Esempio n. 1
0
        private void AssistMode()
        {
            foreach (var opponents in PlayerAI.Player.Opponents)
            {
                //If a ennemy player in close to the teamate, tackle it
                float assistTackleDistance = Engine.Debug.EditSingle("AssistTackleRange", 180);
                if (Vector2.Distance(opponents.Position, PlayerAI.Player.TeamMate.Position) < assistTackleDistance)
                {
                    PlayerAI.TackleIfInRange();
                }
            }

            //Assist the teammate
            PlayerAI.NavigateToAssistPosition();
        }
Esempio n. 2
0
        private void DefenseMode()
        {
            var   ballMap                  = Game.GameManager.Navigation.PotentialMaps["BallMap"];
            float ballValue                = PlayerAI.MapValue(ballMap, PlayerAI.Player.Position);
            float teamMateBallValue        = PlayerAI.MapValue(ballMap, PlayerAI.Player.TeamMate.Position);
            bool  canTakeBall              = PlayerAI.Player.BallTrigger.Enabled && !Game.GameManager.Ball.Properties.Untakable && !Game.GameManager.Ball.Properties.PassThroughPlayer;
            bool  otherTeamHasBall         = canTakeBall && Game.GameManager.Ball != null && Game.GameManager.Ball.Player != null;
            float defenseValue             = GetDefenseValue(PlayerAI.Player.Team, PlayerAI.Player.Position);
            float attackValue              = GetShootValue(PlayerAI.Player.Team, PlayerAI.Player.Position);
            float relativePosition         = attackValue / defenseValue;
            float teamMateDefenseValue     = GetDefenseValue(PlayerAI.Player.Team, PlayerAI.Player.TeamMate.Position);
            float teamMateAttackValue      = GetShootValue(PlayerAI.Player.Team, PlayerAI.Player.TeamMate.Position);
            float teamMateRelativePosition = teamMateAttackValue / teamMateDefenseValue;
            float otherTeamAttackValue     = float.NegativeInfinity;

            if (otherTeamHasBall)
            {
                otherTeamAttackValue = GetDefenseValue(PlayerAI.Player.Team, Game.GameManager.Ball.Position);
            }

            float ballDefensePosition  = GetDefenseValue(PlayerAI.Player.Team, Game.GameManager.Ball.Position);
            float ballAttackPosition   = GetShootValue(PlayerAI.Player.Team, Game.GameManager.Ball.Position);
            float ballRelativePosition = ballAttackPosition / ballDefensePosition; //ballRelativePosition > 1 if in attack

            float ballThreshold    = 0.9f;
            float defThreshold     = 0.65f;
            float mateDefThreshold = 0.85f;

            Engine.Debug.Screen.AddCircle(PlayerAI.Position, 180);

            if ((PlayerAI.Info.BallInGoal || Game.Arena.SelectedLauncher != null) && (PlayerAI.Info.GoalTeam != null && PlayerAI.Player.Team != PlayerAI.Info.GoalTeam))
            {
                MoveToInitialPosition();
                //MoveToDefense();
            }
            else if (canTakeBall && ballValue >= teamMateBallValue)
            {
                PlayerAI.TackleIfInRange();
                PlayerAI.NavigateToBall();
            }
            else if (defenseValue < teamMateDefenseValue && ballDefensePosition > ballThreshold && defenseValue < defThreshold && teamMateDefenseValue < mateDefThreshold)
            {
                if (PlayerAI.AiState.TeleportToDefense && !PlayerAI.Player.TeamMate.Properties.Blink)
                {
                    PlayerAI.Blink(Vector2.Zero);
                }
                else
                {
                    MoveToDefense();
                }
            }
            else if (!PlayerAI.Player.BallTrigger.Enabled)
            {
                //MoveToInitialPosition();
                MoveToDefense();
            }
            else
            {
                PlayerAI.TackleIfInRange();
                PlayerAI.NavigateToAssistPosition();
            }
        }