///<summary>
        ///constructor
        ///</summary>
        ///<param name="graph"></param>
        ///<param name="source"></param>
        ///<param name="target"></param>
        ///<param name="bot">The bot requesting the search</param>
        public GraphSearchDijkstrasTimeSliced(SparseGraph graph,
             int source,
             int target,
             BotEntity bot)
            : base(SearchTypes.Dijkstra, bot)
        {
            _graph = graph;
            _shortestPathTree = new List<NavGraphEdge>(graph.NumNodes);
            _searchFrontier = new List<NavGraphEdge>(graph.NumNodes);
            _costToThisNode = new List<float>(graph.NumNodes);
            for (int i = 0; i < graph.NumNodes; i++)
            {
                ShortestPathTree.Add(null);
                SearchFrontier.Add(null);
                CostToThisNode.Add(0);
            }
            _source = source;
            Target = target;

            //create the PQ
            PQ = new IndexedPriorityQueueLow(CostToThisNode, Graph.NumNodes);

            //put the source node on the queue
            PQ.Insert(source);
        }
Exemple #2
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        //returns a value between 0 and 1 based on the total amount of ammo the
        //bot is carrying each of the weapons. Each of the three weapons a bot can
        //pick up can contribute a third to the score. In other words, if a bot
        //is carrying a RL and a RG and has max ammo for the RG but only half max
        //for the RL the rating will be 1/3 + 1/6 + 0 = 0.5
        public static float TotalWeaponStrength(BotEntity bot)
        {
            float maxRoundsForShotgun =
                GetMaxRoundsBotCanCarryForWeapon(
                    WeaponTypes.Shotgun);
            float maxRoundsForRailgun =
                GetMaxRoundsBotCanCarryForWeapon(
                    WeaponTypes.Railgun);
            float maxRoundsForRocketLauncher =
                GetMaxRoundsBotCanCarryForWeapon(
                    WeaponTypes.RocketLauncher);
            float totalRoundsCarryable =
                maxRoundsForShotgun + maxRoundsForRailgun + maxRoundsForRocketLauncher;

            float numSlugs =
                bot.WeaponSystem.GetAmmoRemaining(
                    WeaponTypes.Railgun);
            float numCartridges =
                bot.WeaponSystem.GetAmmoRemaining(
                    WeaponTypes.Shotgun);
            float numRockets =
                bot.WeaponSystem.GetAmmoRemaining(
                    WeaponTypes.RocketLauncher);

            //the value of the tweaker (must be in the range 0-1) indicates how much
            //desirability value is returned even if a bot has not picked up any weapons.
            //(it basically adds in an amount for a bot's persistent weapon -- the blaster)
            const float tweaker = 0.05f;

            return tweaker + (1 - tweaker)*(numSlugs + numCartridges + numRockets)/
                             totalRoundsCarryable;
        }
        //returns a score between 0 and 1 representing the desirability of the
        //strategy the concrete subclass represents
        public override float CalculateDesirability(BotEntity bot)
        {
            float desirability = 0.0f;

            //there is no point in trying to capture their flag when we don't even know where
            //to return it to
            if (bot.FoundTriggers.NumberOfFlags > 0 && bot.FoundTriggers.IsOurFlagDiscovered)
            {
                //if we are carrying a flag, we should really try to return it to our base
                if (bot.IsCarryingFlag)
                    desirability = 2;
                else
                {
                    //if we have decent health, good ammo, and we are a high ranking officer
                    //we want to get their flag, otherwise we will tend to guard
                    desirability = bot.HealthPercentage *
                                   bot.WeaponSystem.CurrentWeapon.PercentageRoundsLeft*
                                   3/(2-(int)bot.Rank);

                    desirability = MathHelper.Clamp(desirability, 0, 1);
                    //bias the value according to the personality of the bot
                    desirability *= _characterBias;
                }
            }

