemies have actions they can take, end enemy turn
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}
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}
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break;
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case State.Busy:
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break;
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}
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}
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private void SetStateTakingTurn() {
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timer = .5f;
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CurrentState = State.TakingTurn;
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}
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private void TurnSystem_OnTurnChanged(object sender, EventArgs e) {
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if (TurnSystem.Instance.IsPlayerTurn) return;
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CurrentState = State.TakingTurn;
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timer = 2f;
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}
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private static bool TryTakeEnemyAIAction(Action onEnemyAIActionComplete)
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=> UnitManager.Instance.EnemyUnitList.Any(enemyUnit => TryTakeEnemyAIAction(enemyUnit, onEnemyAIActionComplete));
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private static bool TryTakeEnemyAIAction(Unit enemyUnit, Action onEnemyAIActionComplete) {
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EnemyAIAction bestEnemyAIAction = null;
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BaseAction bestBaseAction = null;
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foreach (BaseAction baseAction in enemyUnit.BaseActionArray) {
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if (enemyUnit.ActionPoints < baseAction.ActionPointsCost) continue; //Enemy cannot afford this action
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if (bestEnemyAIAction == null) {
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bestEnemyAIAction = baseAction.GetBestEnemyAIAction();
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bestBaseAction = baseAction;
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}
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else {
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EnemyAIAction testEnemyAIAction = baseAction.GetBestEnemyAIAction();
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if (testEnemyAIAction == null || testEnemyAIAction.ActionValue <= bestEnemyAIAction.ActionValue) continue;
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bestEnemyAIAction = testEnemyAIAction;
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bestBaseAction = baseAction;
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}
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}
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if (bestEnemyAIAction != null && enemyUnit.TrySpendActionPointsToTakeAction(bestBaseAction)) {
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bestBaseAction.TakeAction(bestEnemyAIAction.GridPosition, onEnemyAIActionComplete);
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return true;
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}
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else {
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return false;
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}
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}
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private enum State {
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WaitingForEnemyTurn,
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TakingTurn,
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Busy
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}
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} |