Example #1
0
        // pushes event onto perceived events list
        // restarts lifetimeTimer
        public void PerceiveEvent(MemoryEvent newEvent)
        {
#if UNITY_EDITOR
            if (newEvent == null)
            {
                Debug.LogWarning("Trying to register null as MemoryEvent");
                return;
            }
#endif
            // check if in memory there is any event caused by the same unit as newEvent
            if (newEvent.perceiveUnit)
            {
                for (int i = 0; i < memoryEvents.Length; ++i)
                {
                    if (memoryEvents[i] != null && memoryEvents[i].perceiveUnit == newEvent.perceiveUnit)
                    {
                        memoryEvents[i] = null;
                        break;
                    }
                }
            }

            lastAddedEvent = (lastAddedEvent + 1) % memoryEvents.Length;
            memoryEvents[lastAddedEvent] = newEvent;
            newEvent.lifetimeTimer.Restart();
        }
Example #2
0
        new void Awake()
        {
            base.Awake();

            //// initialize focus
            painStorage = RegisterSenseInBlackboard(BehaviourPack.painId);
            var healthController = GetComponentInParent <HealthController>();

            healthController.onDamageCallback += (data) =>
            {
                if (!tPain.IsReadyRestart())
                {
                    return;
                }

                MemoryEvent ev = new MemoryEvent();
                ev.exactPosition = data.position;
                ev.forward       = data.direction;
                // we have no information about hit velocity; just assume it is stationary
                ev.velocity = Vector2.zero;
                ev.lifetimeTimer.Restart();

                painStorage.PerceiveEvent(ev);

                Debug.DrawRay(ev.position, Vector3.up, Color.blue, 0.25f);
            };
        }
Example #3
0
        void ReactToNoise(NoiseData data)
        {
            if (data.fraction && myUnit.fraction.GetAttitude(data.fraction) != Fraction.EAttitude.EEnemy)
            {
                return;
            }

            Vector2 toNoise = (Vector2)transform.position - data.position;

            if (toNoise.sqrMagnitude > hearingDistance * hearingDistance || Random.value > reactionChance)
            {
                return;
            }

            MemoryEvent ev = new MemoryEvent();

            ev.velocity      = data.velocity * velocityPredictionScale;
            ev.forward       = data.velocity;
            ev.exactPosition = data.position;
            ev.lifetimeTimer.Restart();

            noiseStorage.PerceiveEvent(ev);

#if UNITY_EDITOR
            Debug.DrawRay(ev.exactPosition, Vector3.up, Color.blue, 0.5f);
#endif
        }
Example #4
0
        void InsertEvent(MemoryEvent ev, Fraction.EAttitude attitude)
        {
            switch (attitude)
            {
            case Fraction.EAttitude.EEnemy:
                if (trackEnemy)
                {
                    enemyStorage.PerceiveEvent(ev);
                }
                break;

            case Fraction.EAttitude.EFriendly:
                if (trackAlly)
                {
                    allyStorage.PerceiveEvent(ev);
                }
                break;

            case Fraction.EAttitude.ENeutral:
                if (trackNeutrals)
                {
                    neutralStorage.PerceiveEvent(ev);
                }
                break;
            }
        }
Example #5
0
        private void OnCollisionEnter2D(Collision2D collision)
        {
            // omit too weak touches
            if (collision.relativeVelocity.sqrMagnitude < minimalRelativeVelocity * minimalRelativeVelocity)
            {
                return;
            }

            // only targets with perceive unit will report
            // mostly to allow to tune what is perceived
            PerceiveUnit otherUnit = collision.gameObject.GetComponent <PerceiveUnit>();

            if (!otherUnit)
            {
                return;
            }


            // only report every given seconds
            if (!tTouch.IsReadyRestart())
            {
                return;
            }

            var otherRigidbody = collision.rigidbody;
            var otherTransform = collision.transform;

            MemoryEvent ev = new MemoryEvent();

            ev.exactPosition = otherTransform.position;
            ev.forward       = otherTransform.up;
            ev.velocity      = otherRigidbody ? otherRigidbody.velocity : Vector2.zero;
            ev.lifetimeTimer.Restart();

            touchStorage.PerceiveEvent(ev);