            return desirability;
        }
Exemple #4
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        /// <summary>
        /// This checks to see if we need to explore to find weapons or health
        /// Once we know where at least one health pack is,
        /// and one weapon, we really have reason to explore anymore
        /// </summary>
        /// <param name="bot">bot to evaluate for</param>
        /// <returns></returns>
        public override float CalculateDesirability(BotEntity bot)
        {
            //figure out desirability of exploring for health
            //if we are unhealthy and we don't know where any health is
            float howBadIWantToExploreForHealth = (1 - bot.HealthPercentage)*(bot.FoundTriggers.NumberOfHealthItems > 1
                                                                                  ?
                                                                                      1
                                                                                  :
                                                                                      0);
            //figure out desirability of exploring for the weapon we are holding
            //if we are unloaded and we don't know where any of the weapon is
            //by default the bots walk around carrying their blaster...
            float howBadIWantToExploreForAWeapon;
            if(bot.WeaponSystem.CurrentWeapon.WeaponType == WeaponTypes.Blaster)
            {
                howBadIWantToExploreForAWeapon = GameManager.GameManager.Instance.Parameters.PropensityToSearchForAWeapon;
            }
            else
            {
                howBadIWantToExploreForAWeapon = (1 - bot.WeaponSystem.CurrentWeapon.PercentageRoundsLeft) *
                                                       (bot.FoundTriggers.NumberOfWeaponsByType(bot.WeaponSystem.CurrentWeapon.WeaponType) < 1
                                                            ?
                                                                1
                                                            :
                                                                0);
            }
            //get the maximum desire to explore for something
            float desirability = MathHelper.Max(howBadIWantToExploreForHealth, howBadIWantToExploreForAWeapon);

            //ensure the value is in the range 0 to 1
            desirability = MathHelper.Clamp(desirability, 0.0f, 1.0f);

            return desirability;
        }
        ///<summary>
        ///constructor for the NavigationalMemoryRecord class
        ///</summary>
        public NavigationalMemoryRecord(
            BotEntity owner,
            NavigationalMemory.NavigationalMemoryKey key)
        {
            Mode = key.Mode;
            SourceNodeIndex = key.SourceNodeIndex;
            DestinationNodeIndex = key.DestinationNodeIndex;

            Vector2 position =
                owner.PathPlanner.GetNodePosition(key.DestinationNodeIndex);
            RunningAverageTimeTaken =
                Vector2.Distance(owner.Position, position)/
                owner.MaxSpeed*3.0f; //200% margin //TODO: make parameter

            //switch (key.Mode)
            //{
            //    case NavigationalMemory.TravelModes.FollowPath:
            //        break;

            //    case NavigationalMemory.TravelModes.SeekToPosition:
            //        break;

            //    case NavigationalMemory.TravelModes.TraverseEdge:
            //        break;
            //}
        }
        ///<summary>
        ///constructor
        ///</summary>
        ///<param name="graph"></param>
        ///<param name="source"></param>
        ///<param name="target"></param>
        ///<param name="bot">Bot Requesting the path</param>
        public GraphSearchAStarTimeSliced(
            SparseGraph graph,
            int source,
            int target,
            BotEntity bot)
            : base(SearchTypes.AStar, bot)
        {
            _graph = graph;
            _shortestPathTree = new List<NavGraphEdge>(graph.NumNodes);
            _searchFrontier = new List<NavGraphEdge>(graph.NumNodes);
            _gCosts = new List<float>(graph.NumNodes);
            _fCosts = new List<float>(graph.NumNodes);
            for (int i = 0; i < graph.NumNodes; i++)
            {
                ShortestPathTree.Add(null);
                SearchFrontier.Add(null);
                GCosts.Add(0);
                FCosts.Add(0);
            }
            _source = source;
            _target = target;

            //create the priority queue
            _pq = new IndexedPriorityQueueLow(FCosts, Graph.NumNodes);

            //put the source node on the queue
            PQ.Insert(source);
        }
        //returns a score between 0 and 1 representing the desirability of the
        //strategy the concrete subclass represents
        public override float CalculateDesirability(BotEntity bot)
        {
            float desirability = 0.0f;

