Esempio n. 1
0
        /// <summary>
        /// Performs a dogfight move against the opponent
        /// </summary>
        /// <param name="ti">Team on which the ai is registered</param>
        /// <param name="ai">Character to perform move</param>
        /// <param name="target">Opponent of the ai</param>
        public void doDogfightMove(TeamInformation ti, DynamicObject ai, StaticObject target)
        {
            if (!this.isObjectRegistered(ai))
            {
                return;
            }
            float radiusToGoBehindTarget = (target.getBoundingSphere().Radius + ai.getBoundingSphere().Radius) * RADIUS_MULTIPLIER_TO_GO_BEHIND_TARGET;
            Vector3 wpPosition           = target.Position + Vector3.Normalize(Matrix.CreateFromQuaternion(target.rotation).Forward) * radiusToGoBehindTarget;
            Vector3 wpDPosition          = target.Position + Vector3.Normalize(Matrix.CreateFromQuaternion(target.rotation).Up) * radiusToGoBehindTarget / RADIUS_FACTOR_TO_GO_ABOVE_TARGET;

            if (Vector3.Dot(Vector3.Normalize(wpPosition - target.Position), Vector3.Normalize(ai.Position - target.Position)) < DOT_ANGLE_TO_STOP_DOGFIGHT_MOVE ||
                (ai.Position - target.Position).Length() > CHASE_WHEN_FURTHER)
            {
                PathInformation fighterPath = objectPaths[ai];
                List <Node> waypointList    = fighterPath.remainingPath;

                //we clear the waypoint list and add new waypoints:
                if (waypointList.Count > 0)
                {
                    bool shouldAddTopWaypt = (Vector3.Dot(Vector3.Normalize(Matrix.CreateFromQuaternion(target.rotation).Forward), Vector3.Normalize(target.Position - ai.Position)) > 0);
                    if ((wpPosition - waypointList.ElementAt(0).Position).Length() > TARGET_WP_BUFFER || shouldAddTopWaypt)
                    {
                        waypointList.Clear();
                        if (shouldAddTopWaypt)
                        {
                            waypointList.Insert(0, new Node(wpDPosition, -1));
                        }
                        waypointList.Insert(0, new Node(wpPosition, -1));
                    }
                }
                else
                {
                    if (Vector3.Dot(Vector3.Normalize(Matrix.CreateFromQuaternion(target.rotation).Forward), Vector3.Normalize(target.Position - ai.Position)) > 0)
                    {
                        waypointList.Insert(0, new Node(wpDPosition, -1));
                    }
                    waypointList.Insert(0, new Node(wpPosition, -1));
                }
                fighterPath.remainingPath = waypointList;
            }
            else //stop navigation (we are behind the target so we can start shooting it)
            {
                getPath(ai).Clear();
            }
        }
Esempio n. 2
0
 private int topupAssignedFightersToBattle(TeamInformation ti, StaticObject enemy)
 {
     Dictionary<StaticObject, int> numEngagedFightersPerEnemy = countFightersEngagedOnEnemy(ti);
             int numToScramble = 0;
             if (enemy is playerObject)
                 numToScramble = FIGHTERS_TO_SCRAMBLE_FOR_PLAYER;
             else if (enemy is Destroyer)
                 numToScramble = FIGHTERS_TO_SCRAMBLE_FOR_DESTROYER;
             //if the enemy is already being faught then just top up the fighters when they die off
             if (numEngagedFightersPerEnemy.Keys.Contains(enemy))
                 numToScramble -= numEngagedFightersPerEnemy[enemy];
             //now get the healthiest fighters and scramble them:
             if (numToScramble > 0)
             {
                 PowerDataStructures.PriorityQueue<float, Fighter> healthiestInactiveFighters = getHealthiestFighters(ti, FighterState.FS_IDLE);
                 int numIdleAvailable = healthiestInactiveFighters.Count;
                 //when we have enough fighters available just scramble them
                 if (numIdleAvailable >= numToScramble)
                 {
                     for (int i = 0; i < numToScramble; ++i)
                         ti.fighterBattleList.Add(healthiestInactiveFighters.DequeueValue(), enemy);
                     return numIdleAvailable;
                 }
                 //when we have too few fighters reassign them to more important targets
                 else
                 {
                     //add what we do have:
                     for (int i = 0; i < numIdleAvailable; ++i)
                         ti.fighterBattleList.Add(healthiestInactiveFighters.DequeueValue(), enemy);
                     //now find more fighters and reassign:
                     PowerDataStructures.PriorityQueue<float, Fighter> healthiestActiveFighters = getHealthiestFighters(ti, FighterState.FS_ENGAGED);
                     int numReassigned = 0;
                     foreach (KeyValuePair<float,Fighter> fighter in healthiestActiveFighters)
                         if (getEliminationPriority(ti.fighterBattleList[fighter.Value]) < getEliminationPriority(enemy))
                         {
                             ti.fighterBattleList.Remove(fighter.Value);
                             ti.fighterBattleList.Add(fighter.Value, enemy);
                             if (numIdleAvailable+(++numReassigned) == numToScramble)
                                 break;
                         }
                     return numReassigned+numIdleAvailable;
                 }
             }
             else return 0;
 }
Esempio n. 3
0
        /// <summary>
        /// Performs a dogfight move against the opponent
        /// </summary>
        /// <param name="ti">Team on which the ai is registered</param>
        /// <param name="ai">Character to perform move</param>
        /// <param name="target">Opponent of the ai</param>
        public void doDogfightMove(TeamInformation ti, DynamicObject ai, StaticObject target)
        {
            if (!this.isObjectRegistered(ai)) return;
            float radiusToGoBehindTarget = (target.getBoundingSphere().Radius + ai.getBoundingSphere().Radius) * RADIUS_MULTIPLIER_TO_GO_BEHIND_TARGET;
            Vector3 wpPosition = target.Position + Vector3.Normalize(Matrix.CreateFromQuaternion(target.rotation).Forward) * radiusToGoBehindTarget;
            Vector3 wpDPosition = target.Position + Vector3.Normalize(Matrix.CreateFromQuaternion(target.rotation).Up) * radiusToGoBehindTarget / RADIUS_FACTOR_TO_GO_ABOVE_TARGET;
            if (Vector3.Dot(Vector3.Normalize(wpPosition - target.Position), Vector3.Normalize(ai.Position - target.Position)) < DOT_ANGLE_TO_STOP_DOGFIGHT_MOVE ||
                (ai.Position - target.Position).Length() > CHASE_WHEN_FURTHER)
            {
                PathInformation fighterPath = objectPaths[ai];
                List<Node> waypointList = fighterPath.remainingPath;

