Example #1
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="Searcher"></param>
 /// <param name="Closest">Can be a null input</param>
 /// <param name="Distance">Can be up to float.PositiveInfinity</param>
 public void FindNearestUnit(Unit Searcher, ref Unit Closest, ref float Distance)
 {
     if (isLeafNode)
     {
         for (int i = 0; i < Constituents.Length; i++)
         {
             if (Constituents[i].HitPoints > 0.0)
             {
                 float tempDistance = (Constituents[i].Position - Searcher.Position).Length();
                 if (tempDistance < Distance)
                 {
                     Closest  = Constituents[i];
                     Distance = tempDistance;
                 }
             }
         }
     }
     else
     {
         if (Searcher.IndexablePosition[SplitDimensionIndex] > SplitPosition)
         {
             GreaterNode.FindNearestUnit(Searcher, ref Closest, ref Distance);
             if (Searcher.IndexablePosition[SplitDimensionIndex] - Distance < SplitPosition)
             {
                 LessEqualNode.FindNearestUnit(Searcher, ref Closest, ref Distance);
             }
         }
         else
         {
             LessEqualNode.FindNearestUnit(Searcher, ref Closest, ref Distance);
             if (Searcher.IndexablePosition[SplitDimensionIndex] + Distance > SplitPosition)
             {
                 GreaterNode.FindNearestUnit(Searcher, ref Closest, ref Distance);
             }
         }
     }
 }
Example #2
0
 /// <summary>
 /// With BuddyUp, the Unit moves (with a bias) towards the first ally Unit it encounters
 /// The unit still targets the closest enemy Unit
 /// </summary>
 private void Behavior_BuddyUp(GameTime gameTime, List <Unit_KDTree> EnemyTrees, Unit_KDTree AllyTree)
 {
     DirectionTimer -= gameTime.ElapsedGameTime.TotalSeconds;
     if (DirectionTimer <= 0.0)
     {
         DirectionTimer = 3.0;
         TargetPosition = Manager.terrain.GetRandomPosition();
     }
     if (OtherTarget == null || OtherTarget.HitPoints <= 0.0)
     {
         OtherTarget = null;
         Distance    = float.PositiveInfinity;
         AllyTree.FindNearestUnit(this, ref OtherTarget, ref Distance);
     }
     else
     {
         TargetPosition = Vector3.Lerp(TargetPosition, OtherTarget.Position, (float)gameTime.ElapsedGameTime.TotalSeconds);
     }
     Move(gameTime);
     Attack(gameTime, EnemyTrees);
 }
Example #3
0
 /// <summary>
 /// With BuddyUp, the Unit moves (with a bias) towards the first ally Unit it encounters
 /// The unit still targets the closest enemy Unit
 /// </summary>
 private void Behavior_BuddyUp(GameTime gameTime, List<Unit_KDTree> EnemyTrees, Unit_KDTree AllyTree)
 {
     DirectionTimer -= gameTime.ElapsedGameTime.TotalSeconds;
     if (DirectionTimer <= 0.0)
     {
         DirectionTimer = 3.0;
         TargetPosition = Manager.terrain.GetRandomPosition();
     }
     if (OtherTarget == null || OtherTarget.HitPoints <= 0.0)
     {
         OtherTarget = null;
         Distance = float.PositiveInfinity;
         AllyTree.FindNearestUnit(this, ref OtherTarget, ref Distance);
     }
     else
     {
         TargetPosition = Vector3.Lerp(TargetPosition, OtherTarget.Position, (float)gameTime.ElapsedGameTime.TotalSeconds);
     }
     Move(gameTime);
     Attack(gameTime, EnemyTrees);
 }