Exemple #1
0
 void Update()
 {
     //if the state is one then call that function
     if (aiStates == patrolStates.Flee)
     {
         Flee();
     }
     if (aiStates == patrolStates.Waypoint)
     {
         Waypoint();
     }
     if (aiStates == patrolStates.Chase)
     {
         Chase();
     }
     if (aiStates == patrolStates.Patrol)
     {
         Patrol();
     }
     if (aiStates == patrolStates.Shoot)
     {
         Shoot(lastSeen);
     }
     if (pawn.health <= pawn.retreatHealth)
     {
         aiStates = patrolStates.Flee;
     }
 }
Exemple #2
0
    void Flee()
    {
        if (Time.time >= fleeTimer)
        {
            // adding time to make sure timer is happening
            fleeTimer = Time.time + fleeDelay;
        }
        else
        {
            aiStates = patrolStates.Patrol;
        }

        // this is what the vector is from the player to the target
        Vector3 vectorToTarget = lastSeen.position - transform.position;
        // now we need to make it negative to move AWAY from the player
        Vector3 vectorAwayFromTarget = vectorToTarget * -1;

        // now we need to normalize it to make it so the magnitude is one
        vectorAwayFromTarget.Normalize();
        // now a normalized vector can use multiplication to set the lenght of the vector
        vectorAwayFromTarget *= pawn.fleeDistance;
        // now we can use the new vectors to find the space we want to move to, this will give a point away from the player
        Vector3 fleePosition = vectorAwayFromTarget + transform.position;

        // this is just a placeholder because i coudln't figure it out
        //TODO fix the flee script
        mover.Move(-1);
    }
Exemple #3
0
 protected void Shoot(Transform target)
 {
     transform.LookAt(target);
     shoot.Fire();
     if (!Physics.Linecast(transform.position, target.position, PlayerMask))
     {
         aiStates = patrolStates.Chase;
     }
 }
Exemple #4
0
 protected void Patrol()
 {
     // DO nothing this is innate inside of the vision script
     mover.Move(1);
     if (patrolTimer <= Time.time)
     {
         aiStates = patrolStates.Waypoint;
     }
 }
Exemple #5
0
 protected void Chase()
 {
     //the Enemy will move towards the last seen location of the player
     mover.Move(1);
     Movetowards(lastSeen);
     if (Vector3.Distance(transform.position, lastSeen.position) <= closeEnough)
     {
         patrolTimer = Time.time + pawn.patrolDelay;
         aiStates    = patrolStates.Patrol;
     }
 }
Exemple #6
0
    //---Determine my state and priorities---
    public IEnumerator DetermineBehaviour()
    {
        //yield return new WaitForEndOfFrame();
        yield return(new WaitForSeconds(1));

        if (UnityEditor.Selection.activeGameObject == gameObject)
        {
            string resString = "";
            if (topTier == decisionCategory.Combat)
            {
                resString = combatState.ToString();
            }
            else if (topTier == decisionCategory.Patrol)
            {
                resString = patState.ToString();
            }
            else if (topTier == decisionCategory.Survival)
            {
                resString = survState.ToString();
            }
            Debug.Log(gameObject.name + " called from " + topTier.ToString() + " " + resString);
        }
        float threat    = CalcThreat();
        float bravery   = CalcBravery();
        float condition = CalcCondition();

        //yield return new WaitForEndOfFrame();
        yield return(new WaitForSeconds(1));

        //determine priorities
        for (int i = 0; i < priorities.Count; i++)
        {
            Priorities pri = priorities[i];
            if (pri.key == "Health")
            {
                pri.value = 5 - (health / maxHealth) * 5;
            }
            if (pri.key == "Cover")
            {
                if (!behindCover && haveLOS)
                {
                    pri.value = 10 - (health / maxHealth) * 10;
                }
                else
                {
                    pri.value = 0;
                }
            }

            if (pri.key == "Ammo")
            {
                pri.value = 4 - (ammo / maxAmmo) * 4;
            }
            if (pri.key == "Fighting")
            {
                pri.value = 3;
                //pri.value = 5 - ((int)threat / (int)bravery) * 5; //this will need refining
            }
            if (pri.key == "Escape")
            {
                //pri.value = 4 - ((int)threat / (int)bravery) * 4; //this will need refining
            }
            priorities[i] = pri;
        }

        SortPriorities();
        //Outputs();
        //Determine which high level state we're in
        if (priorities[0].key == "Health" && priorities[0].value > 3 ||
            priorities[0].key == "Cover" && priorities[0].value > 3 ||
            priorities[0].key == "Escape" && priorities[0].value > 3 ||
            priorities[0].key == "Ammo" && priorities[0].value > 3)
        {
            topTier = decisionCategory.Survival;
        }
        else if (priorities[0].key == "Fighting" && priorities[0].value >= 1)
        {
            topTier = decisionCategory.Combat;
        }
        else
        {
            topTier = decisionCategory.Patrol;
        }
        //yield return new WaitForEndOfFrame();
        yield return(new WaitForSeconds(1));

