Exemple #1
0
    vMove ChargeMove(Vector3 startXy, Vector3 dir, int dist, vMove previosNode)
    {
        int     val      = 0;
        Vector3 newSpace = startXy + (dir * (dist));            //create a pos at the end spot
        Node    endNode  = m_grid.NodeFromWorldPoint(newSpace); // Get node from new pos

        if (!endNode.walkable)
        {
            Debug.Log("X");
            Debug.DrawRay(newSpace, Vector3.up, Color.red, 5f);
            return(null);
        }
        else
        {
            Debug.DrawRay(newSpace, -dir * dist, Color.green, 5f);
            val += CheckPushDanger(endNode);                                          //Check pushablity of endnode  //TODO actually check danger
            val += CheckIfUnitInLine(newSpace, new Vector3(startXy.x, 0, startXy.y)); //TODO finish function
            if (CheckIfPossibleElim(newSpace, dir))
            {
                val += posElim;
            }
            //allows for movement in line in dir based on dist
            return(new vMove(val, endNode, previosNode));
        }
    }
Exemple #2
0
    vMove ChargeMove(Vector3 startXy, Vector3 dir, int dist, vMove previosNode, bool simMove)
    {
        bool    unitInLine  = false;
        float   val         = 0;
        int     valUnitLine = 0;
        Vector3 newSpace    = startXy + (dir * (dist));            //create a pos at the end spot
        Node    endNode     = m_grid.NodeFromWorldPoint(newSpace); // Get node from new pos

        if (!endNode.walkable)
        {
            //Debug.DrawRay(newSpace, Vector3.up, Color.red, 5f);
            return(null);
        }
        else
        {
            for (int i = 1; i <= dist; i++)
            {
                //Debug.DrawRay(newSpace, Vector3.up, Color.green, 5f);
                Vector3 testPos = startXy + (dir * (i));
                Node    testN   = m_grid.NodeFromWorldPoint(testPos);
                if (!testN.walkable)
                {
                    //Debug.DrawRay(newSpace, dir, Color.yellow, 5f);
                    //Debug.DrawRay(newSpace, Vector3.up, Color.yellow, 5f);
                    return(null);
                }
            }
            Debug.DrawRay(newSpace, -dir * dist, debugColor, 2f);
            val         += dist * distCoverd;
            val         += CheckPushDanger(endNode); //Check pushablity of endnode  //TODO actually check danger
            valUnitLine += CheckIfUnitInLine(dist, startXy, dir);
            if (valUnitLine > 0)
            {
                unitInLine = true;
            }
            if (CheckIfPossibleElim(newSpace, dir) && unitInLine)
            {
                val += valUnitLine * posElim;
            }
            else
            {
                val += valUnitLine;
            }
            //Distance to
            //allows for movement in line in dir based on dist

            //Test if pushed and update

            return(new vMove(val, endNode, previosNode));
        }
    }
Exemple #3
0
    public override vMove[] EvalFunctForAi(Node nPos, Vector3 tar)
    {
        //nodeForEval.Clear();
        //Debug.DrawRay(nPos.worldPosition, Vector3.forward * chrgDistance, Color.green, 10f);
        //Debug.DrawRay(nPos.worldPosition, Vector3.back * chrgDistance, Color.green, 10f);
        //Debug.DrawRay(nPos.worldPosition, Vector3.right * chrgDistance, Color.green, 10f);
        //Debug.DrawRay(nPos.worldPosition, Vector3.left * chrgDistance, Color.green, 10f);
        //Judge Each direction
        vMove[] finalNodes = new vMove[4];
        if (uAi == null)
        {
            uAi = GetComponent <AIUnit>();
        }
        finalNodes[0] = chargeDirEval(nPos, Vector3.forward);
        //finalNodes[0].value += Mathf.RoundToInt(Vector3.Distance(finalNodes[0].endNode.worldPosition, tar));
        finalNodes[1] = chargeDirEval(nPos, Vector3.back);
        //finalNodes[1].value += Mathf.RoundToInt(Vector3.Distance(finalNodes[1].endNode.worldPosition, tar));
        finalNodes[2] = chargeDirEval(nPos, Vector3.left);
        //finalNodes[2].value += Mathf.RoundToInt(Vector3.Distance(finalNodes[2].endNode.worldPosition, tar));
        finalNodes[3] = chargeDirEval(nPos, Vector3.right);
        //finalNodes[3].value += Mathf.RoundToInt(Vector3.Distance(finalNodes[3].endNode.worldPosition, tar));
        //Sort by values
        nodeForEval.Add(finalNodes[0].endNode);
        nodeForEval.Add(finalNodes[1].endNode);
        nodeForEval.Add(finalNodes[2].endNode);
        nodeForEval.Add(finalNodes[3].endNode);
        float temp = 0;