            //only do the calculation if there is a target present
            if (bot.TargetingSystem.IsTargetPresent)
            {
                float tweaker =
                    GameManager.GameManager.Instance.Parameters.BotAggroGoalTweaker;

                int teammatesTargetingBot = bot.SensoryMemory.GetListOfRecentlySensedTeammates().FindAll(delegate(BotEntity teammate) { return teammate.TargetBot == bot.TargetBot; }).Count;

                const int maxBotsForMaxDesirability = 16;
                //f(x) = max((16 + 1) - (x-16)^2/16, 0)
                //in effect x=0 [no bots targeting the bot] means f(x) = 1
                //x = 16, f(x) = 17
                //x = 32, f(x) = 1
                //x = 33, f(x) = 0
                float teammatesTargetingBotMultiplier = (float)Math.Max(
                                                        (maxBotsForMaxDesirability + 1) - Math.Pow(teammatesTargetingBot - maxBotsForMaxDesirability, 2) / maxBotsForMaxDesirability,
                                                        1.0f);

                desirability = tweaker*
                               bot.HealthPercentage*
                               Feature.TotalWeaponStrength(bot)*
                               teammatesTargetingBotMultiplier;

                //bias the value according to the personality of the bot
                desirability *= _characterBias;
            }

            return desirability;
        }
Exemple #8
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 public Formation(FormationType Type, BotEntity Lead, uint Pos, List<BotEntity> members)
 {
     _formationType = Type;
     _leader = Lead;
     _position = Pos;
     _members = members;
 }
        //returns a score between 0 and 1 representing the desirability of the
        //strategy the concrete subclass represents
        public override float CalculateDesirability(BotEntity bot)
        {
            //first grab the distance to the closest instance of a health item
            float distance = Feature.DistanceToItem(bot, ItemTypes.Health);

            //if the distance feature is rated with a value of 1 it means that the
            //item is either not present on the map or too far away to be worth
            //considering, therefore the desirability is zero
            if (distance == 1)
            {
                return 0;
            }

            //the desirability of finding a health item is proportional to the amount
            //of health remaining and inversely proportional to the distance from the
            //nearest instance of a health item.
            float desirability =
                GameManager.GameManager.Instance.Parameters.BotHealthGoalTweaker*
                (1 - bot.HealthPercentage)/
                (Feature.DistanceToItem(bot, ItemTypes.Health));

            //ensure the value is in the range 0 to 1
            desirability = MathHelper.Clamp(desirability, 0, 1);

            //bias the value according to the personality of the bot
            desirability *= _characterBias;

            return desirability;
        }
Exemple #10
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 ///<summary>
 ///Base goal constructor
 ///</summary>
 ///<param name="bot"></param>
 ///<param name="goalType"></param>
 protected Goal(BotEntity bot, GoalTypes goalType)
 {
     _bot = bot;
     _goalType = goalType;
     _status = StatusTypes.Inactive;
     _logPrefixText = String.Format("[{0,-8}] [{1,17}.", Bot.Name, goalType);
 }
Exemple #11
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        ///<summary>
        ///steering behavior constructor
        ///</summary>
        ///<param name="agent"></param>
        public Steering(BotEntity agent)
        {
            _bot = agent;
            Flags = 0;
            _weightSeparation = GameManager.GameManager.Instance.Parameters.SeparationWeight;
            _weightWander = GameManager.GameManager.Instance.Parameters.WanderWeight;
            _weightWallAvoidance = GameManager.GameManager.Instance.Parameters.WallAvoidanceWeight;
            _viewDistance = GameManager.GameManager.Instance.Parameters.ViewDistance;
            _wallDetectionFeelerLength = GameManager.GameManager.Instance.Parameters.WallDetectionFeelerLength;
            Feelers = new List<Vector2>(3);
            _deceleration = Decelerations.Normal;
            TargetAgent1 = null;
            TargetAgent2 = null;
            _wanderDistance = WANDER_DIST;
            _wanderJitter = WANDER_JITTER_PER_SEC;
            _wanderRadius = WANDER_RAD;
            _weightSeek = GameManager.GameManager.Instance.Parameters.SeekWeight;
            _weightArrive = GameManager.GameManager.Instance.Parameters.ArriveWeight;
            CellSpaceIsOn = true;
            SummingMethod = SummingMethods.Prioritized;

