public EngageTargetBehavior(String thisID, String targetID, WaypointSequence relativeLoiterPattern, Boolean returnAfter)
 {
     m_engagementState       = EngagementState.Tracking;
     m_thisID                = thisID;
     m_targetID              = targetID;
     m_relativeLoiterPattern = relativeLoiterPattern;
     m_absoluteLoiterPattern = null;
     m_destWaypoint          = null;
     m_attackEndTime         = 0;
     m_attackInProcess       = false;
     m_attackIsWeapon        = false;
     m_originalLocation      = null;
     m_returnAfter           = returnAfter;
 }
Example #2
0
 public EngageTargetBehavior(String thisID, String targetID, WaypointSequence relativeLoiterPattern, Boolean returnAfter)
 {
     m_engagementState = EngagementState.Tracking;
     m_thisID = thisID;
     m_targetID = targetID;
     m_relativeLoiterPattern = relativeLoiterPattern;
     m_absoluteLoiterPattern = null;
     m_destWaypoint = null;
     m_attackEndTime = 0;
     m_attackInProcess = false;
     m_attackIsWeapon = false;
     m_originalLocation = null;
     m_returnAfter = returnAfter;
 }
        public void AttackSucceeded(SimulationEvent ev)
        {
            String attacker = ((StringValue)ev["ObjectID"]).value;
            String target   = ((StringValue)ev["TargetID"]).value;
            String newState = ((StringValue)ev["NewState"]).value;

            if (m_attackInProcess)
            {
                if (target == m_targetID)
                {
                    ResetAttack();
                    if (m_returnAfter)
                    {
                        m_engagementState = EngagementState.Returning;
                        m_dddServer.SendMoveObjectRequest(m_thisID, m_originalLocation, 1);
                    }
                    else
                    {
                        m_done = true;
                    }
                }
            }
        }
        public void Start(DDDServerConnection serverConnection, DMView dmView)
        {
            m_dmView    = dmView;
            m_dddServer = serverConnection;
            SimObject     me            = dmView.AllObjects[m_thisID];
            LocationValue myLocation    = me.Location;
            SimObject     track         = dmView.AllObjects[m_targetID];
            LocationValue trackLocation = track.Location;

            m_originalLocation = myLocation;

            //m_trackTarget = ShouldTrack(serverConnection, dmView);

            m_engagementState = EngagementState.Tracking;
            //if (m_trackTarget)
            //{
            //    serverConnection.SendMoveObjectRequest(m_thisID, trackLocation, 1);
            //}
            //else
            //{
            //    StartLoiter(serverConnection, dmView);
            //}
        }
        public void Update(DDDServerConnection serverConnection, DMView dmView)
        {
            if (m_done)
            {
                return;
            }
            SimObject     me            = dmView.AllObjects[m_thisID];
            LocationValue myLocation    = me.Location;
            SimObject     track         = dmView.AllObjects[m_targetID];
            LocationValue trackLocation = track.Location;

            m_absoluteLoiterPattern = m_relativeLoiterPattern.ToAbsolute(trackLocation);


            switch (m_engagementState)
            {
            case EngagementState.Tracking:
                if (ShouldTrack(serverConnection, dmView))
                {
                    serverConnection.SendMoveObjectRequest(m_thisID, trackLocation, 1);
                }
                else
                {
                    m_engagementState = EngagementState.Attacking;
                    StartLoiter(serverConnection, dmView);
                }
                break;