#if UNITY_EDITOR
            Debug.DrawRay(ev.exactPosition, Vector3.up, Color.blue);
#endif
        }
Example #6
0
        // returns best event from registered ones by measureEventMethod
        // the one with greatest evaluation value will be returned or null if none is valid
        // Events are considered as valid if they are not null and they are not older than maxEventLifeTime
        public MemoryEvent FindBestEvent(MeasureEventMethod measureEventMethod)
        {
            MemoryEvent bestEvent   = null;
            float       bestUtility = float.MinValue;

            foreach (var it in memoryEvents)
            {
                if (it == null || it.elapsedTime > maxEventLifetime)
                {
                    continue;
                }


                float utility = measureEventMethod(it);
                if (utility > bestUtility)
                {
                    bestUtility = utility;
                    bestEvent   = it;
                }
            }
            return(bestEvent);
        }
Example #7
0
 public StimuliStorage(int nEvents, float maxEventLifetime)
 {
     memoryEvents          = new MemoryEvent[nEvents];
     this.maxEventLifetime = maxEventLifetime;
 }
Example #8
0
 public void SetDestination(MemoryEvent memoryEvent)
 {
     this._memoryEvent.velocity                 = memoryEvent.velocity;
     this._memoryEvent.exactPosition            = memoryEvent.exactPosition;
     this._memoryEvent.lifetimeTimer.actualTime = memoryEvent.lifetimeTimer.actualTime;
 }
Example #9
0
        void PerformSearch()
        {
            Fraction myFraction = myUnit.fraction;

            if (!myFraction)
            {
#if UNITY_EDITOR
                Debug.LogWarning("No fraction in perceive unit but trying to use sight");
#endif
                // there's no way to determine where to put events
                return;
            }

            // perform cast
            int n = Physics.OverlapSphereNonAlloc(cachedTransform.position, searchDistance, StaticCacheLists.colliderCache,
                                                  memorableMask);

            // preselect targets
            // they have to be in proper angle and contain PerceiveUnit
            for (int i = 0; i < n; ++i)
            {
                var       it          = StaticCacheLists.colliderCache[i];
                Transform itTransform = it.transform;

                //// check if the target is in proper angle
                Vector3 toIt = itTransform.position - cachedTransform.position;
                toIt = toIt.To2D();

                float cosAngle = Vector2.Dot(toIt.normalized, cachedTransform.forward.To2D());
                float angle    = Mathf.Acos(cosAngle) * 180 / Mathf.PI;
                //Debug.Log(angle);
                bool bProperAngle = angle < coneAngle * 0.5f;
                if (!bProperAngle)
                {
                    continue;
                }

                // ok, now check if it has PerceiveUnit component
                // we need it's fraction to determine our attitude

                PerceiveUnit perceiveUnit = it.GetComponent <PerceiveUnit>();
                if (perceiveUnit == myUnit)
                {
                    // oh, come on do not look at yourself... don't be soo narcissistic
                    continue;
                }

                if (!perceiveUnit)
                {
                    // no perceive unit, this target is invisible to us
                    continue;
                }

                Fraction itFraction = perceiveUnit.fraction;
                if (!itFraction)
                {
                    // the same as above,
                    return;
                }

                //// determine attitude
                Fraction.EAttitude attitude = myFraction.GetAttitude(itFraction);

                //// Check if obstacles blocks vision
                if (DoObstaclesBlockVision(itTransform.position))
                {
                    continue;
                }

                //// create event
                var         rb = it.attachedRigidbody;
                MemoryEvent ev = new MemoryEvent
                {
                    exactPosition = itTransform.position,
                    forward       = itTransform.up,

                    // if collider has rigidbody then take its velocity
                    // otherwise there is no simple way to determine event velocity
                    velocity = rb ? rb.velocity * velocityPredictionScale : Vector3.zero,
                    // set up agent responsible for this event
                    perceiveUnit = perceiveUnit
                };


                // ensure event will tick from now on
                ev.lifetimeTimer.Restart();


                Debug.DrawRay(itTransform.position, Vector3.up, Color.blue, _searchTime * nEvents);
                Debug.DrawRay(itTransform.position, ev.velocity * _searchTime, Color.gray, _searchTime);
                InsertEvent(ev, attitude);
            }
        }