Aimbot-ParallelEnv/Assets/Script/InGame/TargetController.cs

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using System;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class TargetController : MonoBehaviour
{
public GameObject environmentObj;
public GameObject agentObj;
public GameObject HUDObj;
public GameObject sceneBlockContainerObj;
public GameObject enemyContainerObj;
public GameObject parameterContainerObj;
public GameObject environmentUIObj;
public GameObject worldUIObj;
// area
public GameObject edgeUp;
public GameObject edgeDown;
public GameObject edgeLeft;
public GameObject edgeRight;
public GameObject edgeAgent_Enemy;
//group
public string group1Tag = "Player";
public string group2Tag = "Enemy";
public float minEnemyAreaX;
[System.NonSerialized] public float maxEnemyAreaX;
[System.NonSerialized] public float minEnemyAreaZ;
[System.NonSerialized] public float maxEnemyAreaZ;
[System.NonSerialized] public float minAgentAreaX;
[System.NonSerialized] public float maxAgentAreaX;
[System.NonSerialized] public float minAgentAreaZ;
[System.NonSerialized] public float maxAgentAreaZ;
[System.NonSerialized] public float startTime = 0f;
[System.NonSerialized] public float leftTime = 0f;
[SerializeField, Range(0f, 1f)] public float attackProb = 0.2f;
[SerializeField, Range(0f, 1f)] public float gotoProb = 0.2f;
[SerializeField, Range(0f, 1f)] public float defenceProb = 0.2f;
[System.NonSerialized] public int targetTypeInt;
public float[] targetState = new float[6];
public enum EndType
{ Win, Lose, Running, Num };
[System.NonSerialized] public int targetNum = 0;
private Dictionary<int, float[]> oneHotRarget = new Dictionary<int, float[]>();
private int inArea = 0;
private float freeProb;
private float sceneBlockSize;
private float lastDistance;
public Vector3 targetPosition;
private Vector3 targetLocalPosition;
private bool firstRewardFlag = true;
private bool targetEnemySpawnFinish = false;
private SceneBlockContainer blockCont;
private EnemyContainer enemyCont;
private EnvironmentUIControl envUICon;
private ParameterContainer paramCon;
private CharacterController agentCharaCon;
private WorldUIController worldUICon;
private HUDController hudCon;
private RaySensors raySensors;
// start scene datas 0=train 1=play
private int gamemode;
// Start is called before the first frame update
private void Start()
{
blockCont = sceneBlockContainerObj.GetComponent<SceneBlockContainer>();
envUICon = environmentUIObj.GetComponent<EnvironmentUIControl>();
enemyCont = enemyContainerObj.GetComponent<EnemyContainer>();
agentCharaCon = agentObj.GetComponent<CharacterController>();
paramCon = parameterContainerObj.GetComponent<ParameterContainer>();
worldUICon = worldUIObj.GetComponent<WorldUIController>();
hudCon = HUDObj.GetComponent<HUDController>();
raySensors = agentObj.GetComponent<RaySensors>();
// get parameter from ParameterContainer
gamemode = paramCon.gameMode;
attackProb = paramCon.attackProb;
gotoProb = paramCon.gotoProb;
defenceProb = paramCon.defenceProb;
// initialize spawn area
minEnemyAreaX = edgeLeft.transform.localPosition.x + 1.0f;
maxEnemyAreaX = edgeRight.transform.localPosition.x - 1.0f;
minEnemyAreaZ = edgeAgent_Enemy.transform.localPosition.z + 1.0f;
maxEnemyAreaZ = edgeUp.transform.localPosition.z - 1.0f;
minAgentAreaX = edgeLeft.transform.localPosition.x + 1.0f;
maxAgentAreaX = edgeRight.transform.localPosition.x - 1.0f;
minAgentAreaZ = edgeDown.transform.localPosition.z + 1.0f;
maxAgentAreaZ = edgeAgent_Enemy.transform.localPosition.z - 1.0f;
freeProb = 1 - attackProb - gotoProb - defenceProb;
targetNum = (int)SceneBlockContainer.Targets.Num;
if (freeProb < 0)
{
Debug.LogError("target percentage wrong");
}
// initialize a simple fake onehot encoder.
