Beispiel #1
0
            private bool CheckDirectVisibilityByRayCast(Vec3 from, Vec3 targetPosition, MapObject targetObject)
            {
                MechUnitAI controlledObj = Owner.ControlledObject;

                Ray ray = new Ray(from, targetPosition - from);

                RayCastResult[] piercingResult = PhysicsWorld.Instance.RayCastPiercing(
                    ray, (int)ContactGroup.CastOnlyContact);
                foreach (RayCastResult result in piercingResult)
                {
                    MapObject obj = MapSystemWorld.GetMapObjectByBody(result.Shape.Body);
                    if (obj != null)
                    {
                        //skip target object
                        if (targetObject != null && obj == targetObject)
                        {
                            continue;
                        }
                        //skip controlled object
                        if (obj == controlledObj)
                        {
                            continue;
                        }
                    }

                    //found body which breaks visibility
                    return(false);
                }

                return(true);
            }
 public AttackTask(MechUnitAI owner, Weapon weapon, Vec3 target)
 {
     this.owner = owner;
     this.taskTime = 0f;
     this.weapon = weapon;
     this.targetPosition = target;
     this.targetEntity = null;
 }
Beispiel #3
0
            //

            protected Task(MechUnitAI owner, Vec3 position, MapObject entity)
            {
                this.owner        = owner;
                this.taskPosition = position;
                this.taskEntity   = entity;
            }
Beispiel #4
0
            protected override void OnTick()
            {
                base.OnTick();

                MechUnitAI controlledObj = Owner.ControlledObject;

                if (IsAllowUpdateControlledObject() && controlledObj.GetElapsedTimeSinceLastGroundContact() < .3f)//IsOnGround() )
                {
                    float targetDistance = (GetTargetPosition() - controlledObj.Position).Length();

                    //movement
                    {
                        Vec3 rayCastFrom;
                        if (Owner.weapons.Length != 0)
                        {
                            rayCastFrom = Owner.weapons[0].Position;
                        }
                        else
                        {
                            rayCastFrom = controlledObj.Position;
                        }

                        Range optimalAttackDistanceRange = controlledObj.Type.OptimalAttackDistanceRange;
                        if (targetDistance < optimalAttackDistanceRange.Maximum &&
                            CheckDirectVisibilityByRayCast(rayCastFrom, GetTargetPosition(), TaskEntity))
                        {
                            //destination target is visible
                            controlledObj.SetTurnToPosition(GetTargetPosition());

                            if (targetDistance < optimalAttackDistanceRange.Minimum)
                            {
                                //move backward
                                Vec2 direction = GetTargetPosition().ToVec2() - controlledObj.Position.ToVec2();
                                if (direction != Vec2.Zero)
                                {
                                    direction = -direction.GetNormalize();
                                }
                                controlledObj.SetForceMoveVector(direction);
                            }
                            else
                            {
                                //sees the target and stay on optimal attack distance
                                controlledObj.SetForceMoveVector(Vec2.Zero);
                            }
                        }
                        else
                        {
                            //need move

                            //update path controller
                            Owner.pathController.Update(Entity.TickDelta, controlledObj.Position,
                                                        GetTargetPosition(), false);

                            //update character
                            Vec3 nextPointPosition;
                            if (Owner.pathController.GetNextPointPosition(out nextPointPosition))
                            {
                                Vec2 vector = nextPointPosition.ToVec2() - controlledObj.Position.ToVec2();
                                if (vector != Vec2.Zero)
                                {
                                    vector.Normalize();
                                }

                                controlledObj.SetTurnToPosition(nextPointPosition);
                                controlledObj.SetForceMoveVector(vector);
                            }
                            else
                            {
                                controlledObj.SetForceMoveVector(Vec2.Zero);
                            }
                        }
                    }

                    //shot
                    foreach (Weapon weapon in Owner.weapons)
                    {
                        if (weapon.Ready)
                        {
                            Range normalRange   = weapon.Type.WeaponNormalMode.UseDistanceRange;
                            bool  normalInRange = targetDistance >= normalRange.Minimum &&
                                                  targetDistance <= normalRange.Maximum;

                            Range alternativeRange   = weapon.Type.WeaponAlternativeMode.UseDistanceRange;
                            bool  alternativeInRange = targetDistance >= alternativeRange.Minimum &&
                                                       targetDistance <= alternativeRange.Maximum;

                            if ((normalInRange || alternativeInRange) &&
                                CheckDirectVisibilityByRayCast(weapon.Position, GetTargetPosition(), TaskEntity))
                            {
                                //update weapon fire orientation
                                {
                                    Vec3 pos = GetTargetPosition();
                                    Gun  gun = weapon as Gun;
                                    if (gun != null)
                                    {
                                        gun.GetAdvanceAttackTargetPosition(false, TaskEntity, false, out pos);
                                    }
                                    weapon.SetForceFireRotationLookTo(pos);
                                }

                                controlledObj.SetTurnToPosition(GetTargetPosition());
                                if (normalInRange)
                                {
                                    weapon.TryFire(false);
                                }
                                if (alternativeInRange)
                                {
                                    weapon.TryFire(true);
                                }
                            }
                        }
                    }
                }
                else
                {
                    controlledObj.SetForceMoveVector(Vec2.Zero);
                }
            }
Beispiel #5
0
 public AttackTask(MechUnitAI owner, MapObject entity)
     : base(owner, Vec3.Zero, entity)
 {
 }
Beispiel #6
0
 public AttackTask(MechUnitAI owner, Vec3 position)
     : base(owner, position, null)
 {
 }
Beispiel #7
0
 public MoveTask(MechUnitAI owner, MapObject entity, float reachDistance)
     : base(owner, Vec3.Zero, entity)
 {
     this.reachDistance = reachDistance;
 }
Beispiel #8
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            //

            public MoveTask(MechUnitAI owner, Vec3 position, float reachDistance)
                : base(owner, position, null)
            {
                this.reachDistance = reachDistance;
            }
Beispiel #9
0
 public IdleTask(MechUnitAI owner)
     : base(owner, Vec3.Zero, null)
 {
 }