Example #1
0
    //Uses the various Movement Behaviors to calculate the vector to
    // determine the next position of the agent
    private void CalcSteeringForce()
    {
        steeringForce = Vector3.zero;

        for (int i = 0; i < gameManager.Werewolves.Count; i++)
        {
            float wDist = Vector3.Distance(this.transform.position, gameManager.Werewolves[i].transform.position);

            if (wDist < 20)
            {
                if (wDist < 5)
                {
                    steeringForce += steering.Flee(gameManager.Werewolves[i].transform.position);

                    if (leaderFollowBool == true)
                    {
                        gameManager.Followers.Remove(this);
                    }


                    leaderFollowBool = false;
                }
                else
                {
                    steeringForce += steering.Evasion(gameManager.Werewolves[i].transform.position
                                                      + gameManager.Werewolves[i].transform.forward);
                }
            }
            else if (Vector3.Distance(this.transform.position, gameManager.Mayor.transform.position) < 40 && leaderFollowBool == false)
            {
                gameManager.Followers.Add(this);
                steeringForce += 10 * leaderFollow();
                steeringForce += gameManager.separationWt * Separation();
                steeringForce += gameManager.cohesionWt * Cohesion();
            }
            else if (leaderFollowBool == true)
            {
                steeringForce += 15 * leaderFollow();
                steeringForce += gameManager.separationWt * Separation();
                steeringForce += gameManager.cohesionWt * Cohesion();
            }
            else
            {
                steeringForce += 2 * wander();
            }
        }

        steeringForce += gameManager.inBoundsWt * StayInBounds(200, new Vector3(469, 0, 454));

        //avoid close obstacles
        for (int i = 0; i < gameManager.Obstacles.Length; i++)
        {
            if (Vector3.Distance(this.transform.position, gameManager.Obstacles[i].transform.position) < 60)
            {
                //steeringForce += steering.AvoidObstacle(gameManager.Obstacles[i], gameManager.avoidDist);
            }
        }
    }
Example #2
0
    private void CalcSteeringForce()
    {
        steeringForce = Vector3.zero;

        //Keeps werewolves away from Villager Spawn point
        steeringForce += gameManager.avoidWt * steering.AvoidObstacle(respawnPont, 100f);


        float mayDist = Vector3.Distance(this.transform.position, gameManager.Mayor.transform.position);

        //Choose new villager to chase (closest villager)
        target = gameManager.Villagers[0];
        findTarget();

        float tarDist = Vector3.Distance(this.transform.position, target.transform.position);

        if (tarDist > 30)
        {
            steeringForce += 10 * steering.Pursuit(target.transform.forward +
                                                   target.transform.position);
        }
        else
        {
            steeringForce += 6 * steering.Seek(target);
        }

        if (mayDist < 20)
        {
            steeringForce += 20 * steering.Flee(gameManager.Mayor);
        }
        else
        {
            steeringForce += 5 * steering.Evasion(gameManager.Mayor.transform.forward +
                                                  gameManager.Mayor.transform.position);
        }

        //avoid close obstacles
        for (int i = 0; i < gameManager.Obstacles.Length; i++)
        {
            if (Vector3.Distance(this.transform.position, gameManager.Obstacles[i].transform.position) < 60)
            {
                steeringForce += gameManager.avoidWt * steering.AvoidObstacle(gameManager.Obstacles[i], gameManager.avoidDist);
            }
        }
    }