for (int i = 0; i < targetNum; i++)
{
float[] onehotList = new float[targetNum];
for (int j = 0; j < targetNum; j++)
{
onehotList[j] = 0;
}
onehotList[i] = 1;
oneHotRarget.Add(i, onehotList);
}
}
private void Update()
{
// if gamemode is play, then time will keep paramCon.timeLimit
if (gamemode == 1)
{
leftTime = paramCon.timeLimit;
// print out time
Debug.Log("Playing Time: " + leftTime);
}
else
{
leftTime = paramCon.timeLimit - Time.time + startTime;
}
}
public void RollNewScene()
{
startTime = Time.time;// Reset StartTime as now time
leftTime = paramCon.timeLimit - Time.time + startTime;
float randTargetType = UnityEngine.Random.Range(0f, 1f);
if (randTargetType <= gotoProb)
{
// goto target spawn
Debug.Log("GOTO THIS TARGET!");
SpawnSceneBlock(SceneBlockContainer.Targets.Go);
// set startDistance
firstRewardFlag = true;
}
else if (randTargetType > gotoProb && randTargetType <= gotoProb + attackProb)
{
// attack target spawn
Debug.Log("ATTACK!");
SpawnSceneBlock(SceneBlockContainer.Targets.Attack);
// set startDistance
firstRewardFlag = true;
targetEnemySpawnFinish = false;
}
else if (randTargetType > gotoProb + attackProb && randTargetType <= gotoProb + attackProb + defenceProb)
{
// defence target spawn
Debug.Log("DEFENCE!");
SpawnSceneBlock(SceneBlockContainer.Targets.Defence);
// set startDistance
firstRewardFlag = true;
}
else
{
//Debug.Log("Free");
targetTypeInt = (int)SceneBlockContainer.Targets.Free;
enemyCont.DestroyAllEnemys();
enemyCont.RandomInitEnemys(hudCon.enemyNum);
MoveAgentToSpwanArea();
blockCont.DestroyBlock();
}
UpdateTargetStates();
envUICon.UpdateTargetType(targetTypeInt);
}
// get target observation states
private void UpdateTargetStates()
{
// targettype, x,y,z, firebasesAreaDiameter
targetState[0] = targetTypeInt;
if (targetTypeInt == (int)SceneBlockContainer.Targets.Free || targetTypeInt == (int)SceneBlockContainer.Targets.Stay)
{
for (int i = 1; i < targetState.Length; i++)
targetState[i] = 0f;
}
else
{
/* targetState[1] = targetPosition.x / raySensors.viewDistance; // normalization
targetState[2] = targetPosition.y / raySensors.viewDistance;
targetState[3] = targetPosition.z / raySensors.viewDistance;*/
targetState[1] = targetPosition.x; // normalization
targetState[2] = targetPosition.y;
targetState[3] = targetPosition.z;
targetState[4] = blockCont.thisBlock.firebasesAreaDiameter / raySensors.viewDistance;
targetState[5] = blockCont.thisBlock.belongRatio;
}
}
// move Agent into Agent Spawn Area
private void MoveAgentToSpwanArea()
{
float randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX); ;
float randZ = 0f;
if (paramCon.spawnAgentInAllMap)
{
// spawn agent in all around map
randZ = UnityEngine.Random.Range(minAgentAreaZ, maxEnemyAreaZ);
}
else
{
// spawn agent in only agent spawn area
randZ = UnityEngine.Random.Range(minAgentAreaZ, maxAgentAreaZ);
}
int Y = 1;
Vector3 initAgentLoc = new Vector3(randX, Y, randZ);
MoveAgentTo(initAgentLoc);
}
// move Agent to this position
public void MoveAgentTo(Vector3 thisPosition)
{
// while using transform.localPosition to move character
// u should turn off character Controller or it won't work
agentCharaCon.enabled = false;
agentObj.transform.localPosition = thisPosition;
agentCharaCon.enabled = true;
}
// check over and get rewards
// 1 = success,2 = overtime,0 = notover
public (int, float, float) CheckOverAndRewards()
{
int endTypeInt = 0;
float thisReward = 0;
float endReward = 0;
float nowDistance = 0f;
switch (targetTypeInt)
{
case (int)SceneBlockContainer.Targets.Go:
// goto
(nowDistance, inArea) = blockCont.GetAgentTargetDistanceAndInside(agentObj.transform.position);
envUICon.UpdateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint);
float areaTargetReward = GetDistanceReward(nowDistance, inArea);
//if(inArea != 0)
if (blockCont.thisBlock.firebasesBelong >= blockCont.thisBlock.belongMaxPoint)
{
// win
// let the area belongs to me
thisReward = areaTargetReward;
endReward = paramCon.goWinReward;
//thisReward = (paramCon.inAreaReward * inArea) + getDistanceReward(nowDistance);
endTypeInt = (int)EndType.Win;
}
else if (leftTime <= 0)
{
// time out lose
thisReward = areaTargetReward;
endReward = paramCon.loseReward;
endTypeInt = (int)EndType.Lose;
}
else
{
// keep on keeping on!