            case EngagementState.Attacking:
                ContinueLoiter(serverConnection, dmView);
                if (!m_attackInProcess)     // start the attack
                {
                    // start with weapons
                    if (me.DockedWeapons.Count > 0)
                    {
                        m_attackWeaponID = me.DockedWeapons[0];
                        serverConnection.SendWeaponLaunchRequest(m_thisID, m_attackWeaponID, m_targetID);
                        m_attackEndTime   = dmView.SimTime + 12000;   // give a two minute time window to start, AttackUpdate will modify this
                        m_attackInProcess = true;
                        m_attackIsWeapon  = true;
                    }
                    else     // use native capabilities
                    {
                        // figure out capability/vulnerability match up
                        String cap = DetermineCapability(me.CapabilityList, track.VulnerabilityList);
                        if (cap != String.Empty)
                        {
                            serverConnection.SendAttackObjectRequest(m_thisID, m_targetID, cap);
                            m_attackInProcess = true;
                            m_attackIsWeapon  = false;
                            m_attackEndTime   = dmView.SimTime + 12000;
                        }
                        else     //  I don't have the right capabilities, finish up
                        {
                            ResetAttack();
                            if (m_returnAfter)
                            {
                                m_engagementState = EngagementState.Returning;
                                m_dddServer.SendMoveObjectRequest(m_thisID, m_originalLocation, 1);
                            }
                            else
                            {
                                m_done = true;
                            }
                        }
                    }
                }
                else     // check to see if the attack was succesful
                {
                    // if we are still in attack mode 2 seconds after attack was supposed to end
                    // start another attack
                    if (dmView.SimTime > m_attackEndTime + 2000)
                    {
                        ResetAttack();
                    }
                }
                break;

            case EngagementState.Returning:
                if (BehaviorHelper.Distance(myLocation, m_originalLocation) < 1)
                {
                    m_done = true;
                }
                break;
            }
        }
Example #6
0
        public void Update(DDDServerConnection serverConnection, DMView dmView)
        {
            if (m_done)
            {
                return;
            }
            SimObject me = dmView.AllObjects[m_thisID];
            LocationValue myLocation = me.Location;
            SimObject track = dmView.AllObjects[m_targetID];
            LocationValue trackLocation = track.Location;
            m_absoluteLoiterPattern = m_relativeLoiterPattern.ToAbsolute(trackLocation);


            switch (m_engagementState)
            {
                case EngagementState.Tracking:
                    if (ShouldTrack(serverConnection, dmView))
                    {
                        serverConnection.SendMoveObjectRequest(m_thisID, trackLocation, 1);
                    }
                    else
                    {
                        m_engagementState = EngagementState.Attacking;
                        StartLoiter(serverConnection, dmView);
                    }
                    break;
                case EngagementState.Attacking:
                    ContinueLoiter(serverConnection, dmView);
                    if (!m_attackInProcess) // start the attack
                    {
                        // start with weapons
                        if (me.DockedWeapons.Count > 0)
                        {
                            m_attackWeaponID = me.DockedWeapons[0];
                            serverConnection.SendWeaponLaunchRequest(m_thisID, m_attackWeaponID, m_targetID);
                            m_attackEndTime = dmView.SimTime + 12000; // give a two minute time window to start, AttackUpdate will modify this
                            m_attackInProcess = true;
                            m_attackIsWeapon = true;

                        }
                        else // use native capabilities
                        {
                            // figure out capability/vulnerability match up
                            String cap = DetermineCapability(me.CapabilityList, track.VulnerabilityList);
                            if (cap != String.Empty)
                            {
                                serverConnection.SendAttackObjectRequest(m_thisID, m_targetID, cap);
                                m_attackInProcess = true;
                                m_attackIsWeapon = false;
                                m_attackEndTime = dmView.SimTime + 12000;
                            }
                            else //  I don't have the right capabilities, finish up
                            {
                                ResetAttack();
                                if (m_returnAfter)
                                {
                                    m_engagementState = EngagementState.Returning;
                                    m_dddServer.SendMoveObjectRequest(m_thisID, m_originalLocation, 1);
                                }
                                else
                                {
                                    m_done = true;
                                }
                            }
                        }
                    }
                    else // check to see if the attack was succesful
                    {
                        // if we are still in attack mode 2 seconds after attack was supposed to end
                        // start another attack
                        if (dmView.SimTime > m_attackEndTime + 2000)
                        {
                            ResetAttack();
                        }
                    }
                    break;
                case EngagementState.Returning:
                    if (BehaviorHelper.Distance(myLocation, m_originalLocation) < 1)
                    {
                        m_done = true;
                    }
                    break;
            }
        }
Example #7
0
 public void AttackSucceeded(SimulationEvent ev)
 {
     String attacker = ((StringValue)ev["ObjectID"]).value;
     String target = ((StringValue)ev["TargetID"]).value;
     String newState = ((StringValue)ev["NewState"]).value;
     if (m_attackInProcess)
     {
         if (target == m_targetID)
         {
             ResetAttack();
             if (m_returnAfter)
             {
                 m_engagementState = EngagementState.Returning;
                 m_dddServer.SendMoveObjectRequest(m_thisID, m_originalLocation, 1);
             }
             else
             {
                 m_done = true;
             }                 
         }
     }
 }
Example #8
0
        public void Start(DDDServerConnection serverConnection, DMView dmView)
        {
            m_dmView = dmView;
            m_dddServer = serverConnection;
            SimObject me = dmView.AllObjects[m_thisID];
            LocationValue myLocation = me.Location;
            SimObject track = dmView.AllObjects[m_targetID];
            LocationValue trackLocation = track.Location;
            m_originalLocation = myLocation;