            //stuff for the wander behavior
            float theta = RandomUtil.RandomFloat()*(float) Math.PI*2.0f;

            //create a vector to a target position on the wander circle
            WanderTarget = new Vector2(WanderRadius*(float) Math.Cos(theta),
                                       WanderRadius*(float) Math.Sin(theta));
        }
Exemple #12
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 public Formation(Formation cloner)
 {
     _formationType = cloner.FormationType;
     _leader = cloner.Leader;
     _position = cloner.Position;
     _members = cloner.Members;
 }
Exemple #13
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 ///<summary>
 ///constructor for composite goal GetItem
 ///</summary>
 ///<param name="bot">bot entity that owns this goal</param>
 ///<param name="itemToGet">item to get</param>
 public GetItem(BotEntity bot, ItemTypes itemToGet)
     : base(bot, ItemTypeToGoalType(itemToGet))
 {
     _itemToGet = itemToGet;
     _giverTrigger = null;
     _logItemToGetText =
         String.Format(" Item: [{0,-12}]",
                       EnumUtil.GetDescription(_itemToGet));
 }
Exemple #14
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        //returns a score between 0 and 1 representing the desirability of the
        //strategy the concrete subclass represents
        public override float CalculateDesirability(BotEntity bot)
        {
            //grab the distance to the closest instance of the weapon type
            float distance = Feature.DistanceToItem(bot, Entity.Entity.WeaponTypeToItemType(_weaponType));

            //Added by Morteza
            //If the number of rounds we have is less then maximum, instead of picking up another weapon then,
            //Lets grab ammo for the weapon we have
            if (bot.WeaponSystem.CurrentWeapon.NumRoundsRemaining < bot.WeaponSystem.CurrentWeapon.MaxRoundsCarried)
            {
                if (Feature.DistanceToItem(bot, Entity.Entity.WeaponTypeToItemType(_weaponType)) != 1)
                {
                    return 1;
                }
            }

            //if the distance feature is rated with a value of 1 it means that the
            //item is either not present on the map or too far away to be worth
            //considering, therefore the desirability is zero
            if (distance == 1)
            {
                return 0;
            }
            //value used to tweak the desirability
            float tweaker;
            switch (_weaponType)
            {
                case WeaponTypes.Railgun:
                    tweaker =
                        GameManager.GameManager.Instance.Parameters.BotRailgunGoalTweaker;
                    break;
                case WeaponTypes.RocketLauncher:
                    tweaker =
                        GameManager.GameManager.Instance.Parameters.BotRocketLauncherGoalTweaker;
                    break;
                case WeaponTypes.Shotgun:
                    tweaker =
                        GameManager.GameManager.Instance.Parameters.BotShotgunGoalTweaker;
                    break;
                default:
                    tweaker = 1.0f;
                    break;
            }

            float health = bot.HealthPercentage;

            float weaponStrength = Feature.IndividualWeaponStrength(bot, _weaponType);

            float desirability = (tweaker * health * (1 - weaponStrength) * bot.WeaponSystem.CurrentWeapon.PercentageRoundsLeft) / distance;

            //ensure the value is in the range 0 to 1
            desirability = MathHelper.Clamp(desirability, 0, 1);

            desirability *= _characterBias;

            return desirability;
        }
Exemple #15
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        public override void RenderInfo(Vector2 position, BotEntity bot)
        {
            TextUtil.DrawText(position, "H: " + CalculateDesirability(bot).ToString("F2"));
            return;

            //string s =
            //   (1 - Feature.Health(bot)).ToString("F2") +
            //   ", " +
            //   Feature.DistanceToItem(bot, ItemTypes.Health).ToString("F2");
            //TextUtil.DrawText(position + new Vector2(0, 15), s);
        }
        public override void RenderInfo(Vector2 position, BotEntity bot)
        {
            TextUtil.DrawText(position, "AT: " + CalculateDesirability(bot).ToString("F2"));

            return;