thisReward = areaTargetReward;
endReward = 0;
endTypeInt = (int)EndType.Running;
}
break;
case (int)SceneBlockContainer.Targets.Attack:
// attack
(nowDistance, inArea) = blockCont.GetAgentTargetDistanceAndInside(agentObj.transform.position);
envUICon.UpdateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint);
if (blockCont.thisBlock.GetInAreaNumber(group2Tag) <= 0 && targetEnemySpawnFinish)
{
Debug.Log(blockCont.thisBlock.GetInAreaNumber(group2Tag));
// win
// let the area belongs to me and kill every enmy in this area.
thisReward = 0;
endReward = paramCon.attackWinReward;
//thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance);
endTypeInt = (int)EndType.Win;
targetEnemySpawnFinish = false;
}
else if (leftTime <= 0 && targetEnemySpawnFinish)
{
// time out lose
thisReward = 0;
endReward = paramCon.loseReward;
//thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance);
endTypeInt = (int)EndType.Lose;
targetEnemySpawnFinish = false;
}
else
{
// keep on keeping on!
// thisReward = (paramCon.inAreaReward * inArea) + getDistanceReward(nowDistance);
thisReward = 0;
endReward = 0;
targetEnemySpawnFinish = true;
endTypeInt = (int)EndType.Running;
}
break;
case (int)SceneBlockContainer.Targets.Defence:
//defence
// !!! DIDN't FINISH!!!
(nowDistance, inArea) = blockCont.GetAgentTargetDistanceAndInside(agentObj.transform.position);
envUICon.UpdateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint);
if (leftTime <= 0 && blockCont.thisBlock.firebasesBelong >= 0f)
{
// win
// time over and the area still mine
thisReward = paramCon.defenceWinReward;
//thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance);
endTypeInt = (int)EndType.Win;
}
else if (blockCont.thisBlock.firebasesBelong <= blockCont.thisBlock.belongMaxPoint)
{
// lost area lose
thisReward = paramCon.loseReward;
//thisReward = (paramCon.inAreaReward * inArea) + getSceneReward(nowDistance);
endTypeInt = (int)EndType.Lose;
}
else
{
// keep on keeping on!
// thisReward = (paramCon.inAreaReward * inArea) + getDistanceReward(nowDistance);
endTypeInt = (int)EndType.Running;
}
break;
case (int)SceneBlockContainer.Targets.Stay:
// Stay
// endless
thisReward = 0;
endReward = 0;
endTypeInt = (int)EndType.Running;
break;
default:
//free kill
if (enemyContainerObj.transform.childCount <= 0)
{
// win
// thisReward = paramCon.winReward + (paramCon.timeBonusPerSecReward * leftTime);
thisReward = 0;
endReward = paramCon.freeWinReward;
endTypeInt = (int)EndType.Win;
}
else if (leftTime <= 0)
{
// lose
//thisReward = paramCon.loseReward;
thisReward = 0;
endReward = paramCon.loseReward;
endTypeInt = (int)EndType.Lose;
}
else
{
// keep on keeping on!
