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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- /// <summary>
- /// A monster that lives in a room.
- /// Behaviour:
- /// - Idles / wanders aimlessly within its spawn room when no agents are present.
- /// - When an agent enters the room, closes in to melee range and attacks each tick.
- /// - Each monster has its own health pool and 1d4 fist weapon.
- /// - When killed it fires MonsterKilled and destroys itself.
- /// - Represented as a red sphere identical in size to a solo agent.
- /// </summary>
- public class Monster : MonoBehaviour
- {
- // ------------------------------------------------------------------ //
- // Inspector //
- // ------------------------------------------------------------------ //
- [Header("Stats")]
- [SerializeField] private int maxHealth = 10;
- [SerializeField] private float movementSpeed = 1.5f;
- [Header("Combat")]
- [SerializeField] private float attackCooldown = 1.2f; // seconds between attacks
- [SerializeField] private float aggroRange = 12f; // range at which monsters notice agents entering
- [Header("Wander")]
- [SerializeField] private float wanderRadius = 3f;
- [SerializeField] private float wanderInterval = 2.5f;
- // ------------------------------------------------------------------ //
- // Runtime state //
- // ------------------------------------------------------------------ //
- private int currentHealth;
- private Weapon weapon;
- private MazeRoom homeRoom; // The room this monster belongs to
- private MazeData maze;
- private AIAgent target; // Current attack target
- private AIAgent previousTarget; // Track previous target to detect combat start/end
- private float lastAttackTime;
- private float lastWanderTime;
- private Vector3 wanderTarget;
- private bool isDead;
- // ------------------------------------------------------------------ //
- // Public interface //
- // ------------------------------------------------------------------ //
- /// <summary>
- /// Difficulty modifier applied during spawn (see MonsterSpawner).
- /// Higher = more health and slightly faster.
- /// </summary>
- public float DifficultyMultiplier { get; private set; } = 1f;
- public int MaxHealth => maxHealth;
- public int CurrentHealth => currentHealth;
- public bool IsDead => isDead;
- public MazeRoom HomeRoom => homeRoom;
- /// <summary>
- /// Convenience: threat value used by agents to estimate room danger.
- /// Sum of all alive monster health in a room.
- /// </summary>
- public int ThreatValue => isDead ? 0 : currentHealth;
- /// <summary>Fires when this monster is killed. Passes itself as argument.</summary>
- public System.Action<Monster> OnMonsterKilled;
- // ------------------------------------------------------------------ //
- // Initialisation //
- // ------------------------------------------------------------------ //
- /// <summary>
- /// Called by MonsterSpawner immediately after instantiation.
- /// </summary>
- public void Init(MazeRoom room, MazeData mazeData, float difficultyMultiplier = 1f)
- {
- homeRoom = room;
- maze = mazeData;
- DifficultyMultiplier = difficultyMultiplier;
- maxHealth = Mathf.RoundToInt(maxHealth * difficultyMultiplier);
- currentHealth = maxHealth;
- movementSpeed = movementSpeed * Mathf.Lerp(1f, 1.3f, difficultyMultiplier - 1f);
- weapon = Weapon.Fists();
- wanderTarget = transform.position;
- lastWanderTime = Time.time;
- }
- // ------------------------------------------------------------------ //
- // Unity loop //
- // ------------------------------------------------------------------ //
- void Update()
- {
- if (maze == null) return;
- // Dead bodies persist forever - just stop updating logic
- if (isDead)
- {
- return;
- }
- AcquireTarget();
- if (target != null)
- CombatUpdate();
- else
- WanderUpdate();
- }
- // ------------------------------------------------------------------ //
- // Target acquisition //
- // ------------------------------------------------------------------ //
- private void AcquireTarget()
- {
- // Drop dead targets
- if (target != null && (target == null || target.IsDead || target.HasReachedGoal))
- {
- // Report fight end to tracker
- if (target != null)
- FightTracker.Instance.EndFight(target, this);
- target = null;
- }
- if (target != null) return;
- // Find the nearest live agent within aggro range
- float bestDist = aggroRange * aggroRange;
- AIAgent best = null;
- foreach (var agent in FindObjectsByType<AIAgent>(FindObjectsSortMode.None))
- {
- if (agent.IsDead) continue;
- // Only aggro agents that are in or entering this room
- Vector2Int agentTile = WorldToTile(agent.transform.position);
- MazeRoom agentRoom = maze.GetRoomAtTile(agentTile.x, agentTile.y);
- if (agentRoom == null || agentRoom.Id != homeRoom.Id) continue;
- float sqDist = (agent.transform.position - transform.position).sqrMagnitude;
- if (sqDist < bestDist)
- {
- bestDist = sqDist;
- best = agent;
- }
- }
- // Report fight start if target changed
- if (best != null && best != previousTarget)
- {
- FightTracker.Instance.StartFight(best, this);
- }
- target = best;
- previousTarget = best;
- }
- // ------------------------------------------------------------------ //
- // Combat //
- // ------------------------------------------------------------------ //
- private void CombatUpdate()
- {
- float dist = Vector3.Distance(transform.position, target.transform.position);
- if (dist > weapon.MeleeRange)
- {
- // Close in
- Vector3 dir = (target.transform.position - transform.position).normalized;
- transform.position += dir * movementSpeed * Time.deltaTime;
- }
- else
- {
- // Attack
- if (Time.time - lastAttackTime >= attackCooldown)
- {
- lastAttackTime = Time.time;
- PerformAttack();
- }
- }
- }
- private void PerformAttack()
- {
- if (target == null || target.IsDead) return;
- // Monsters use base hit chance — no advantage modifier
- if (weapon.TryHit(1f))
- {
- int dmg = weapon.RollDamage();
- target.TakeDamage(dmg, this);
- Debug.Log($"[Monster] hit {target.AgentName} for {dmg} (HP left: {target.CurrentHealth})");
- }
- else
- {
- Debug.Log($"[Monster] missed {target.AgentName}");
- }
- }
- // ------------------------------------------------------------------ //
- // Wander (no target) //
- // ------------------------------------------------------------------ //
- private void WanderUpdate()
- {
- // Move toward wander target
- if (Vector3.Distance(transform.position, wanderTarget) > 0.2f)
- {
- Vector3 dir = (wanderTarget - transform.position).normalized;
- transform.position += dir * (movementSpeed * 0.5f) * Time.deltaTime;
- }
- // Pick new wander target periodically
- if (Time.time - lastWanderTime > wanderInterval)
- {
- lastWanderTime = Time.time;
- PickNewWanderTarget();
- }
- }
- private void PickNewWanderTarget()
- {
- if (homeRoom == null) return;
- // Random tile inside home room
- int x = Random.Range(homeRoom.MinX + 1, homeRoom.MaxX);
- int y = Random.Range(homeRoom.MinY + 1, homeRoom.MaxY);
- wanderTarget = new Vector3(x + 0.5f, 1f, y + 0.5f);
- }
- // ------------------------------------------------------------------ //
- // Damage / death //
- // ------------------------------------------------------------------ //
- /// <summary>
- /// Deal damage to this monster. Called by agents during their attack.
