Example #1
0
 public AiKillingLogic(AiBase aiBase)
 {
     this.aiBase = aiBase;
     rdyToShoot = false;
     frameToShoot = 15;
     targetObject = aiBase.gameObject;
 }
Example #2
0
    public void linkAI(AiBase playerAI, int index)
    {
        if (playerAI == null)
        {
            Debug.Log("Clearing AI Slot " + index.ToString());
        }

        //don't forget to generate their networks when we do this!
        switch (index)
        {
        case 1:
            ai1 = playerAI;
            break;

        case 2:
            ai2 = playerAI;
            break;

        case 3:
            ai3 = playerAI;
            break;

        case 4:
            ai4 = playerAI;
            break;
        }


        if (playerAI != null)
        {
            playerAI.aiBroodmother = this;
        }
    }
Example #3
0
 public AiKillingLogic(AiBase aiBase)
 {
     this.aiBase  = aiBase;
     rdyToShoot   = false;
     frameToShoot = 15;
     targetObject = aiBase.gameObject;
 }
    public bool aiPickup2     = false; //used to initiate an item pickup

    protected virtual void Awake()
    {
        physics  = GetComponent <PlayerPhysics>();
        animator = GetComponent <CustomAnimator>();
        box      = GetComponent <BoxCollider2D>();
        ai       = GetComponent <AiBase>();
        passives = new List <Item>();
    }
    public AiAvoidBulletLogic(AiBase aiBase)
    {
        this.aiBase = aiBase;
        bulletMask  = aiBase.bulletMask;

        aiMovementLogic = aiBase.aiMovementLogic;

        characterColliderWidth  = aiBase.characterColliderWidth;
        characterColliderHeight = aiBase.characterColliderHeight;
    }
Example #6
0
    private float e = 0.1f; //odchylka

    #endregion Fields

    #region Constructors

    //public AiAvoidBulletLogic aiAvoidBulletLogic;
    public AiMovementLogic(AiBase aiBase)
    {
        this.aiBase = aiBase;

        characterColliderWidth = aiBase.characterColliderWidth;
        characterColliderHeight = aiBase.characterColliderHeight;
        collider = aiBase.GetComponent<Collider2D>();

        walkingFront = new List<Vector2>();
        barrierMask = aiBase.barrierMask;

        notproofBarrierMask = 1 << 14;
    }
Example #7
0
    //public AiAvoidBulletLogic aiAvoidBulletLogic;

    public AiMovementLogic(AiBase aiBase)
    {
        this.aiBase = aiBase;

        characterColliderWidth  = aiBase.characterColliderWidth;
        characterColliderHeight = aiBase.characterColliderHeight;
        collider = aiBase.GetComponent <Collider2D>();

        walkingFront = new List <Vector2>();
        barrierMask  = aiBase.barrierMask;

        notproofBarrierMask = 1 << 14;
    }
Example #8
0
    public void loadNetwork(AiBase ai)
    {
        ai.preload(inputLayerCount, layer1Count, layer2Count, outputLayerCount);

        double[] inputLayer1  = new double[inputLayerCount * layer1Count];
        double[] layer1Layer2 = new double[layer2Count * layer1Count];
        double[] layer2Output = new double[layer2Count * outputLayerCount];

        inputToLayer1Genes[currentGenome - 1].CopyTo(inputLayer1);
        layer1ToLayer2Genes[currentGenome - 1].CopyTo(layer1Layer2);
        layer2ToOutputGenes[currentGenome - 1].CopyTo(layer2Output);

        ai.createNetwork(inputLayer1, layer1Layer2, layer2Output);
    }
Example #9
0
    //calculate what risk this target AI is
    double rateDanger(AiBase target)
    {
        if (target == null)
        {
            return(0);           //can't gauge a non-existent target
        }
        double total = 300;      //start it out here

        if (target.ourPlayer != null && ourPlayer != null)
        {
            //add potency if two items
            if (target.ourPlayer.active1 != null)
            {
                total += 100;
            }
            if (target.ourPlayer.active2 != null)
            {
                total += 100;
            }

            //add proximity value, small
            total += Math.Abs(36 - (target.ourPlayer.transform.position.x - ourPlayer.transform.position.x));
            total += Math.Abs(24 - (target.ourPlayer.transform.position.y - ourPlayer.transform.position.y)) / 2;

            total *= Math.Pow(10 * target.ourPlayer.currentHealth / target.ourPlayer.maxHealth, 2); //multiply it by their current health, squared
            total *= 1 + (target.ourPlayer.currentMagic / target.ourPlayer.maxMagic);               //factor in mana