thisReward = 0;
endReward = 0;
endTypeInt = (int)EndType.Running;
}
break;
}
envUICon.ShowResult(endTypeInt);
worldUICon.UpdateChart(targetTypeInt, endTypeInt);
return (endTypeInt, thisReward, endReward);
}
// initialize scene block by target type
private void SpawnSceneBlock(SceneBlockContainer.Targets thisTargetType)
{
int randBlockType = 0;
switch (thisTargetType)
{
case SceneBlockContainer.Targets.Go:
randBlockType = Random.Range(0, blockCont.goBlockPrefabs.Length);
sceneBlockSize = blockCont.goBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
break;
case SceneBlockContainer.Targets.Attack:
randBlockType = Random.Range(0, blockCont.attackBlockPrefabs.Length);
sceneBlockSize = blockCont.attackBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
break;
case SceneBlockContainer.Targets.Defence:
// randBlockType = Random.Range(0, blockCont.defenceBlockPrefabs.Length);
// sceneBlockSize = blockCont.defenceBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
Debug.LogWarning("Defence Block Not Ready");
break;
default:
Debug.LogWarning("TargetController: InitializeSceneBlock: Wrong TargetType");
break;
}
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneBlockSize / 2 + 1f, maxEnemyAreaX - sceneBlockSize / 2 - 1f);
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneBlockSize / 2 + 1f, maxEnemyAreaZ - sceneBlockSize / 2 - 1f);
targetPosition = new Vector3(randX, 0, randZ);
// init scene block
blockCont.DestroyBlock();
blockCont.CreateNewBlock(thisTargetType, randBlockType, targetPosition, group1Tag, group2Tag);
enemyCont.DestroyAllEnemys();
enemyCont.RandomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneBlockSize);
blockCont.thisBlock.InitBlock(environmentObj);
}
// caulculate sceneReward if close to target then get great reward
private float GetDistanceReward(float nowDistance, int inarea)
{
if (firstRewardFlag)
{
// first distance record
(lastDistance, _) = blockCont.GetAgentTargetDistanceAndInside(agentObj.transform.position);
firstRewardFlag = false;
}
float thisSceneReward = 0f;
if (inarea != 0)
{
// in area
thisSceneReward = paramCon.inAreaReward;
}
else
{
// out of area
// thisSceneReward = paramCon.distanceReward * Math.Clamp(lastDistance - nowDistance, 0, 100);
thisSceneReward = paramCon.distanceReward * (lastDistance - nowDistance);
}
lastDistance = nowDistance;
return thisSceneReward;
}
// calculate kill reward base on killed enemy's position
public float KillReward(Vector3 enemyPosition)
{
float thisKillReward = 0f;
if (targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
{
// attack mode
(_, int isInArea) = blockCont.thisBlock.GetDistInArea(enemyPosition);
if (isInArea == 1)
{
// kill in area enemy
thisKillReward = paramCon.killTargetEnemyReward;
}
else
{
thisKillReward = paramCon.killReward;
}
}
else if (targetTypeInt == (int)SceneBlockContainer.Targets.Free)
{
// free mode hit
thisKillReward = paramCon.killTargetEnemyReward;
}
else
{
// goto & defence
thisKillReward = paramCon.killReward;
}
return thisKillReward;
}
// calculate hit reward base on killed enemy's position and now mode
public float HitEnemyReward(Vector3 enemyPosition)
{
float thisHitReward = 0f;
if (targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
{
// attack mode
(_, int isInArea) = blockCont.thisBlock.GetDistInArea(enemyPosition);
if (isInArea == 1)
{
// hit in area enemy
thisHitReward = paramCon.hitTargetReward;
}
else
{
// hit not in area enemy
thisHitReward = paramCon.hitReward;
}
}
else if (targetTypeInt == (int)SceneBlockContainer.Targets.Free)
{
// free mode hit
thisHitReward = paramCon.hitTargetReward;
}
else
{
// goto & defence
thisHitReward = paramCon.hitReward;
}
return thisHitReward;
}
// get in area state
public int GetInAreaState()
{
if (targetTypeInt == (int)SceneBlockContainer.Targets.Go)
{
return inArea;
}
else
{
return 0;
}
}
// Play Mode method
// Initialize Play mode
public void PlayInitialize()
{
targetTypeInt = (int)SceneBlockContainer.Targets.Stay;
envUICon.UpdateTargetType(targetTypeInt);
MoveAgentToSpwanArea();
enemyCont.DestroyAllEnemys();
blockCont.DestroyBlock();
}
// change to attack mode
public void AttackModeChange()
{
targetTypeInt = (int)SceneBlockContainer.Targets.Attack;
envUICon.UpdateTargetType(targetTypeInt);
}
// change to free mode
public void FreeModeChange()
{
targetTypeInt = (int)SceneBlockContainer.Targets.Free;
envUICon.UpdateTargetType(targetTypeInt);
}
// change to goto mode
public void GotoModeChange()
{
targetTypeInt = (int)SceneBlockContainer.Targets.Go;
envUICon.UpdateTargetType(targetTypeInt);
}
// change to stay mode
public void StayModeChange()
{
targetTypeInt = (int)SceneBlockContainer.Targets.Stay;
envUICon.UpdateTargetType(targetTypeInt);
}
}