Esempio n. 1
0
    /**
     *  this simply sums up all the active behaviors X their weights and
     *  truncates the result to the max available steering force before
     *  returning
     */
    private Vector3 CalculateWeightedSum()
    {
        if (On(behaviour_type.wall_avoidance))
        {
            steeringForce += WallAvoidance(m_entity.World().Walls()) * m_fWeightWallAvoidance;
        }

        if (On(behaviour_type.obstacle_avoidance))
        {
            steeringForce += ObstacleAvoidance(m_entity.World().Obstacles()) * m_fWeightObstacleAvoidance;
        }

        if (On(behaviour_type.evade))
        {
            Debug.Assert(m_pTargetAgent1 != null, "Evade target not assigned");
            steeringForce += Evade(m_pTargetAgent1) * m_fWeightEvade;
        }


        //these next three can be combined for flocking behavior (wander is
        //also a good behavior to add into this mix)

        if (On(behaviour_type.separation))
        {
            steeringForce += Separation(m_entity.GetAIGroup().Agents()) * m_fWeightSeparation;
        }

        if (On(behaviour_type.allignment))
        {
            steeringForce += Alignment(m_entity.GetAIGroup().Agents()) * m_fWeightAlignment;
        }

        if (On(behaviour_type.cohesion))
        {
            steeringForce += Cohesion(m_entity.GetAIGroup().Agents()) * m_fWeightCohesion;
        }

        if (On(behaviour_type.wander))
        {
            steeringForce += Wander() * m_fWeightWander;
        }

        if (On(behaviour_type.seek))
        {
            steeringForce += Seek(m_entity.VTarget()) * m_fWeightSeek;
        }

        if (On(behaviour_type.flee))
        {
            steeringForce += Flee(m_entity.VTarget()) * m_fWeightFlee;
        }

        if (On(behaviour_type.arrive))
        {
            steeringForce += Arrive(m_entity.VTarget(), m_deceleration) * m_fWeightArrive;
        }

        if (On(behaviour_type.pursuit))
        {
            Debug.Assert(m_pTargetAgent1 != null, "pursuit target not assigned");

            steeringForce += Pursuit(m_pTargetAgent1) * m_fWeightPursuit;
        }

        if (On(behaviour_type.offset_pursuit))
        {
            Debug.Assert(m_pTargetAgent1 != null, "pursuit target not assigned");
            Debug.Assert(m_vOffset.magnitude > 0, "No offset assigned");

            //steeringForce += OffsetPursuit(m_pTargetAgent1, m_vOffset) * m_fWeightOffestPursuit;
        }

        if (On(behaviour_type.interpose))
        {
            Debug.Assert(m_pTargetAgent1 != null && m_pTargetAgent2 != null, "Interpose agents not assigned");

            steeringForce += Interpose(m_pTargetAgent1, m_pTargetAgent2) * m_fWeightInterpose;
        }

        if (On(behaviour_type.hide))
        {
            Debug.Assert(m_pTargetAgent1 != null, "Hide target not assigned");

            steeringForce += Hide(m_pTargetAgent1, m_entity.World().Obstacles());
        }

        if (On(behaviour_type.follow_path))
        {
            steeringForce += FollowPath() * m_fWeightFollowPath;
        }

        steeringForce = MathUtil.Truncate(steeringForce, m_entity.MaxForce());

        return(steeringForce);
    }
Esempio n. 2
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="agent"></param>
 public void RemoveAgent(AIAgent agent)
 {
     agent.GetAIGroup().RemoveAgent(agent);
 }