            //m_trackTarget = ShouldTrack(serverConnection, dmView);

            m_engagementState = EngagementState.Tracking;
            //if (m_trackTarget)
            //{
            //    serverConnection.SendMoveObjectRequest(m_thisID, trackLocation, 1);
            //}
            //else
            //{
            //    StartLoiter(serverConnection, dmView);
            //}


        }
Example #9
0
	IEnumerator FightingLogicController()
	{
		
		
		allowedToStartEngagementCoroutine = false;
		
		
		//if we are currently free, determine what type of situation we are in and react to it
		if(engagementStatus == EngagementState.free || engagementStatus == EngagementState.cover)
		{
			
			//the situation that we are stationary and probably in cover, come out, try to shoot the player and then go to the next cover
			if(movement.velocity.magnitude > -0.1f && movement.velocity.magnitude < 0.1f)
			{
				
				
				engagementStatus = EngagementState.busy;
				
				
				if(debug)
				{
					Debug.Log("Engage: Started computing best location");
				}
				
				Vector3 attackPosition = movement.FindClosestHalfCover();
				
				//movement.Defreeze();
				//now lets move to that position
				movement.SetNewDestination(attackPosition);
				
				
				//go in to crouching
				if(allowCrouching == true)
				{
					crouching = true;
				}
				
				
				if(debug)
				{
					Debug.Log("Engage: Moving to attack position: " + attackPosition);
				}
				
				
				//wait till we get to the cover
			TEST_IF_AT_HALF_COVER:
					if(Vector3.Distance(transform.position, coverManager.coverPostion) > 2f )
				{
					yield return new WaitForFixedUpdate();
					goto TEST_IF_AT_HALF_COVER;
				}
				else
				{
					if(debug)
					{
						Debug.LogError("We're in cover; face enemy");
					}
					
					//face the general direction of the enemy
					movement.SetNewDestination( transform.position + ( sightManager.lastSeenLocation - transform.position).normalized * 1.1f);
				}
				
				
				
				//lets wait a random number of seconds while we're attacking the enemy
				yield return new WaitForSeconds(Random.Range(minCoverTime/2f, maxCoverTime/2f));
				
				
				if(debug)
				{
					Debug.Log("Engage: Deciding what to do");
				}
					
				//stand up
				crouching = false;
				
				//if we heard a bullet, go to cover, or else come closer to the last spotted area, or if the fight instict kicks in, STORM!
				if(earsManager.canHearTarget2 == true)
				{
					movement.SetNewDestination(coverManager.coverPostion);
					engagementStatus = EngagementState.cover;
					
					if(debug)
					{
						Debug.Log("Engage: Going back to cover");
					}
					
				}
				else
				{
					movement.SetNewDestination(sightManager.lastSeenLocation);
					engagementStatus = EngagementState.free;
					
					if(debug)
					{
						Debug.Log("Engage: Going back to cover/checking what happened");
					}
						
				}
				
			}
			
			
		}
		
		allowedToStartEngagementCoroutine = true;
	}
Example #10
0
	void Update()
	{
		
		//check whether we're allowed to think
		if(allowedToThink == false)
		{
			return;
		}
		
		//check whether we have to use basic level
		if( onlyBasicFunctionality == true )
		{
			goto BASIC_FUNCTION;
		}
		
		//setup multiple weapons correctly
		MultipleWeaponsConfigure();
		
		
		//update some variables
		enemyIsInUnobstructedView = CheckIfFree( sightManager.objectToSeek );
		if(distanceToEnemy < 1.5f)
		{
			enemyIsInUnobstructedView = true;
		}	
		
