Esempio n. 1
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    private void configureAsZombie()
    {
        AgentColor      = (zombieColor);
        LivingState     = (AgentPercept.LivingState.UNDEAD);
        Type            = (AgentType.ZOMBIE);
        SightRange      = (25.0f);
        FieldOfView     = (120.0f);
        Direction       = (Random.Range(-180.0f, 180.0f));
        SpeedMultiplier = (1.0f);
        ConvertRange    = (2.0f);

        FallThroughBehavior tempFTB = new FallThroughBehavior();

        // General Zombie:
        tempFTB.addBehavior(new ZombifyBehavior());
        tempFTB.addBehavior(new PursueBehavior());
        tempFTB.addBehavior(new NecrophageBehavior());
        tempFTB.addBehavior(new WanderBehavior());
        tempFTB.addBehavior(new RandomLookBehavior());

        // Boid Zombies
//		tempFTB.addBehavior( new BoidsBehavior());
//		tempFTB.addBehavior( new WanderBehavior() );
//		FieldOfView = (351.0f); // add a "tail wedge" to show direction, until something better is in

        Behavior = (tempFTB);
    }
Esempio n. 2
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    private void configureAsPlayableHuman()
    {
        AgentColor          = (humanPlayerColor);
        LivingState         = (AgentPercept.LivingState.ALIVE);
        Type                = (AgentType.HUMAN_PLAYER);
        SightRange          = (49.0f);  // longer range to help with reaction time
        FieldOfView         = (135.0f); // slightly expanded vision range, same
        Direction           = (Random.Range(-180.0f, 180.0f));
        SpeedMultiplier     = (1.25f);  // and slightly faster
        TurnSpeedMultiplier = (2.0f);

        FallThroughBehavior tempFTB = new FallThroughBehavior();

        tempFTB.addBehavior(new PlayerControlBehavior());
        tempFTB.addBehavior(new ExtractionBehavior());
        tempFTB.addBehavior(new RandomLookBehavior());           // leaving this in for now, useful.

        Behavior = (tempFTB);
    }
Esempio n. 3
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    private void configureAsHuman()
    {
        AgentColor      = (humanColor);
        LivingState     = (AgentPercept.LivingState.ALIVE);
        Type            = (AgentType.HUMAN);
        SightRange      = (36.0f);
        FieldOfView     = (180.0f);     // roughly full range of vision
        Direction       = (Random.Range(-180.0f, 180.0f));
        SpeedMultiplier = (1.15f);

        FallThroughBehavior tempFTB = new FallThroughBehavior();

        tempFTB.addBehavior(new FleeBehavior());
        tempFTB.addBehavior(new WanderBehavior());
        tempFTB.addBehavior(new RandomLookBehavior());

        Behavior = (tempFTB);
//		Behavior = new RandomWalkBehavior();
    }
Esempio n. 4
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    private void configureAsPlayableZombie()
    {
        AgentColor          = (zombieColor);
        LivingState         = (AgentPercept.LivingState.UNDEAD);
        Type                = (AgentType.ZOMBIE_PLAYER);
        SightRange          = (36.0f);  // slightly expanded, to account for reaction time and lack of overwhelming numbers
        FieldOfView         = (135.0f); // super zombie
        Direction           = (Random.Range(-180.0f, 180.0f));
        SpeedMultiplier     = (1.15f);  // same as a human
        TurnSpeedMultiplier = (2.0f);   // just a lot more responsive this way
        ConvertRange        = (5.0f);   // significant boost, to help account for lag/control timing

        FallThroughBehavior tempFTB = new FallThroughBehavior();

        tempFTB.addBehavior(new ZombifyBehavior());
        tempFTB.addBehavior(new PlayerControlBehavior());
        tempFTB.addBehavior(new RandomLookBehavior());

        Behavior = (tempFTB);
    }
Esempio n. 5
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    private void configureAsZombie()
    {
        AgentColor = (zombieColor);
        LivingState = (AgentPercept.LivingState.UNDEAD);
        Type = (AgentType.ZOMBIE);
        SightRange = (25.0f);
        FieldOfView = (120.0f);
        Direction = (Random.Range(-180.0f, 180.0f));
        SpeedMultiplier = (1.0f);
        ConvertRange = (2.0f);

        FallThroughBehavior tempFTB = new FallThroughBehavior();
        // General Zombie:
        tempFTB.addBehavior( new ZombifyBehavior() );
        tempFTB.addBehavior( new PursueBehavior() );
        tempFTB.addBehavior( new NecrophageBehavior() );
        tempFTB.addBehavior( new WanderBehavior() );
        tempFTB.addBehavior( new RandomLookBehavior() );

        // Boid Zombies
        //		tempFTB.addBehavior( new BoidsBehavior());
        //		tempFTB.addBehavior( new WanderBehavior() );
        //		FieldOfView = (351.0f); // add a "tail wedge" to show direction, until something better is in

        Behavior = (tempFTB);
    }
Esempio n. 6
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    private void configureAsPlayableZombie()
    {
        AgentColor = (zombieColor);
        LivingState = (AgentPercept.LivingState.UNDEAD);
        Type = (AgentType.ZOMBIE_PLAYER);
        SightRange = (36.0f); // slightly expanded, to account for reaction time and lack of overwhelming numbers
        FieldOfView = (135.0f); // super zombie
        Direction = (Random.Range(-180.0f, 180.0f));
        SpeedMultiplier = (1.15f); // same as a human
        TurnSpeedMultiplier = (2.0f); // just a lot more responsive this way
        ConvertRange = (5.0f); // significant boost, to help account for lag/control timing

        FallThroughBehavior tempFTB = new FallThroughBehavior();
        tempFTB.addBehavior( new ZombifyBehavior() );
        tempFTB.addBehavior( new PlayerControlBehavior() );
        tempFTB.addBehavior( new RandomLookBehavior() );

        Behavior = (tempFTB);
    }
Esempio n. 7
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    private void configureAsPlayableHuman()
    {
        AgentColor = (humanPlayerColor);
        LivingState = (AgentPercept.LivingState.ALIVE);
        Type = (AgentType.HUMAN_PLAYER);
        SightRange = (49.0f); // longer range to help with reaction time
        FieldOfView = (135.0f); // slightly expanded vision range, same
        Direction = (Random.Range(-180.0f, 180.0f));
        SpeedMultiplier = (1.25f); // and slightly faster
        TurnSpeedMultiplier = (2.0f);

        FallThroughBehavior tempFTB = new FallThroughBehavior();
        tempFTB.addBehavior( new PlayerControlBehavior() );
        tempFTB.addBehavior( new ExtractionBehavior() );
        tempFTB.addBehavior( new RandomLookBehavior() ); // leaving this in for now, useful.

        Behavior = (tempFTB);
    }
Esempio n. 8
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    private void configureAsHuman()
    {
        AgentColor = (humanColor);
        LivingState = (AgentPercept.LivingState.ALIVE);
        Type = (AgentType.HUMAN);
        SightRange = (36.0f);
        FieldOfView = (180.0f); // roughly full range of vision
        Direction = (Random.Range(-180.0f, 180.0f));
        SpeedMultiplier = (1.15f);

        FallThroughBehavior tempFTB = new FallThroughBehavior();
        tempFTB.addBehavior( new FleeBehavior() );
        tempFTB.addBehavior( new WanderBehavior() );
        tempFTB.addBehavior( new RandomLookBehavior() );

        Behavior = (tempFTB);
        //		Behavior = new RandomWalkBehavior();
    }