        //Determine which low level state we're in
        if (topTier == decisionCategory.Patrol)
        {
            anim.SetBool("NonCombat", true);
            //determine ideal patrol behaviour
            if (threat > 1 && !haveLOS)
            {
                patState = patrolStates.Seek;
                Seek();
            }
            else
            {
                int choice = Random.Range(0, 2);
                if (choice == 0)
                {
                    patState = patrolStates.Idle;
                    Idle();
                }
                else
                {
                    patState = patrolStates.Wander;
                    Wander();
                }
            }
            if (UnityEditor.Selection.activeGameObject == gameObject)
            {
                Debug.Log(gameObject.name + " result is " + topTier.ToString() + " " + patState.ToString());
            }
        }
        else if (topTier == decisionCategory.Combat)
        {
            //determine course of action for combat
            anim.SetBool("NonCombat", false);
            if (haveLOS && ammo > 0)
            {
                if (UnityEditor.Selection.activeGameObject == gameObject)
                {
                    Debug.Log(gameObject.name + " should attack");
                }
                combatState = combatStates.Attack;
                Attack();
            }
            else if (haveLOS && ammo == 0)
            {
                combatState = combatStates.Charge;
                Charge();
            }
            else
            {
                combatState = combatStates.Reposition;
                Reposition();
            }
            if (UnityEditor.Selection.activeGameObject == gameObject)
            {
                Debug.Log(gameObject.name + " result is " + topTier.ToString() + " " + combatState.ToString());
            }
        }
        else if (topTier == decisionCategory.Survival)
        {
            anim.SetBool("NonCombat", true);
            if (priorities[0].key == "Health")
            {
                survState = survivalStates.SeekHealth;
                SeekHealth();
            }
            else if (priorities[0].key == "Cover")
            {
                survState = survivalStates.SeekCover;
                SeekCover();
            }
            else if (priorities[0].key == "Escape")
            {
                survState = survivalStates.Run;
                Run();
            }
            else if (priorities[0].key == "Ammo")
            {
                survState = survivalStates.SeekAmmo;
                SeekAmmo();
            }
            if (UnityEditor.Selection.activeGameObject == gameObject)
            {
                Debug.Log(gameObject.name + " result is " + topTier.ToString() + " " + survState.ToString());
            }
        }
        yield return(new WaitForEndOfFrame());
        //yield return new WaitForSeconds(1);
        //StopCoroutine("DetermineBehaviour");
    }
Exemple #7
0
    // vision Script
    //step one: determine with a sphere collider if things are around us
    void OnTriggerStay(Collider Other)
    {
        // these are the necessary locations for vision
        Vector3 MyPosition    = transform.position;
        Vector3 MyVector      = transform.forward;
        Vector3 TheirPosition = Other.transform.position;
        Vector3 ThierVector   = TheirPosition - MyPosition;
        //step 2: is the object in front of this enemy
        //this part just checks for ifsomething is in front of it
        float mag = Vector3.SqrMagnitude(MyVector) * Vector3.SqrMagnitude(ThierVector);

        //prevent devide by zero
        if (mag == 0f)
        {
            return;
        }
        float dotProd    = Vector3.Dot(MyVector, ThierVector);
        bool  isNegative = dotProd < 0f;

        dotProd = dotProd * dotProd;
        // square will eliminate negative values but we do still want to keep them
        if (isNegative)
        {
            dotProd *= -1;
        }
        float sqrAngle  = Mathf.Rad2Deg * Mathf.Acos(dotProd / mag);
        bool  IsInFront = sqrAngle < HalfConeSize;

        if (Other.gameObject.tag == "Player")
        {
        }
        //step 3: is there anything infront of the object
        Debug.DrawLine(MyPosition, TheirPosition, IsInFront ? Color.green :Color.red);
        if (IsInFront)
        {
            // make sure that the layermask can pnly hit what we want
            int mask = 1 << LayerMask.NameToLayer("Env");
            PlayerMask = 1 << LayerMask.NameToLayer("player");
            if (Physics.Linecast(MyPosition, TheirPosition, mask))
            {
            }
            if (!Physics.Linecast(MyPosition, TheirPosition, mask))
            {
                if (Other.gameObject.tag == "Player")
                {
                    //this sets the players last seen location into a variable that the enemy can seek for
                    lastSeen = Other.transform;
                    aiStates = patrolStates.Shoot;
                }
            }
            else
            {
                // this is how the tanks move
                if (sqrAngle <= 90 && isNegative)
                {
                    mover.Turn(-1);
                }
                if (sqrAngle <= 90 && !isNegative)
                {
                    mover.Turn(1);
                }
                //redundency
                if (sqrAngle > 90 && isNegative)
                {
                    mover.Turn(-1);
                }
                if (sqrAngle > 90 && !isNegative)
                {
                    mover.Turn(1);
                }
            }
        }
    }