		
		
		//anti-bottlenecking procedure
		lastFiredEngagement += 1f;
		enemyDistanceCheckFrame += 1f;
		if(enemyDistanceCheckFrame > enemyDistanceCheckFrameBarrier)
		{
			enemyDistanceCheckFrame = 0f;
			if(sightManager.objectToSeek != null)
			{
				distanceToEnemy = earsManager.CalculatePathLength(sightManager.objectToSeek.transform.position);
				//coverManager.FindCoverPostion( sightManager.eyeLevel, false );
			}
		}
		
		//patrol part
		if(currentState == CurrentState.patrol)
		{
			
			//disable crouching
			if(crouching == true)
			{
				crouching = false;
			}
			
			//internal clock
			ticks += 1f;
			
			if(ticks > tickBarrier)
			{
				//if we need to check for updated position
				ticks = 0f;
				//set our new waypoint
				if(patrolM != null)
				{
					movement.SetNewDestination(patrolM.nextDestination);
				}
				if(patrolManager.GetComponent<LocationManager>() != null)
				{
					movement.SetNewDestination(patrolManager.GetComponent<LocationManager>().nextDestination);
				}
				
				
				if(debug)
				{
					Debug.Log("Going to next waypoint");
				}
				
			}
		}
		
		
		
		
		//if we suddenly hear/see player and we are in patrol and we are not engaging/stepping down
		if((currentState == CurrentState.patrol || currentState == CurrentState.chase || (currentState == CurrentState.investigate && ticksInvestigate > ticksInvestigateBarrier)) && engage == "")
		{
			
			//if we can hear the target
			if(earsManager.canHearTarget == true)
			{
				//investigate what we heard there
				movement.SetNewDestination(earsManager.lastHeardPosition);
				//set the correct state
				currentState = CurrentState.chase;
				//we heard last
				lastSeen = false;
				
				if(debug)
				{
					Debug.Log("Chase using ears");
				}
				
			}
			
	
			//if we saw the target, investigate
			if(sightManager.canSeeObject == true)
			{
				//investigate what we saw there
				movement.SetNewDestination(sightManager.lastSeenLocation);
				//set the correct state
				currentState = CurrentState.chase;
				//we saw last
				lastSeen = true;
				
				if(debug)
				{
					Debug.Log("Chase using eyes");
				}
				
			}
			
			//if we heard a bullet
			if(earsManager.canHearTarget2 == true)
			{
	
				if(debug)
				{
					Debug.Log("Chase where we heard bullet.");
				}
				
				//investigate what we heard from the area where the bullet originated
				movement.SetNewDestination( earsManager.lastHeardPositionSecondary );
				//set the correct state
				currentState = CurrentState.chase;
				//we heard last
				lastSeen = false;
				
			}
			
		}
		
		
		
		//if we were chasing him but lose sight/hearing of him, change to investigate
		if(currentState == CurrentState.chase && earsManager.canHearTarget == false && sightManager.canSeeObject == false &&
		   earsManager.canHearTarget2 == false)
		{
			//change to investigate
			currentState = CurrentState.investigate;
			StartCoroutine( StartInvestigationCountdown() );
			crouching = false;
			
			if(debug)
			{
				Debug.Log("Going from chase to investigate, because we can't locate enemy.");
			}
			
		}
		
		
		
		
		//if we're investigating and we're past the barrier
		if(currentState == CurrentState.investigate && ticksInvestigate > ticksInvestigateBarrier)
		{
			//lets go to the last seen location if we last saw the player, else to last heard location
			if(lastSeen == true)
			{
				
				if(debug)
				{
					Debug.Log("New last seen pos");
				}
				
				ticksInvestigate = 0f;
				movement.SetNewDestination(sightManager.lastSeenLocation);
			}
			else
			{
				
				if(debug)
				{
					Debug.Log("New last heard pos");
				}
				
				ticksInvestigate = 0f;
				
				if( earsManager.lastHeardPosition != Vector3.zero )
				{
					movement.SetNewDestination( earsManager.lastHeardPosition);
				}
				else
				{
					movement.SetNewDestination( earsManager.lastHeardPositionSecondary);
				}
			