            //check for invincibility
            if (target.ourPlayer.invincible)
            {
                total = 999999;
            }

            //check us for invincibility
            if (ourPlayer.invincible)
            {
                total = 0;
            }
        }

        return(total);
    }
Example #10
0
 public AiWeaponLogic(AiBase aiBase)
 {
     this.aiBase = aiBase;
     itemWeapons = new List <GameObject>();
 }
Example #11
0
 public AiActionLogic(AiBase aiBase)
 {
     this.aiBase = aiBase;
 }
Example #12
0
 public void ChangeBase(AiBase obj)
 {
     aiBaseObj = obj;
 }
Example #13
0
 public AiPowerUpLogic(AiBase aiBase)
 {
     this.aiBase  = aiBase;
     itemMask     = aiBase.itemMask;
     itemPowerUps = new List <GameObject>();
 }
Example #14
0
 public void SwapAIFunction(AiBase aiBaseObj)
 {
     aiBrainObj.aiBaseObj = aiBaseObj;
 }
Example #15
0
 public void ChangeBase(AiBase b)
 {
     Base = b;
 }
Example #16
0
    void makeDecisions()
    {
        if (ourPlayer == null)
        {
            return;
        }

        AiBase playerA = null;
        AiBase playerB = null;
        AiBase playerC = null;

        if (aiBroodmother.ai1 != this && aiBroodmother.ai1 != null)
        {
            if (playerA == null)
            {
                playerA = aiBroodmother.ai1;
            }
            else if (playerB == null)
            {
                playerB = aiBroodmother.ai1;
            }
            else
            {
                playerC = aiBroodmother.ai1;
            }
        }
        if (aiBroodmother.ai2 != this && aiBroodmother.ai2 != null)
        {
            if (playerA == null)
            {
                playerA = aiBroodmother.ai2;
            }
            else if (playerB == null)
            {
                playerB = aiBroodmother.ai2;
            }
            else
            {
                playerC = aiBroodmother.ai2;
            }
        }
        if (aiBroodmother.ai3 != this && aiBroodmother.ai3 != null)
        {
            if (playerA == null)
            {
                playerA = aiBroodmother.ai3;
            }
            else if (playerB == null)
            {
                playerB = aiBroodmother.ai3;
            }
            else
            {
                playerC = aiBroodmother.ai3;
            }
        }
        if (aiBroodmother.ai4 != this && aiBroodmother.ai4 != null)
        {
            if (playerA == null)
            {
                playerA = aiBroodmother.ai4;
            }
            else if (playerB == null)
            {
                playerB = aiBroodmother.ai4;
            }
            else
            {
                playerC = aiBroodmother.ai4;
            }
        }

        ourPlayer.aiAttack  = false;
        ourPlayer.aiSpecial = false;

        //character specific attack protocols
        if (ourPlayer.id == 1)       //hero
        {
            //check if enemy is close enough to melee
            double meleeRadius = 2.0;            //adjust

            if (playerA != null && playerA.ourPlayer != null)
            {
                double dist = Math.Pow(playerA.ourPlayer.transform.position.x - ourPlayer.transform.position.x, 2) + Math.Pow(playerA.ourPlayer.transform.position.y - ourPlayer.transform.position.y, 2);

                if (dist <= meleeRadius)
                {
                    ourPlayer.aiAttack = true;
                }
            }
            if (playerB != null && playerB.ourPlayer != null)
            {
                double dist = Math.Pow(playerB.ourPlayer.transform.position.x - ourPlayer.transform.position.x, 2) + Math.Pow(playerB.ourPlayer.transform.position.y - ourPlayer.transform.position.y, 2);

                if (dist <= meleeRadius)
                {
                    ourPlayer.aiAttack = true;
                }
            }
            if (playerC != null && playerC.ourPlayer != null)
            {
                double dist = Math.Pow(playerC.ourPlayer.transform.position.x - ourPlayer.transform.position.x, 2) + Math.Pow(playerC.ourPlayer.transform.position.y - ourPlayer.transform.position.y, 2);

                if (dist <= meleeRadius)
                {
                    ourPlayer.aiAttack = true;
                }
            }