- /// Returns true if this hit killed the monster.
- /// </summary>
- public bool TakeDamage(int amount)
- {
- if (isDead) return false;
- currentHealth -= amount;
- if (currentHealth <= 0)
- {
- Die();
- return true;
- }
- return false;
- }
- private void Die()
- {
- if (isDead) return;
- isDead = true;
- currentHealth = 0;
- // Report fight end
- if (target != null)
- FightTracker.Instance.EndFight(target, this);
- // Change visual to show dead (gray/dark sphere with red X)
- var renderer = GetComponent<Renderer>();
- if (renderer != null)
- {
- var material = new Material(renderer.material);
- material.color = new Color(0.3f, 0.3f, 0.3f, 0.9f); // Dark gray, opaque
- renderer.material = material;
- }
- // Add bright red X marker BEFORE disabling (must happen while enabled)
- AddDeadMarker();
- // Disable movement and collider AFTER adding marker
- enabled = false;
- Debug.Log($"[Monster] in room {homeRoom?.Id} died.");
- OnMonsterKilled?.Invoke(this);
- }
- /// <summary>
- /// Adds a bright red X marker to indicate the body is dead.
- /// Uses a child GameObject for cleanliness.
- /// </summary>
- private void AddDeadMarker()
- {
- try
- {
- if (gameObject == null)
- return;
- var markerGO = new GameObject("DeadMarker");
- markerGO.transform.SetParent(transform, worldPositionStays: false);
- markerGO.transform.localPosition = Vector3.zero;
- var lineRenderer = markerGO.AddComponent<LineRenderer>();
- if (lineRenderer == null)
- {
- Debug.LogWarning("Failed to add LineRenderer component");
- return;
- }
- // Set material first before configuring the renderer
- Shader lineShader = Shader.Find("Unlit/Color");
- if (lineShader == null)
- lineShader = Shader.Find("Sprites/Default");
- if (lineShader == null)
- lineShader = Shader.Find("Standard");
- if (lineShader != null)
- {
- lineRenderer.material = new Material(lineShader);
- }
- else
- {
- Debug.LogWarning("No suitable shader found for dead marker");
- return;
- }
- // Now configure the line
- lineRenderer.positionCount = 4;
- lineRenderer.useWorldSpace = true;
- float offset = 0.35f;
- // Lift the X marker above the body so the top-down camera can see it
- Vector3 markerBase = transform.position + Vector3.up * 0.6f;
- // Draw a bright red X in XZ plane (visible from top-down camera)
- lineRenderer.SetPosition(0, markerBase + Vector3.left * offset + Vector3.forward * offset);
- lineRenderer.SetPosition(1, markerBase + Vector3.right * offset + Vector3.back * offset);
- lineRenderer.SetPosition(2, markerBase + Vector3.right * offset + Vector3.forward * offset);
- lineRenderer.SetPosition(3, markerBase + Vector3.left * offset + Vector3.back * offset);
- lineRenderer.startWidth = 0.15f;
- lineRenderer.endWidth = 0.15f;
- lineRenderer.startColor = new Color(1f, 0f, 0f, 1f); // Bright red
- lineRenderer.endColor = new Color(1f, 0f, 0f, 1f);
- }
- catch (System.Exception ex)
- {
- Debug.LogWarning($"Failed to add dead marker: {ex.Message}\n{ex.StackTrace}");
- }
- }
- // ------------------------------------------------------------------ //
- // Helpers //
- // ------------------------------------------------------------------ //
- private Vector2Int WorldToTile(Vector3 worldPos)
- => new Vector2Int(Mathf.FloorToInt(worldPos.x), Mathf.FloorToInt(worldPos.z));
- // ------------------------------------------------------------------ //
- // Mouse interaction – click to inspect (future) //
- // ------------------------------------------------------------------ //
- void OnMouseDown()
- {
- Debug.Log($"[Monster] Room {homeRoom?.Id} | HP {currentHealth}/{maxHealth} | Difficulty ×{DifficultyMultiplier:F1}");
- }
- }
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