public override bool KeepBehaviorCheck(AiShip leader, AiShip subject)
    {
        try
        {
            // Optimize -- Make sure the target is the same as the leaders.
            if (leader.GetTarget() == null)
                return false;

            if (leader.GetTarget().gameObject.name != subject.GetTarget().gameObject.name)
                return false;

            Attributes subjectStats = subject.getAttributes();
            // Get Percent / 100% using cross multiply
            double health = GetCurrentHealthPercentage();
            // comparison of factions may not work, check later.
            if (health >= 25 && leader.GetTarget() != null)
                return true;
        }
        catch
        {
            if (!subject)
                return false;

            if (subject.GetMyFleet().fleetLeader is PlayerShip)
                return false;

            if (!leader)
                leader = (AiShip)subject.GetMyFleet().fleetLeader;
        }

        return false;
    }
    public override bool KeepBehaviorCheck(AiShip leader, AiShip subject)
    {
        Attributes subjectStats = subject.getAttributes();
        // Get Percent / 100% using cross multiply
        double health = GetCurrentHealthPercentage();

        // If ship is not damaged and has no target, search. (For Fleet leaders and Solo Ships only).
        if (health < 65 &&  subject.Aggressors.Count == 0)
            return true;

        return false;
    }
    public override bool KeepBehaviorCheck(AiShip leader, AiShip subject)
    {
        // Make sure the ship hasn't become the faction leader.
        if (leader.ID == subject.ID)
            return false;

        Attributes subjectStats = subject.getAttributes();
        // Get Percent / 100% using cross multiply
        double health = GetCurrentHealthPercentage();
        float distance  = Vector3.Magnitude(subject.gameObject.transform.position - leader.gameObject.transform.position);

        // If still strong enough to fight and is far away from leader, regroup.
        if (health >= 25 && distance > 1100)
            return true;

        return false;
    }
    public override bool KeepBehaviorCheck(AiShip leader, AiShip subject)
    {
        hasAggressors = false;
        Attributes subjectStats = subject.getAttributes();

        // Get Percent / 100% using cross multiply
        double health = GetCurrentHealthPercentage();

        if (subject.Aggressors.Count > 0)
            hasAggressors = true;

        // If still too close or too damaged, keep running.
        if (health < 35 && hasAggressors)
            return true;

        return false;
    }
    public override bool KeepBehaviorCheck(AiShip leader, AiShip subject)
    {
        // Optimize -- Make sure there is a target first.
        if (subject.GetTarget() == null)
            return false;

        Attributes subjectStats = subject.getAttributes();
        // Get Percent / 100% using cross multiply
        double health = GetCurrentHealthPercentage();
        AiShip targetShip = subject.GetTarget().gameObject.GetComponent("AiShip") as AiShip;
        string targetFaction = targetShip.getFaction();

        // comparison of factions may not work, check later.
        if (health >= 25 &&  subject.getFaction() == targetFaction)
            return true;

        return false;
    }
    public override bool KeepBehaviorCheck(AiShip leader, AiShip subject)
    {
        // Optimize -- Make sure there is a target first.
        if (subject.GetTarget() == null)
            return false;

        Attributes subjectStats = subject.getAttributes();
        // Get Percent / 100% using cross multiply
        double health = GetCurrentHealthPercentage();

        //Debug.Log("MAYBE TRUE");
        // comparison of factions may not work, check later.
        if (health >= 15)
            return true;

        Debug.Log("SOLO FALSE");
        return false;
    }
Beispiel #7
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    public override bool KeepBehaviorCheck(AiShip leader, AiShip subject)
    {
        Attributes subjectStats = subject.getAttributes();
        // Get Percent / 100% using cross multiply
        double health = (subjectStats.structureHealth * 100) / subjectStats.maxStructureHealth;
        float distance = 999999999999;

        // Figure out how far we are from the Aggressors
        foreach (GameObject go in subject.Aggressors.Keys)
        {
            float distanceBetween = Vector3.Magnitude(subject.gameObject.transform.position - go.transform.position);
            if (distance > distanceBetween)
                distance = distanceBetween;
        }

        // If still too close or too damaged, keep running.
        if (health < 15 && distance < 15000)
            return true;

        return false;
    }
    public override bool KeepBehaviorCheck(AiShip leader, AiShip subject)
    {
        if (ship.Aggressors.Count > 0 )
        {
            //Debug.Log("Search has aggressors :: " + ship.name);
            return false;
        }

        if (ship.target != beacon.transform && ship.target != null)
        {
        //			if (ship.target != beacon.transform)
        //				//Debug.Log("Search has target other than beacon");
        //			else
        //				//Debug.Log("Search has target is null");
            return false;
        }

        Attributes subjectStats = subject.getAttributes();
        // Get Percent / 100% using cross multiply
        double health = GetCurrentHealthPercentage();

        // If ship is not damaged and has no target, search. (For Fleet leaders and Solo Ships only).
        if (health >= 75 &&  subject.GetTarget() == beacon.transform)
            return true;

        //Debug.Log("Behavior Not Kept");
        return false;
    }