            //if we didn't use a melee, use a ranged if they're within a distance and range
            if (!ourPlayer.aiAttack)
            {
                double rangedWidth  = 6.0;               //adjust
                double rangedHeight = 1.5;               //adjust


                if (playerA != null && playerA.ourPlayer != null)
                {
                    if (Math.Pow(playerA.ourPlayer.transform.position.x - ourPlayer.transform.position.x, 2) <= rangedWidth && Math.Pow(playerA.ourPlayer.transform.position.y - ourPlayer.transform.position.y, 2) <= rangedHeight)
                    {
                        ourPlayer.aiSpecial = true;
                    }
                }
                if (playerB != null && playerB.ourPlayer != null)
                {
                    if (Math.Pow(playerB.ourPlayer.transform.position.x - ourPlayer.transform.position.x, 2) <= rangedWidth && Math.Pow(playerB.ourPlayer.transform.position.y - ourPlayer.transform.position.y, 2) <= rangedHeight)
                    {
                        ourPlayer.aiSpecial = true;
                    }
                }
                if (playerC != null && playerC.ourPlayer != null)
                {
                    if (Math.Pow(playerC.ourPlayer.transform.position.x - ourPlayer.transform.position.x, 2) <= rangedWidth && Math.Pow(playerC.ourPlayer.transform.position.y - ourPlayer.transform.position.y, 2) <= rangedHeight)
                    {
                        ourPlayer.aiSpecial = true;
                    }
                }

                if (ourPlayer.aiSpecial && ourPlayer.specialChargeTime >= ourPlayer.specialChargeTimeMax)
                {
                    ourPlayer.aiSpecial = false;
                }
            }
        }

        //determine where we want to go
        //find highest danger rating
        double ourRating = rateDanger(this);

        AiBase highestDanger       = this;
        double highestDangerRating = ourRating;

        //find lowest danger rating
        AiBase lowestDanger       = this;
        double lowestDangerRating = ourRating;

        //now check all other players to see whom the highest and lowest is
        double tempRating = ourRating;

        int living = 1;

        if (playerA != null)
        {
            tempRating = rateDanger(playerA);

            if (tempRating > highestDangerRating)
            {
                highestDanger       = playerA;
                highestDangerRating = tempRating;
            }
            else if (tempRating < lowestDangerRating)
            {
                lowestDanger       = playerA;
                lowestDangerRating = tempRating;
            }
            //default to first AI found to be strongest
            else
            {
                highestDanger       = playerA;
                highestDangerRating = tempRating;
            }

            if (playerA.ourPlayer != null)
            {
                if (playerA.ourPlayer.currentHealth > 0)
                {
                    living++;
                }
            }
        }
        if (playerB != null)
        {
            tempRating = rateDanger(playerB);

            if (tempRating > highestDangerRating)
            {
                highestDanger       = playerB;
                highestDangerRating = tempRating;
            }
            else if (tempRating < lowestDangerRating)
            {
                lowestDanger       = playerB;
                lowestDangerRating = tempRating;
            }

            if (playerB.ourPlayer != null)
            {
                if (playerB.ourPlayer.currentHealth > 0)
                {
                    living++;
                }
            }
        }
        if (playerC != null)
        {
            tempRating = rateDanger(playerC);

            if (tempRating > highestDangerRating)
            {
                highestDanger       = playerC;
                highestDangerRating = tempRating;
            }
            else if (tempRating < lowestDangerRating)
            {
                lowestDanger       = playerC;
                lowestDangerRating = tempRating;
            }
            //default to last AI found to be weakest
            else
            {
                lowestDanger       = playerC;
                lowestDangerRating = tempRating;
            }

            if (playerC.ourPlayer != null)
            {
                if (playerC.ourPlayer.currentHealth > 0)
                {
                    living++;
                }
            }
        }

        double oldDesiredX = desiredX;
        double oldDesiredY = desiredY;

        if (lowestDanger.ourPlayer != null && highestDanger.ourPlayer != null)
        {
            //now check if the we are not the weakest for aggressive behavior
            if (ourRating >= highestDangerRating / 2 || lowestDanger != this)
            {
                //pick on the weakest
                desiredX = lowestDanger.ourPlayer.transform.position.x;
                desiredY = lowestDanger.ourPlayer.transform.position.y;
            }
            //if just us, fite em
            else if (living == 2)
            {
                //believe in me who believes in you (ur gona get rekt son)
                desiredX = highestDanger.ourPlayer.transform.position.x;
                desiredY = highestDanger.ourPlayer.transform.position.y;
            }
            //now check if the we are the lowest for evasive behavior, try to be at the opposite position of our aggressor
            else if (lowestDanger == this)
            {
                //evasive maneuver alpha gamma
                desiredX = 36 - highestDanger.ourPlayer.transform.position.x;
                desiredY = 24 - highestDanger.ourPlayer.transform.position.y;
            }
        }