        for (int write = 0; write < finalNodes.Length; write++)
        {
            for (int sort = 0; sort < finalNodes.Length - 1; sort++)
            {
                if (finalNodes[sort].value > finalNodes[sort + 1].value)
                {
                    temp = finalNodes[sort + 1].value;
                    finalNodes[sort + 1].value = finalNodes[sort].value;
                    finalNodes[sort].value     = temp;
                }
            }
        }
        return(finalNodes);
    }
Exemple #4
0
 IEnumerator NSWEChargeCheck(Vector3 startPos, vMove preMove, List <vMove> vMoves, bool simMove)
 {
     checking = true;
     for (int i = 1; i <= chargeSqrs; i++)
     {
         vMove newNodeVal = ChargeMove(startPos, Vector3.forward, i, preMove, simMove);
         if (newNodeVal != null)
         {
             vMoves.Add(newNodeVal);
         }
         //yield return null; //Wait frame
     }
     for (int i = 1; i <= chargeSqrs; i++)
     {
         vMove newNodeVal = ChargeMove(startPos, -Vector3.forward, i, preMove, simMove);
         if (newNodeVal != null)
         {
             vMoves.Add(newNodeVal);
         }
         //yield return null; //Wait frame
     }
     for (int i = 1; i <= chargeSqrs; i++)
     {
         vMove newNodeVal = ChargeMove(startPos, Vector3.right, i, preMove, simMove);
         if (newNodeVal != null)
         {
             vMoves.Add(newNodeVal);
         }
         //yield return null; //Wait frame
     }
     for (int i = 1; i <= chargeSqrs; i++)
     {
         vMove newNodeVal = ChargeMove(startPos, -Vector3.right, i, preMove, simMove);
         if (newNodeVal != null)
         {
             vMoves.Add(newNodeVal);
         }
         //yield return null; //Wait frame
     }
     checking = false;
     yield return(null); //Wait frame
 }
Exemple #5
0
 IEnumerator CheckChargeMoves()
 {
     for (int i = 1; i <= chargeSqrs; i++)
     {
         vMove newNodeVal = ChargeMove(transform.position, Vector3.forward, i, null);
         if (newNodeVal != null)
         {
             nodeWithValues.Add(newNodeVal);
         }
         yield return(null);
     }
     for (int i = 1; i <= chargeSqrs; i++)
     {
         vMove newNodeVal = ChargeMove(transform.position, -Vector3.forward, i, null);
         if (newNodeVal != null)
         {
             nodeWithValues.Add(newNodeVal);
         }
         yield return(null);
     }
     for (int i = 1; i <= chargeSqrs; i++)
     {
         vMove newNodeVal = ChargeMove(transform.position, Vector3.right, i, null);
         if (newNodeVal != null)
         {
             nodeWithValues.Add(newNodeVal);
         }
         yield return(null);
     }
     for (int i = 1; i <= chargeSqrs; i++)
     {
         vMove newNodeVal = ChargeMove(transform.position, -Vector3.right, i, null);
         if (newNodeVal != null)
         {
             nodeWithValues.Add(newNodeVal);
         }
         yield return(null);
     }
     Debug.Log("Checked Move Number: " + nodeWithValues.Count);
     yield return(null);
 }
Exemple #6
0
 public int CompareTo(vMove other)  //Lets us use .sort
 {
     return(value.CompareTo(other.value));
 }
Exemple #7
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 public valuedMoves(float val, vMove nde, AIUnit uAi)  //Constructs a val node
 {
     value = val;
     node  = nde;
     unit  = uAi;
 }