            //string s =
            //   Feature.Health(bot)).ToString("F2") +
            //       ", " +
            //       Feature.TotalWeaponStrength(bot).ToString("F2");
            //TextUtil.DrawText(position+Vector2(0,12), s);
        }
Exemple #17
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        //returns a value between 0 and 1 based on how much ammo the bot has for
        //the given weapon, and the maximum amount of ammo the bot can carry. The
        //closer the amount carried is to the max amount, the higher the score
        public static float IndividualWeaponStrength(BotEntity bot, WeaponTypes weaponType)
        {
            //grab a pointer to the gun (if the bot owns an instance)
            Weapon wp = bot.WeaponSystem.GetWeaponFromInventory(weaponType);

            if (wp != null)
            {
                return wp.NumRoundsRemaining/
                       GetMaxRoundsBotCanCarryForWeapon(weaponType);
            }
            return 0.0f;
        }
Exemple #18
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 ///<summary>
 ///constructor
 ///</summary>
 ///<param name="owner"></param>
 public WeaponBlaster(BotEntity owner)
     : base(WeaponTypes.Blaster,
            GameManager.GameManager.Instance.Parameters.BlasterDefaultRounds,
            GameManager.GameManager.Instance.Parameters.BlasterMaxRoundsCarried,
            GameManager.GameManager.Instance.Parameters.BlasterFiringFreq,
            GameManager.GameManager.Instance.Parameters.BlasterIdealRange,
            GameManager.GameManager.Instance.Parameters.BlasterMaxSpeed,
            owner)
 {
     //setup the fuzzy module
     InitializeFuzzyModule();
 }
Exemple #19
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 ///<summary>
 ///constructor
 ///</summary>
 ///<param name="owner"></param>
 ///<param name="reactionTime"></param>
 ///<param name="aimAccuracy"></param>
 ///<param name="aimPersistence"></param>
 public WeaponSystem(
     BotEntity owner,
     float reactionTime,
     float aimAccuracy,
     float aimPersistence)
 {
     _owner = owner;
     _reactionTime = reactionTime;
     _aimAccuracy = aimAccuracy;
     _aimPersistence = aimPersistence;
     Initialize();
 }
Exemple #20
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        ///<summary>
        ///when this is called the trigger determines if the entity is within
        ///the trigger's region of influence. If it is then the trigger will be 
        ///triggered and the appropriate action will be taken.
        ///</summary>
        ///<param name="bot">entity activating the trigger</param>
        public override void Try(BotEntity bot)
        {
            if (!IsActive ||
                !IsTouchingTrigger(bot.Position, bot.BoundingRadius))
                return;

            TriggeringBot = bot;

            bot.IncreaseHealth(HealthGiven);

            Deactivate();
        }
Exemple #21
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 ///<summary>
 ///constructor
 ///</summary>
 ///<param name="owner"></param>
 public WeaponRailgun(BotEntity owner)
     : base(WeaponTypes.Railgun,
            GameManager.GameManager.Instance.Parameters.RailgunDefaultRounds,
            GameManager.GameManager.Instance.Parameters.RailgunMaxRoundsCarried,
            GameManager.GameManager.Instance.Parameters.RailgunFiringFreq,
            GameManager.GameManager.Instance.Parameters.RailgunIdealRange,
            GameManager.GameManager.Instance.Parameters.SlugMaxSpeed,
            owner)
 {
     //setup the fuzzy module
     InitializeFuzzyModule();
 }
Exemple #22
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 ///<summary>
 ///Constructor for composite goal FollowPath
 ///</summary>
 ///<param name="bot">Bot entity that owns this goal</param>
 ///<param name="path">path to follow</param>
 public FollowPath(BotEntity bot, List<PathEdge> path)
     : base(bot, GoalTypes.FollowPath)
 {
     _path = path;
     _sourceNodeIndex =
         bot.PathPlanner.GetClosestNodeToPosition(path[0].Source);
     _destinationNodeIndex =
         bot.PathPlanner.GetClosestNodeToPosition(
             path[path.Count - 1].Destination);
     _usedLookup = Bot.CalculateTimeToReachPosition(
         path[path.Count - 1].Destination, out _timeExpected);
     _startTime = Time.TimeNow;
 }
Exemple #23
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        ///<summary>
        ///constructor for atomic goal SeekToPosition
        ///</summary>
        ///<param name="bot">bot entity that owns this goal</param>
        ///<param name="destination">destination</param>
        public SeekToPosition(BotEntity bot, Vector2 destination)
            : base(bot, GoalTypes.SeekToPosition)
        {
            _destination = destination;
            _timeExpected = 0.0f;

