Ejemplo n.º 1
0
        public void Execute()
        {
            if ((DateTime.Now - LastLastPositionUpdate > TimeSpan.FromMilliseconds(1000) && LastPosition.GetDistance(GetPosition.Invoke()) > 24) || TryCount > 2)
            {
                Reset();
                return;
            }

            if (CurrentPath.Count == 0)
            {
                TryCount = 0;
                List <Vector3> nodes = GeneratePath.Invoke(GetPosition.Invoke(), TargetPosition);

                if (nodes.Count == 0)
                {
                    // pathfinding was unsuccessful
                    return;
                }

                foreach (Vector3 node in nodes)
                {
                    CurrentPath.Enqueue(node);
                }

                CurrentPathTargetPosition = TargetPosition;
            }

            List <Vector3> forces                   = new List <Vector3>();
            Vector3        currentPosition          = GetPosition.Invoke();
            Vector3        targetPosition           = CurrentPath.Peek();
            double         distanceToTargetPosition = currentPosition.GetDistance(targetPosition);

            if (distanceToTargetPosition > 128)
            {
                Reset();
                return;
            }
            else if (distanceToTargetPosition < MovementSettings.WaypointCheckThreshold)
            {
                if (CurrentPath.Count > 0)
                {
                    targetPosition = CurrentPath.Dequeue();
                }
                else if (CurrentPath.Count == 0)
                {
                    return;
                }
            }

            Vector3 positionToGoTo = BotUtils.MoveAhead(GetRotation.Invoke(), targetPosition, 2);
            bool    updateForces   = true;

            switch (State)
            {
            case MovementEngineState.Moving:
                forces.Add(PlayerVehicle.Seek(positionToGoTo, 1));
                break;

            case MovementEngineState.DirectMoving:
                PlayerVehicle.MoveToPosition(targetPosition);
                updateForces = false;
                break;

            case MovementEngineState.Following:
                forces.Add(PlayerVehicle.Seek(positionToGoTo, 1));
                forces.Add(PlayerVehicle.Seperate(1));
                break;

            case MovementEngineState.Chasing:
                forces.Add(PlayerVehicle.Seek(positionToGoTo, 1));
                break;

            case MovementEngineState.Fleeing:
                forces.Add(PlayerVehicle.Flee(positionToGoTo, 1));
                break;

            case MovementEngineState.Evading:
                forces.Add(PlayerVehicle.Evade(positionToGoTo, 1, TargetRotation));
                break;

            case MovementEngineState.Wandering:
                forces.Add(PlayerVehicle.Wander(1));
                break;

            case MovementEngineState.Stuck:
                forces.Add(PlayerVehicle.Unstuck(1));
                break;

            default:
                return;
            }

            if (updateForces)
            {
                PlayerVehicle.Update(forces);
            }

            if (DateTime.Now - LastJumpCheck > TimeSpan.FromMilliseconds(250))
            {
                double distanceTraveled = LastPosition.GetDistance(GetPosition.Invoke());
                if ((LastPosition.X == 0 && LastPosition.Y == 0 && LastPosition.Z == 0) || distanceTraveled < 0.3)
                {
                    Jump.Invoke();
                    TryCount++;
                }

                LastPosition           = GetPosition.Invoke();
                LastLastPositionUpdate = DateTime.Now;
                LastJumpCheck          = DateTime.Now;
            }

            LastTargetPosition = GetPosition.Invoke();
            HasMoved           = true;
        }
Ejemplo n.º 2
0
        public void Execute()
        {
            if (CurrentPath.Count == 0 || CurrentPathTargetPosition.GetDistance(TargetPosition) > 1)
            {
                List <Vector3> nodes = GeneratePath.Invoke(GetPosition.Invoke(), TargetPosition);

                if (nodes.Count == 0)
                {
                    // pathfinding was unsuccessful
                    return;
                }

                foreach (Vector3 node in nodes)
                {
                    CurrentPath.Enqueue(node);
                }

                CurrentPathTargetPosition = TargetPosition;
            }

            List <Vector3> forces                   = new List <Vector3>();
            Vector3        currentPosition          = GetPosition.Invoke();
            Vector3        targetPosition           = CurrentPath.Peek();
            double         distanceToTargetPosition = currentPosition.GetDistance2D(targetPosition);

            if (distanceToTargetPosition < MovementSettings.WaypointCheckThreshold)
            {
                if (CurrentPath.Count > 0)
                {
                    targetPosition = CurrentPath.Dequeue();
                }
                else if (CurrentPath.Count == 0)
                {
                    return;
                }
            }

            Vector3 positionToGoTo = MoveAhead(targetPosition, 1.5);

            switch (State)
            {
            case MovementEngineState.Moving:
                forces.Add(PlayerVehicle.Seek(positionToGoTo, 1));
                break;

            case MovementEngineState.Following:
                forces.Add(PlayerVehicle.Seek(positionToGoTo, 1));
                forces.Add(PlayerVehicle.Seperate(1));
                break;

            case MovementEngineState.Chasing:
                forces.Add(PlayerVehicle.Pursuit(positionToGoTo, 1, TargetRotation));
                break;

            case MovementEngineState.Fleeing:
                forces.Add(PlayerVehicle.Flee(positionToGoTo, 1));
                break;

            case MovementEngineState.Evading:
                forces.Add(PlayerVehicle.Evade(positionToGoTo, 1, TargetRotation));
                break;

            case MovementEngineState.Wandering:
                forces.Add(PlayerVehicle.Wander(1));
                break;

            case MovementEngineState.Stuck:
                forces.Add(PlayerVehicle.Unstuck(1));
                break;

            default:
                return;
            }

            // move
            PlayerVehicle.Update(forces);

            if (DateTime.Now - LastJumpCheck > TimeSpan.FromMilliseconds(500))
            {
                double distanceTraveled = LastPosition.GetDistance(GetPosition.Invoke());
                if ((LastPosition.X == 0 && LastPosition.Y == 0 && LastPosition.Z == 0) || distanceTraveled < 0.5)
                {
                    Jump.Invoke();
                }

                LastPosition  = GetPosition.Invoke();
                LastJumpCheck = DateTime.Now;
            }

            HasMoved = true;
        }