Beispiel #1
0
    void simulateAI(int iteration, int responseFrame)
    {
        playerCont.PressShift();
        if (frameCount > 0)
        {
            frameCount--;
            if (decidedMove == 0)
            {
                playerCont.Stop();
            }
            if (decidedMove == 1)
            {
                playerCont.GoRight();
            }
            if (decidedMove == 2)
            {
                playerCont.GoLeft();
            }
            if (decidedMove == 3)
            {
                playerCont.GoUp();
            }
            if (decidedMove == 4)
            {
                playerCont.GoDown();
            }
            if (decidedMove == 5)
            {
                playerCont.GoDiagUR();
            }
            if (decidedMove == 6)
            {
                playerCont.GoDiagUL();
            }
            if (decidedMove == 7)
            {
                playerCont.GoDiagDR();
            }
            if (decidedMove == 8)
            {
                playerCont.GoDiagDL();
            }
            return;
        }
        float fixedTime = Time.fixedDeltaTime;

        bulletClones.Clear();
        simPos.Clear();
        bulletClonesPos.Clear();
        enemiesClone.Clear();
        enemiesClonePos.Clear();
        moveScore = new float[9];
        simPos.Add(playerCharacter.GetComponent <Transform>().position);
        if (playerCharacter == null)
        {
            return;
        }

        foreach (GameObject bullet in observeProp.bullets)
        {
            if (bullet == null)
            {
                continue;
            }
            bulletClones.Add(bullet);
            bulletClonesPos.Add(bullet.GetComponent <Transform>().position);
        }

        foreach (GameObject enemy in observeProp.enemies)
        {
            if (enemy == null)
            {
                continue;
            }
            enemiesClone.Add(enemy);
            enemiesClonePos.Add(enemy.GetComponent <Transform>().position);
        }

        for (int i = 1; i <= iteration; i++)
        {
            List <Vector3> simPosTemp = new List <Vector3>(simPos);

            foreach (Vector3 pos in simPosTemp)
            {
                simPos.RemoveAt(0);
                for (int c = 0; c < move5Or9; c++)
                {
                    simPos.Add(new Vector3(pos.x, pos.y, 0));
                }
            }

            for (int r = 0; r < responseFrame; r++)
            {
                for (int j = 0; j < bulletClones.Count; j++)
                {
                    bulletClonesPos[j] += bulletClones[j].transform.up * bulletClones[j].GetComponent <bullet>().speed *fixedTime;
                }
                for (int j = 0; j < enemiesClone.Count; j++)
                {
                    // Debug.Log(enemiesClone[j].GetComponent<Enemy>().velocity);
                    enemiesClone[j].transform.position += enemiesClone[j].GetComponent <Enemy>().velocity;
                }
                for (int k = 0; k < simPos.Count; k++)
                {
                    // bulletClonesPos[j] += bulletClones[j].transform.up * bulletClones[j].GetComponent<bullet>().speed * fixedTime;
                    simPos[k] += MOVE[k % move5Or9];
                    if (simPos[k].x <= mn_bound.x)
                    {
                        simPos[k] = new Vector3(mn_bound.x, simPos[k].y, 0);
                    }
                    if (simPos[k].x >= mx_bound.x)
                    {
                        simPos[k] = new Vector3(mx_bound.x, simPos[k].y, 0);
                    }
                    if (simPos[k].y <= mn_bound.y)
                    {
                        simPos[k] = new Vector3(simPos[k].x, mn_bound.y, 0);
                    }
                    if (simPos[k].y >= mx_bound.y)
                    {
                        simPos[k] = new Vector3(simPos[k].x, mx_bound.y, 0);
                    }