            _sourceNodeIndex =
                bot.PathPlanner.GetClosestNodeToPosition(
                    bot.Position);
            _destinationNodeIndex =
                bot.PathPlanner.GetClosestNodeToPosition(
                    destination);
        }
Exemple #24
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        ///<summary>
        ///when triggered this adds the bot that made the sound to the
        ///triggering bot's perception by sending a message to be processed by
        ///the triggering bot's sensory memory.
        ///</summary>
        ///<param name="bot"></param>
        public override void Try(BotEntity bot)
        {
            //is this bot within range of this sound
            if (!IsTouchingTrigger(bot.Position, bot.BoundingRadius))
                return;

            TriggeringBot = bot;

            MessageDispatcher.Instance.DispatchMsg(
                (int) MessageDispatcher.SEND_MSG_IMMEDIATELY,
                MessageDispatcher.SENDER_ID_IRRELEVANT,
                bot.ObjectId,
                MessageTypes.GunshotSound,
                SoundSource);
        }
Exemple #25
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        ///<summary>
        ///constructor
        ///</summary>
        ///<param name="owner"></param>
        public WeaponShotgun(BotEntity owner)
            : base(WeaponTypes.Shotgun,
                   GameManager.GameManager.Instance.Parameters.ShotgunDefaultRounds,
                   GameManager.GameManager.Instance.Parameters.ShotgunMaxRoundsCarried,
                   GameManager.GameManager.Instance.Parameters.ShotgunFiringFreq,
                   GameManager.GameManager.Instance.Parameters.ShotgunIdealRange,
                   GameManager.GameManager.Instance.Parameters.PelletMaxSpeed,
                   owner)
        {
            _numBallsInShell =
                GameManager.GameManager.Instance.Parameters.ShotgunNumBallsInShell;
            _spread = GameManager.GameManager.Instance.Parameters.ShotgunSpread;

            //setup the fuzzy module
            InitializeFuzzyModule();
        }
Exemple #26
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        ///<summary>
        ///constructor for atomic goal TraverseEdge
        ///</summary>
        ///<param name="bot">bot entity that owns this goal</param>
        ///<param name="edgeToFollow">edge to follow</param>
        ///<param name="lastEdgeInPath">true if last edge in path</param>
        public TraverseEdge(
            BotEntity bot,
            PathEdge edgeToFollow,
            bool lastEdgeInPath)
            : base(bot, GoalTypes.TraverseEdge)
        {
            _edgeToFollow = edgeToFollow;
            _timeExpected = 0.0f;
            _lastEdgeInPath = lastEdgeInPath;

            _sourceNodeIndex =
                bot.PathPlanner.GetClosestNodeToPosition(
                    edgeToFollow.Source);
            _destinationNodeIndex =
                bot.PathPlanner.GetClosestNodeToPosition(
                    edgeToFollow.Destination);
        }
Exemple #27
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 ///<summary>
 ///constructor
 ///</summary>
 ///<param name="shooter"></param>
 ///<param name="target"></param>
 ///<param name="entitySceneObject"></param>
 public ProjectileBolt(
     BotEntity shooter,
     Vector2 target,
     IEntitySceneObject entitySceneObject)
     : base(entitySceneObject,
         target,
         shooter.ObjectId,
         shooter.Position,
         Vector2.Normalize(target - shooter.Position),
         (int) GameManager.GameManager.Instance.Parameters.BoltDamage,
         GameManager.GameManager.Instance.Parameters.BotScale,
         GameManager.GameManager.Instance.Parameters.BoltMaxSpeed,
         GameManager.GameManager.Instance.Parameters.BoltMass,
         GameManager.GameManager.Instance.Parameters.BoltMaxForce)
 {
     _previousPosition = Position;
 }
Exemple #28
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        ///<summary>
        ///Constructor for Think composite goal. If <paramref name="emptyBrain"/>
        ///is false, loads 'brain' with default evaluators and random biases.
        ///Otherwise, caller must manually add evaluators and biases.
        ///</summary>
        ///<param name="bot">Bot that owns this goal</param>
        ///<param name="emptyBrain">if false, don't add evaluators</param>
        public Think(BotEntity bot, bool emptyBrain)
            : base(bot, GoalTypes.Think)
        {
            if (emptyBrain)
                return;