			}
		}
		
		
	ticksInvestigate += 1f;
		
		
	
		
		
		//once we see the player
		//if we suddenly hear/see player and we are in patrol/chase/investigate
		if(currentState == CurrentState.patrol || currentState == CurrentState.chase || currentState == CurrentState.investigate)
		{
			
			//if we can see the target
			if(sightManager.canSeeObject == true)
			{
				gameObject.AddComponent( FindCorrectVisualCheckString() );
				
				//check if we should enage or not
				SendMessage("VisualCheck");
				
				//start again for reset, so that if the player does act in the rules of engagement, we wont miss it
				StartCoroutine("ResetEngagement");
				
				
				if(alreadyEngaged == false)
				{
					
					//if we have yet engaged the player once
					if(engage == "engage")
					{
						//if we should engage
						currentState = CurrentState.engage;
						EngageShooting();
						//go in shock to higher the reaction time
						StartCoroutine("Shock");
						//say that we've already engaged the player
						alreadyEngaged = true;
						
						if(debug)
						{
							Debug.Log("We see enemy, engage!");
						}
						
					}
					else
					{
						//else we step down and go back to patroling
						currentState = CurrentState.patrol;
						
						if(debug)
						{
							Debug.Log("Step down.");
						}
					}
					
				}
				else
				{
					//if we have engaged the player already, ATTACK!
					currentState = CurrentState.engage;
					EngageShooting();
					
					if(debug)
					{
						Debug.Log("We see enemy again! Attack!");
					}
				}
				
				
			}
		
		}
		
		
		//if we're in cover and suddenly see the player
		if(currentState == CurrentState.cover && movement.velocity.magnitude < 0.2f && enemyIsInUnobstructedView == true)
		{
			//go to engage
			currentState = CurrentState.engage;
			
			//reset previous variables
			engagementStatus = EngagementState.free;
			
			//start engagement cycle
			EngageShooting();
			
		}
		
		
		
		
		//what to do if we directly see the player and we are engaging it
		if(meleeAttackUsed != 2 && sightManager.canSeeObject == true && sightManager.canSeeObjectFromWeapon == true && currentState == CurrentState.engage && currentlyInShock == false)
		{
			//shoot
			ActualShoot();
			
			
			//stay on the spot if we have ammo
			if( weaponController.weaponHoldingObject != null && weaponController.weaponHoldingObject.GetComponent<AIWeaponSelected>().reloading == false)
			{
				
				if(debug)
				{
					Debug.Log("Frozen: We see enemy and are engaged");
				}
				
				movement.Freeze();
			}
			else
			{
				//run to cover if we're reloading
				
				movement.Defreeze();
				coverManager.FindCoverPostion( sightManager.eyeLevel, false );
				movement.SetNewDestination( coverManager.coverPostion );
				currentState = CurrentState.cover;
				StartCoroutine( ComeOutOfCover() );
				
					if(debug)
					{
						Debug.Log("We're reloading, run for cover!");
					}

			}
			
			
			//if we're too close, try switching weapons or get back
			if( meleeAttackUsed == 0 && sightManager.objectToSeek != null && Vector3.Distance( transform.position, sightManager.objectToSeek.transform.position) < (meleeAttackDistance + 1.5f) )
			{
				
				//find a weapon melee
				int newWeaponIndex = FindMeleeWeapon();
				
				if(newWeaponIndex != -1)
				{
					//create new weapon and set it up correctly
					GameObject newWeapon = Instantiate( otherWeapons[newWeaponIndex] ) as GameObject;
					newWeapon.SetActive( true);
					newWeapon.transform.parent = weaponController.weaponHoldingLocation;
					newWeapon.transform.position = weaponController.weaponHoldingObject.transform.position;
					newWeapon.transform.rotation = weaponController.weaponHoldingObject.transform.rotation;
					
					//switch it for the previous
					GameObject prevWeapon = weaponController.weaponHoldingObject;
					weaponController.weaponHoldingObject = newWeapon;
					prevWeapon.SetActive(false);
					
					
					
				}
				else
				{
					
					//get to a cover
					currentState = CurrentState.cover;
					
					movement.Defreeze();
					coverManager.FindCoverPostion( sightManager.eyeLevel, false );
					movement.SetNewDestination( coverManager.coverPostion );
					