                    for (int j = 0; j < bulletClones.Count; j++)
                    {
                        if (bulletClonesPos[j].x - saftyBound <simPos[k].x && bulletClonesPos[j].x + saftyBound> simPos[k].x &&
                            bulletClonesPos[j].y - saftyBound <simPos[k].y && bulletClonesPos[j].y + saftyBound> simPos[k].y)
                        {
                            // Debug.Log(k + " " + simPos[k].x + ":" + simPos[k].y+ " dead " + Mathf.FloorToInt(k/Mathf.Pow(move5Or9, i-1)) + " " + i + " " + r);
                            // moveScore[Mathf.FloorToInt(k/Mathf.Pow(move5Or9, i-1))] -= 100/(i*responseFrame + r);
                            moveScore[Mathf.FloorToInt(k / Mathf.Pow(move5Or9, i - 1))] -= 100 / (i);
                            break;
                        }
                    }
                    for (int j = 0; j < enemiesClone.Count; j++)
                    {
                        Vector3 enemyBound = enemiesClone[j].GetComponent <Collider>().bounds.size;
                        if (enemiesClonePos[j].x - enemyBound.x / 2 - saftyBound <simPos[k].x &&
                                                                                  enemiesClonePos[j].x + enemyBound.x / 2 + saftyBound> simPos[k].x &&
                            enemiesClonePos[j].y - enemyBound.y / 2 - saftyBound <simPos[k].y &&
                                                                                  enemiesClonePos[j].y + enemyBound.y / 2 + saftyBound> simPos[k].y)
                        {
                            // Debug.Log(k + " " + simPos[k].x + ":" + simPos[k].y+ " dead " + Mathf.FloorToInt(k/Mathf.Pow(move5Or9, i-1)) + " " + i + " " + r);
                            // moveScore[Mathf.FloorToInt(k/Mathf.Pow(move5Or9, i-1))] -= 100/(i*responseFrame + r);
                            moveScore[Mathf.FloorToInt(k / Mathf.Pow(move5Or9, i - 1))] -= 100 / (i);
                            break;
                        }
                    }
                }
            }
        }
        observeProp.clear();
        int maxIndex = 0;

        for (int i = 1; i < move5Or9; i++)
        {
            if (moveScore[i] == moveScore[maxIndex] && fireMode)
            {
                if (EnvScript == null)
                {
                    SetEnvManager(playerCharacter.GetComponent <playerScript>().GetEnvManager());
                }
                float dis1 = 100f;
                float dis2 = 101f;
                if (EnvScript != null)
                {
                    foreach (GameObject enemy in EnvScript.enemies)
                    {
                        if (enemy == null)
                        {
                            continue;
                        }
                        if (dis1 > Mathf.Abs(enemy.transform.position.x - playerCharacter.transform.position.x + MOVE[i].x))
                        {
                            dis1 = Mathf.Abs(enemy.transform.position.x - playerCharacter.transform.position.x + MOVE[i].x);
                        }
                        if (dis2 > Mathf.Abs(enemy.transform.position.x - playerCharacter.transform.position.x + MOVE[maxIndex].x))
                        {
                            dis2 = Mathf.Abs(enemy.transform.position.x - playerCharacter.transform.position.x + MOVE[maxIndex].x);
                        }
                    }
                }
                if (dis1 >= dis2)
                {
                    maxIndex = i;
                }
            }
            if (moveScore[i] > moveScore[maxIndex])
            {
                maxIndex = i;
            }
        }
        if (frameCount == 0)
        {
            if (maxIndex == 0)
            {
                frameCount = idleDelayFrame;
            }
            if (decidedMove != 0 && decidedMove != maxIndex)
            {
                maxIndex   = 0;
                frameCount = idleDelayFrame;
            }
            decidedMove = maxIndex;
        }
        if (decidedMove == 0)
        {
            playerCont.Stop();
        }
        if (decidedMove == 1)
        {
            playerCont.GoRight();
        }
        if (decidedMove == 2)
        {
            playerCont.GoLeft();
        }
        if (decidedMove == 3)
        {
            playerCont.GoUp();
        }
        if (decidedMove == 4)
        {
            playerCont.GoDown();
        }
        if (decidedMove == 5)
        {
            playerCont.GoDiagUR();
        }
        if (decidedMove == 6)
        {
            playerCont.GoDiagUL();
        }
        if (decidedMove == 7)
        {
            playerCont.GoDiagDR();
        }
        if (decidedMove == 8)
        {
            playerCont.GoDiagDL();
        }
        frameCount--;
        if (frameCount <= 0)
        {
            frameCount = responseFrame;
        }
    }