public Vector Execute(Tank tank, int timeElapsed)
        {
            Vector steeringForce = new Vector(0, 0);

            //Keep following path until finished

            if (tank.PlayerInAttackZone())
            {
                ClearPath();
                tank.ChangeState(new TankAttackPlayer());
            }
            else if (tank.PlayerNotSeenAtLastLocation())
            {
                ClearPath();
                tank.ChangeState(new TankPatrol(tank));
            }
            else if (path.Count == 0)
            {
                tank.gameWorld.GridLogic.CalculateNeighborsEntities(tank, Tank.MaxRadiusOfTankSeight);
                foreach (MovingEntity entity in tank.gameWorld.GridLogic.EntitiesInRange)
                {
                    if (entity is Player)
                    {
                        searchAStar = new SearchAStar(tank, entity.InCell);
                        searchAStar.Search();
                        path = searchAStar.GetPathToTarget();
                        if (path.Count == 0)
                        {
                            return(steeringForce);
                        }
                        //Path starts from end of list so the path following needs to be started at the end of the list
                        i             = path.Count - 1;
                        steeringForce = seek.Execute(tank, path[i].Position) * GlobalVars.SeekingWeight;
                    }
                }
            }

            else
            {
                if (i > 0)
                {
                    //Seek current cell in path
                    steeringForce = seek.Execute(tank, path[i].Position) * GlobalVars.SeekingWeight;
                    // steeringForce += avoid.Execute(tank) * GlobalVars.ObstacleAvoidanceWeight;

                    //go to next step in path if the tank approximatly reached the cell
                    if (tank.DistanceToPosition(path[i].Position) <= GlobalVars.cellSize / 2)
                    {
                        i--;
                    }
                }
                else
                {
                    ClearPath();
                }
            }


            return(steeringForce);
        }
Exemple #2
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    /// <summary>
    ///     Attempts to move this enemy towards the player.
    /// </summary>
    public void SeekPlayer()
    {
        var playerObj = FindObjectOfType <Player>();

        var pathFinder = new SearchAStar(this, transform.position, playerObj.transform.position,
                                         new ManhattanDistance(playerObj.transform.position));
        var destination = pathFinder.Search();

        if (destination == null)
        {
            Debug.Log("Pathfinding: Enemy cannot find valid path to target! " + transform);
            return;
        }

        var direction = destination[0].Destination - (Vector2)transform.position;

        AttemptMove <Component>((int)direction.x, (int)direction.y);
    }