					StartCoroutine( ComeOutOfCover() );
					
					if(debug)
					{
						Debug.Log("Engagement: Too close to enemy. Getting to cover.", transform);
					}
				}
				
			}
			
		}
	
		
		
		//if we get shot whilst we are engaged
		if(currentState == CurrentState.engage && hit == true)
		{
			//test our chance for either fight or flight
			if(FightOrFlight() == false)
			{
				//we should search for cover
				coverManager.FindCoverPostion( sightManager.eyeLevel, false );
				//change current state
				currentState = CurrentState.cover;
				//then go there
				movement.SetNewDestination(coverManager.coverPostion);
				//reset the cycle
				StartCoroutine( ComeOutOfCover() );
				
				if(debug)
				{
					Debug.Log("Cover");
				}
				
			}
			else
			{
				//else, ignore the pain and CHARGE!
				hit = false;
				//move towards where we think the player is
				movement.SetNewDestination(sightManager.lastSeenLocation);
				//audio
				if(audioControl != null)
				{
					audioControl.PlaySound( ShooterAIAudioOptions.Charge );
				}
				
				
				if(debug)
				{
					Debug.Log("Charge");
				}
				
			}
		}
	
		
		
		
		//if we lose sight of the player whilst we are in engagement mode
		if(currentState == CurrentState.engage && sightManager.canSeeObject == false)
		{
			ticksPlayerNotSeen += 1f;
		}
		
		//reset clock if we see the player again
		if(sightManager.canSeeObject == true && ticksPlayerNotSeen > 0f)
		{
			ticksPlayerNotSeen = 0;
		}
		
		
		//if we dont see the player for a specific amount of time
		if(currentState == CurrentState.engage && ticksPlayerNotSeen > timeBarrierEngageToInvestigate)
		{
			//go into investigative mode
			currentState = CurrentState.investigate;
			engagementStatus = EngagementState.free;
			StartCoroutine( StartInvestigationCountdown() );
			crouching = false;
			
			if(debug)
			{
				Debug.Log("Go into investigation mode");
			}
			
		}
		
		
		//this part is for when the ai runs out of ammo, it will take a chance to run and melee the enemy else go into cover
		if(currentState == CurrentState.engage && weaponController.amountOfAmmo <= 0f && engagementStatus == EngagementState.free)
		{
			if(FightOrFlight())
			{
				movement.SetNewDestination(sightManager.lastSeenLocation);
				andrenaline += 2f;
				engagementStatus = EngagementState.busy;
			}
			else
			{
				currentState = CurrentState.cover;
				//then go to the cover
				coverManager.FindCoverPostion( sightManager.eyeLevel, false );
				movement.SetNewDestination(coverManager.coverPostion);
				StartCoroutine( ComeOutOfCover() );
			}
			
		}
		
		
		
		
		//this is the part that is used for the most basic function, without turning off the brain completely
	BASIC_FUNCTION:
		
		//this is the fight logic managing code
		if(currentState == CurrentState.engage)
		{
			//choose the correct type of fight logic, based on distance to us or availability of object, BUT we can't be only melee attack
			if(sightManager.objectToSeek != null && distanceToEnemy > distanceToStopWalking && meleeAttackUsed != 2)
			{
				
				DuringEngagement();
				
			}
			else
			{
				
				//if we're either to far for melee or not using melee at all
				if((sightManager.objectToSeek != null && distanceToEnemy > meleeAttackDistance && meleeAttackUsed == 1) || (meleeAttackUsed == 0 && sightManager.objectToSeek != null && distanceToEnemy < meleeAttackDistance ) )				
				{
					
					//choose the close range fighting logic
					CloseRangeFightLogic();
				}
				
			}	
			
			
			if( (sightManager.objectToSeek != null && distanceToEnemy > meleeAttackDistance && meleeAttackUsed == 2) ||
			   (sightManager.objectToSeek != null && distanceToEnemy < meleeAttackDistance && meleeAttackUsed == 1))
			{
				MeleeFightLogic();
			}
			
		}
		
		
		//control the speed
		SpeedControl();
	
		
		//the ai searches for cover once every number of seconds
		FindCover();
		
		//sight control
		SightControl();
		