        //reset timer if far enough of a new desired position
        if (Math.Pow(oldDesiredX - desiredX, 2) + Math.Pow(oldDesiredY - desiredY, 2) > 2)
        {
            ticksToDestination = 0;
        }


        if (ourPlayer.active1 == null)
        {
            ourPlayer.aiPickup1 = true;
        }
        else if (ourPlayer.active2 == null)
        {
            ourPlayer.aiPickup2 = true;
        }
    }
Example #17
0
    void pollInputs()
    {
        if (ourPlayer == null)
        {
            return;            //don't run without a player
        }
        Node currNode = null;
        //Time since last jump (jump cooldown)
        //Other player data
        //Distance from us (dx, dy)

        //later (low priority)
        //passive ids

        //grab other opponent data
        AiBase playerA = null;
        AiBase playerB = null;
        AiBase playerC = null;

        if (aiBroodmother.ai1 != this && aiBroodmother.ai1 != null)
        {
            if (playerA == null)
            {
                playerA = aiBroodmother.ai1;
            }
            else if (playerB == null)
            {
                playerB = aiBroodmother.ai1;
            }
            else
            {
                playerC = aiBroodmother.ai1;
            }
        }
        if (aiBroodmother.ai2 != this && aiBroodmother.ai2 != null)
        {
            if (playerA == null)
            {
                playerA = aiBroodmother.ai2;
            }
            else if (playerB == null)
            {
                playerB = aiBroodmother.ai2;
            }
            else
            {
                playerC = aiBroodmother.ai2;
            }
        }
        if (aiBroodmother.ai3 != this && aiBroodmother.ai3 != null)
        {
            if (playerA == null)
            {
                playerA = aiBroodmother.ai3;
            }
            else if (playerB == null)
            {
                playerB = aiBroodmother.ai3;
            }
            else
            {
                playerC = aiBroodmother.ai3;
            }
        }
        if (aiBroodmother.ai4 != this && aiBroodmother.ai4 != null)
        {
            if (playerA == null)
            {
                playerA = aiBroodmother.ai4;
            }
            else if (playerB == null)
            {
                playerB = aiBroodmother.ai4;
            }
            else
            {
                playerC = aiBroodmother.ai4;
            }
        }

        //get our x and y
        currNode = getNode(nodeLayerInput, 0);
        if (currNode != null)
        {
            currNode.value = ourPlayer.transform.position.x;
        }

        currNode = getNode(nodeLayerInput, 1);
        if (currNode != null)
        {
            currNode.value = ourPlayer.transform.position.y;
        }

        currNode = getNode(nodeLayerInput, 2);
        if (currNode != null)
        {
            currNode.value = rateDanger(playerA);
        }

        currNode = getNode(nodeLayerInput, 3);
        if (currNode != null)
        {
            currNode.value = rateDanger(playerB);
        }

        currNode = getNode(nodeLayerInput, 4);
        if (currNode != null)
        {
            currNode.value = rateDanger(playerC);
        }

        currNode = getNode(nodeLayerInput, 5);
        if (currNode != null)
        {
            currNode.value = 1;            //character ID, change later
        }
        currNode = getNode(nodeLayerInput, 6);
        if (currNode != null)
        {
            if (ourPlayer.active1 != null)
            {
                currNode.value = ourPlayer.active1.id * 10;              //Item 1 ID
            }
            else
            {
                currNode.value = 0;
            }
        }

        currNode = getNode(nodeLayerInput, 7);
        if (currNode != null)
        {
            if (ourPlayer.active2 != null)
            {
                currNode.value = ourPlayer.active2.id * 10;              //Item 2 ID
            }
            else
            {
                currNode.value = 0;
            }
        }

        currNode = getNode(nodeLayerInput, 8);
        if (currNode != null)
        {
            currNode.value = ourPlayer.active1CooldownCurrent;            //Item 1 CD
        }
        currNode = getNode(nodeLayerInput, 9);
        if (currNode != null)
        {
            currNode.value = ourPlayer.active2CooldownCurrent;            //Item 2 CD
        }
        //direction
        currNode = getNode(nodeLayerInput, 10);
        if (currNode != null)
        {
            currNode.value = ourPlayer.direction;
        }

        //passives here

        //jump cd
        currNode = getNode(nodeLayerInput, 11);
        if (currNode != null)
        {
            currNode.value = ourPlayer.extraJumpsCurrent;
        }

        //desired position
        currNode = getNode(nodeLayerInput, 12);
        if (currNode != null)
        {
            currNode.value = desiredX;
        }
        currNode = getNode(nodeLayerInput, 13);
        if (currNode != null)
        {
            currNode.value = desiredY;
        }