            //these biases could be loaded in from a script on a per bot basis
            //but for now we'll just give them some random values
            const float lowRangeOfBias = 0.5f;
            const float highRangeOfBias = 1.5f;

            float healthBias =
                TorqueUtil.GetRandomFloat(lowRangeOfBias, highRangeOfBias);
            float exploreBias =
                TorqueUtil.GetRandomFloat(lowRangeOfBias, highRangeOfBias);
            float attackBias =
                TorqueUtil.GetRandomFloat(lowRangeOfBias, highRangeOfBias);
            //float evadeBias =
            //    TorqueUtil.GetRandomFloat(lowRangeOfBias, highRangeOfBias);
            float shotgunBias =
                TorqueUtil.GetRandomFloat(lowRangeOfBias, highRangeOfBias);
            float rocketLauncherBias =
                TorqueUtil.GetRandomFloat(lowRangeOfBias, highRangeOfBias);
            float railgunBias =
                TorqueUtil.GetRandomFloat(lowRangeOfBias, highRangeOfBias);

            //create the evaluator objects
            if(GameManager.GameManager.Instance.Parameters.PlayCaptureTheFlag)
            {
                float flagBias =
                    TorqueUtil.GetRandomFloat(lowRangeOfBias, highRangeOfBias);
                _evaluators.Add(new EvaluatorCaptureFlag(flagBias));
            }

            _evaluators.Add(new EvaluatorGetHealth(healthBias));
            _evaluators.Add(new EvaluatorExplore(exploreBias));
            _evaluators.Add(new EvaluatorAttackTarget(attackBias));
            //_evaluators.Add(new EvaluatorEvadeBot(evadeBias));
            _evaluators.Add(new EvaluatorGetWeapon(shotgunBias,
                                                   WeaponTypes.Shotgun));
            _evaluators.Add(new EvaluatorGetWeapon(railgunBias,
                                                   WeaponTypes.Railgun));
            _evaluators.Add(new EvaluatorGetWeapon(rocketLauncherBias,
                                                   WeaponTypes.RocketLauncher));
        }
Exemple #29
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        ///<summary>
        ///constructor
        ///</summary>
        ///<param name="source"></param>
        ///<param name="range"></param>
        public TriggerSoundNotify(BotEntity source, float range)
            : base(new EntitySceneObject(),
                (int) GameManager.GameManager.Instance.Parameters.BotTriggerUpdateFreq)
        {
            //TODO: integrate with Torque
            //SceneObject.CreateWithCollision = false;
            //SceneObject.CreateWithPhysics = false;

            _soundSource = source;

            //set position and range
            Position = SoundSource.Position;

            BoundingRadius = range;

            //create and set this trigger's region of fluence
            AddCircularTriggerRegion(Position, BoundingRadius);
        }
Exemple #30
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        //adds the appropriate goal to the given bot's brain
        public override void SetGoal(BotEntity bot)
        {
            bot.Brain.AddGoalExplore();

            //GoalComponent gc =
            //   bc.Components.FindComponent<GoalComponent>();
            //if (gc != null)
            //{
            //   if (gc.Goal != null)
            //   {
            //       Think t = gc.Goal as Think;
            //       if (t != null)
            //       {
            //           t.AddGoalExplore();
            //       }
            //   }
            //}
        }