		
		
		
		//crouching control
		if(allowCrouching == true)
		{
			ControlCrouching();
		}
		
		
		
		//this has to be last, so that the preseration logic always kicks in
		SelfPreservation();
		
		//take care of all emotions
		EmotionsControl();
		
		
		//this script does ik head stuff
		
		//if we're engaged, then look at where we're aiming, else just look forward
		if(weaponController.weaponHoldingObject != null && currentState == CurrentState.engage /*&&
		   Vector3.Distance( transform.position, weaponController.debugAimingPos) > 1.5f && sightManager.canSeeObject == true */)
		{
			
			
			if(weaponController.debugAimingPos != Vector3.zero)
			{
				animationManager.GetComponent<HandIK>().headShouldLook = true;
				animationManager.GetComponent<HandIK>().headLook = weaponController.debugAimingPos;
			}
			else
			{
				
				animationManager.GetComponent<HandIK>().headShouldLook = true;
				animationManager.GetComponent<HandIK>().headLook = sightManager.lastSeenLocation + enemyHeight;
				
			}
	
		}
		else
		{
			animationManager.GetComponent<HandIK>().headShouldLook = false;
		}
		
		//max weapon turn angle stuff, to make it more nice looking
		if(turnToEnemyWeaponAngle == true && currentState == CurrentState.engage)
		{
			movement.SetNewDestination(transform.position - (transform.position - sightManager.lastSeenLocation).normalized);
		}
		
		
	}
Example #11
0
	//come out of cover
	public IEnumerator ComeOutOfCover()
	{
		
		//crouch
		if(allowCrouching)
		{
			crouching = true;
		}
		
		
		//wait till we get to the cover
	TEST_IF_AT_COVER:
			if(Vector3.Distance(transform.position, coverManager.coverPostion) > 2f )
		{
			yield return new WaitForFixedUpdate();
			goto TEST_IF_AT_COVER;
		}
		else
		{
			if(debug)
			{
				Debug.LogError("We're in cover; face enemy");
			}
			
			//face the general direction of the enemy
			movement.SetNewDestination( transform.position + ( sightManager.lastSeenLocation - transform.position).normalized * 1.1f);
		}
		
		
		//wait random amount of seconds
		yield return new WaitForSeconds(Random.Range(minCoverTime, maxCoverTime));
		
		//reset hit
		hit = false;
		
		//go back to engage
		currentState = CurrentState.engage;
		engagementStatus = EngagementState.free;
		
		//move towards where we think the player is
		movement.SetNewDestination(sightManager.lastSeenLocation);
		
		
		if(debug)
		{
			Debug.Log("Come out of cover");
		}
		
	}
Example #12
0
	void Awake()
	{
		
		//set the caches correctly
		weaponController = GetComponent<AIWeaponController>();
		movementManager = GetComponent<AIMovementSwitcher>();
		coverManager = GetComponent<SearchCover>();
		sightManager = sight.GetComponent<Sight>();
		earsManager = ears.GetComponent<Auditory>();
		patrolM = patrolManager.GetComponent<PatrolManager>();
		
		
		//at the start the current state is patroling
		currentState = CurrentState.patrol;
		//and the engagment is set to free
		engagementStatus = EngagementState.free;
		
		//some variables that we will later use for reference
		initFreezeTime = freezeTime;
		initShockTime = shockTime;
		initFOV = sightManager.fieldOfView;
		initChanceForFight = chanceForFight;
		initFear = fear;
		audioControl = GetComponent<ShooterAIAudioControl>();
		
		if(GetComponent<NavMeshAgent>() != null)
		{
			initHeight = GetComponent<NavMeshAgent>().height;
		}

		
		initYScale = GetComponentInChildren<HealthManager>().gameObject.transform.localScale.y;
		
		movement = movementManager;
		
		
		
		
		//anti-bottlenecking procedure
		enemyDistanceCheckFrameBarrier += Random.Range(-30f, 30f);
	
		//find the health manager automatically
		healthManager = GetComponentInChildren<HealthManager>().gameObject;
		
		//setup multiple weapons correctly
		otherWeapons.Add( weaponController.weaponHoldingObject );
		otherWeaponsMelee.Add( meleeAttackUsed ); 
	}