        //score for distance from target

        if (Math.Abs(desiredX - ourPlayer.transform.position.x) + Math.Abs(desiredY - ourPlayer.transform.position.y) > 2)
        {
            ticksToDestination++;
        }
        else
        {
            ticksToDestination = 0;
        }

        double scale = 5 - ticksToDestination / 20;

        score += scale * Math.Pow((36 - (desiredX - ourPlayer.transform.position.x)) / 16, 2) / 2;
        score += scale * Math.Pow((24 - (desiredY - ourPlayer.transform.position.y)) / 4, 2) / 2;
    }
Example #18
0
 public AiPriorityLogic(AiBase aiBase)
 {
     this.aiBase = aiBase;
 }
Example #19
0
 public AiPriorityLogic(AiBase aiBase)
 {
     this.aiBase = aiBase;
 }
    public bool aiPickup2     = false; //used to initiate an item pickup

    protected virtual void Start()
    {
        physics  = GetComponent <PlayerPhysics>();
        animator = GetComponent <CustomAnimator>();
        box      = GetComponent <BoxCollider2D>();
        ai       = GetComponent <AiBase>();
        passives = new List <Item>();

        if (inputType == "Keyboard")
        {
            horizontal = "KB Horizontal";
            vertical   = "KB Vertical";
            jump       = "KB Jump";
            attack     = "KB Attack";
            special    = "KB Special";
            item1      = "KB Item1";
            item2      = "KB Item2";
            grab1      = "KB Grab1";
            grab2      = "KB Grab2";
            pause      = "KB Pause";
            select     = "KB Select";
        }
        else if (inputType == "Joy1")
        {
            horizontal = "Joy1 Horizontal";
            vertical   = "Joy1 Vertical";
            jump       = "Joy1 Jump";
            attack     = "Joy1 Attack";
            special    = "Joy1 Special";
            item1      = "Joy1 Item1";
            item2      = "Joy1 Item2";
            grab1      = "Joy1 Grab1";
            grab2      = "Joy1 Grab2";
            pause      = "Joy1 Pause";
            select     = "Joy1 Select";
        }
        else if (inputType == "Joy2")
        {
            horizontal = "Joy2 Horizontal";
            vertical   = "Joy2 Vertical";
            jump       = "Joy2 Jump";
            attack     = "Joy2 Attack";
            special    = "Joy2 Special";
            item1      = "Joy2 Item1";
            item2      = "Joy2 Item2";
            grab1      = "Joy2 Grab1";
            grab2      = "Joy2 Grab2";
            pause      = "Joy2 Pause";
            select     = "Joy2 Select";
        }
        else if (inputType == "Joy3")
        {
            horizontal = "Joy3 Horizontal";
            vertical   = "Joy3 Vertical";
            jump       = "Joy3 Jump";
            attack     = "Joy3 Attack";
            special    = "Joy3 Special";
            item1      = "Joy3 Item1";
            item2      = "Joy3 Item2";
            grab1      = "Joy3 Grab1";
            grab2      = "Joy3 Grab2";
            pause      = "Joy3 Pause";
            select     = "Joy3 Select";
        }
        else if (inputType == "Joy4")
        {
            horizontal = "Joy4 Horizontal";
            vertical   = "Joy4 Vertical";
            jump       = "Joy4 Jump";
            attack     = "Joy4 Attack";
            special    = "Joy4 Special";
            item1      = "Joy4 Item1";
            item2      = "Joy4 Item2";
            grab1      = "Joy4 Grab1";
            grab2      = "Joy4 Grab2";
            pause      = "Joy4 Pause";
            select     = "Joy4 Select";
        }
        else if (inputType == "AI")
        {
            ai.ourPlayer = this;//this activate the AI, essentially
            aiEnabled    = true;
        }

        //grab our overhead display
        GetComponent <PlayerOverhead>().connectedPlayer = this;
    }
Example #21
0
 public void ChangeBase(AiBase obj)
 {
     aiBaseObj = obj; //aibase is = to incomming obj.
 }
Example #22
0
 public void ChangeBase(AiBase b)
 {
     aiBaseObj = b;
 }
Example #23
0
 public AiMapLogic(AiBase aiBase)
 {
     this.aiBase = aiBase;
 }
Example #24
0
 public void ChangeBase(AiBase ai)
 {
     Brain.Base = ai;
 }
Example #25
0
 public AiMapLogic(AiBase aiBase)
 {
     this.aiBase = aiBase;
 }