Beispiel #1
0
        /// <summary>
        /// Use player intent to sort where each squad member should be.
        /// </summary>
        void GetSquadPositions()
        {
            //Get the approximate target
            POI target = GetPlayerIntent();

            //Melee doesnt care, it just attacks.
            meleePos = Player.player.transform.position;
            //Get the vector from the player to the goal, aka their approximate path. Could maybe do this better with an a* path, but this is more optimal for now.
            Vector3 playerToTarget = target.transform.position - Player.player.transform.position;
            //blocking position is 1.5 meters away from the player, along the path to the goal / in the way.
            Vector3 bP = Player.player.transform.position + playerToTarget.normalized * blocker.attackDistance * 1.5f;

            blockerPos = bP;
            //Ranged position is 2 meters along the path, but 1 meter to the side, so as to flank the player as they go for the goal. Maximum damage.
            Vector3 rP = (Player.player.transform.position + (playerToTarget * 2)) + Vector3.Cross(playerToTarget, Vector3.up).normalized * 1f;

            rangedPos = rP;
        }
Beispiel #2
0
        /// <summary>
        /// Sorts and culls the list of goals the player could want to go to, then iterates through the suitable remains to find the most probable place the player is going.
        /// </summary>
        /// <returns></returns>
        public POI GetPlayerIntent()
        {
            //Variable to store final product.
            POI target = null;
            //Distance comparative
            float dist = Mathf.Infinity;
            //More optimal to store this here than to call heaps below
            Player player = Player.player;

            //list to sort through
            List <POI> goals = new List <POI>(POI.all);

            //conditions
            bool removeHealth   = false;
            bool removeKey      = false;
            bool removePrincess = false;
            bool removeExit     = false;

            //if player is on high health, they wont need a pickup, so disregard.
            if (player.health > 50)
            {
                removeHealth = true;
            }

            //If the player hasnt got the key yet, disregard the exit or the princess as goals. (meaning key and health are goals)
            if (!Player.player.hasKey)
            {
                removeExit     = true;
                removePrincess = true;
            }
            else
            {
                //If the player DOES have the key, but the key somehow didnt get destroyed, disregard it.
                removeKey = true;
                //If the player has the key, AND the princess, disregard the princess (thus setting the only goals as the health and the exit.)
                //if the player has the key, but no princess, disregard the exit (setting goals to princess and health)
                if (Player.player.hasPrincess)
                {
                    removePrincess = true;
                }
                else
                {
                    removeExit = true;
                }
            }
            //Sort through the list and get the points that need removing
            List <POI> removals = new List <POI>();

            foreach (POI p in goals)
            {
                if (removeKey && p is Key)
                {
                    removals.Add(p);
                    continue;
                }

                if (removeHealth && p is Health_Pickup)
                {
                    removals.Add(p);
                    continue;
                }

                if (removePrincess && p is Princess)
                {
                    removals.Add(p);
                    continue;
                }

                if (removeExit && p is Exit)
                {
                    removals.Add(p);
                    continue;
                }
            }
            //remove points from consideration
            foreach (POI p in removals)
            {
                if (goals.Contains(p))
                {
                    goals.Remove(p);
                }
            }
            //sort through remaining points.
            foreach (POI p in goals)
            {
                float d = Vector3.Distance(p.transform.position, Player.player.transform.position);
                if (d < dist)
                {
                    dist   = d;
                    target = p;
                }
            }
            //return final product
            return(target);
        }