/// <summary>
        /// Occurs when the entity enters to this state.
        /// </summary>
        public override void Enter()
        {
            var goalCenter = new Vector(0, GameClient.FieldHeight / 2);

            if (!AI.MyTeam.IsOnLeft)
            {
                goalCenter.X = GameClient.FieldWidth;
            }

            Interpose = new Interpose(Player, 1, 1.0, AI.Ball, goalCenter)
            {
                PreferredDistanceFromSecond = Parameters.DefendGoalDistance
            };

            Player.SteeringBehaviorsManager.AddBehavior(Interpose);
        }
Example #2
0
    protected override void Start()
    {
        base.Start();

        PrepareToPlay prepare = new PrepareToPlay(this);
        Guard         guard   = new Guard(this);
        Interpose     inter   = new Interpose(this);

        // Pass pass = new Pass(this);

        fsm.AddState(KeeperStateID.PrepareToPlay, prepare);
        fsm.AddState(KeeperStateID.Guard, guard);
        fsm.AddState(KeeperStateID.Interpose, inter);
        // fsm.AddState(KeeperStateID.Pass, pass);

        fsm.ChangeState(KeeperStateID.PrepareToPlay);
    }
Example #3
0
 /// <summary>
 /// Creates a new instance
 /// </summary>
 public Behaviors()
 {
     Alignment = new Alignment();
     Arrive = new Arrive();
     Cohesion = new Cohesion();
     Evade = new Evade();
     Flee = new Flee();
     Hide = new Hide();
     Interpose = new Interpose();
     ObstacleAvoidance = new ObstacleAvoidance();
     OffsetPursuit = new OffsetPursuit();
     PathFollowing = new PathFollowing();
     Pursuit = new Pursuit();
     Seek = new Seek();
     Separation = new Separation();
     WallAvoidance = new WallAvoidance();
     Wander = new Wander();
 }
Example #4
0
 /// <summary>
 /// Creates a new instance
 /// </summary>
 public Behaviors()
 {
     Alignment         = new Alignment();
     Arrive            = new Arrive();
     Cohesion          = new Cohesion();
     Evade             = new Evade();
     Flee              = new Flee();
     Hide              = new Hide();
     Interpose         = new Interpose();
     ObstacleAvoidance = new ObstacleAvoidance();
     OffsetPursuit     = new OffsetPursuit();
     PathFollowing     = new PathFollowing();
     Pursuit           = new Pursuit();
     Seek              = new Seek();
     Separation        = new Separation();
     WallAvoidance     = new WallAvoidance();
     Wander            = new Wander();
 }
        /// <summary>
        /// Occurs when the entity enters to this state.
        /// </summary>
        public override void Enter()
        {
            SetHomeRegions();

            Interposes = new List <Interpose>();

            var controllingOpponent = AI.OpponentTeam.NearestPlayerToBall;

            var firstNearestToControlling = AI.OpponentTeam.GetNearestPlayerToPosition(
                controllingOpponent.Position, controllingOpponent);

            var secondNearestToControlling = AI.OpponentTeam.GetNearestPlayerToPosition(
                controllingOpponent.Position, controllingOpponent, firstNearestToControlling);

            var interpose1 = new Interpose(Team.Forwards[0], 2, 0.8, controllingOpponent, firstNearestToControlling);
            var interpose2 = new Interpose(Team.Forwards[1], 2, 0.8, controllingOpponent, secondNearestToControlling);

            Interposes.Add(interpose1);
            Interposes.Add(interpose2);

            Team.Forwards[0].SteeringBehaviorsManager.AddBehavior(interpose1);
            Team.Forwards[1].SteeringBehaviorsManager.AddBehavior(interpose2);
        }