                //we clear the waypoint list and add new waypoints:
                if (waypointList.Count > 0)
                {
                    bool shouldAddTopWaypt = (Vector3.Dot(Vector3.Normalize(Matrix.CreateFromQuaternion(target.rotation).Forward), Vector3.Normalize(target.Position - ai.Position)) > 0);
                    if ((wpPosition - waypointList.ElementAt(0).Position).Length() > TARGET_WP_BUFFER || shouldAddTopWaypt)
                    {
                        waypointList.Clear();
                        if (shouldAddTopWaypt)
                            waypointList.Insert(0, new Node(wpDPosition, -1));
                        waypointList.Insert(0, new Node(wpPosition, -1));
                    }
                }
                else
                {
                    if (Vector3.Dot(Vector3.Normalize(Matrix.CreateFromQuaternion(target.rotation).Forward), Vector3.Normalize(target.Position - ai.Position)) > 0)
                        waypointList.Insert(0, new Node(wpDPosition, -1));
                    waypointList.Insert(0, new Node(wpPosition, -1));
                }
                fighterPath.remainingPath = waypointList;
            }
            else //stop navigation (we are behind the target so we can start shooting it)
                getPath(ai).Clear();
        }
Esempio n. 4
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 private bool isTargetMarkedForElimination(StaticObject target, TeamInformation ti)
 {
     foreach (System.Collections.Generic.KeyValuePair<int, BBN_Game.Objects.StaticObject> pair in ti.scrambleQueue)
         if (pair.Value == target)
             return true;
     return false;
 }
Esempio n. 5
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 private void routePlayerToTurret(TeamInformation ti, Turret turret)
 {
     ti.playerObjective = turret;
     List<GridObjectInterface> neighbouringObjects = this.spatialGrid.checkNeighbouringBlocks(turret);
     Node closeWaypointToTurret = null;
     foreach (GridObjectInterface obj in neighbouringObjects)
         if (obj is Node && (obj.Position - ti.playerObjective.Position).Length() <= GridDataCollection.MAX_CAPTURE_DISTANCE)
         {
             closeWaypointToTurret = obj as Node;
             break;
         }
     neighbouringObjects = this.spatialGrid.checkNeighbouringBlocks(ti.teamPlayer);
     Node closeWaypointToPlayer = null;
     float minDist = 0;
     foreach (GridObjectInterface obj in neighbouringObjects)
         if (obj is Node)
         {
             float dist = (obj.Position - ti.teamPlayer.Position).Length();
             if (closeWaypointToPlayer == null || minDist > dist)
             {
                 closeWaypointToPlayer = obj as Node;
                 minDist = dist;
             }
         }
     if (!(closeWaypointToTurret == null || closeWaypointToPlayer == null))
         navComputer.setNewPathForRegisteredObject(ti.teamPlayer, closeWaypointToPlayer, closeWaypointToTurret);
     else
     {
         List<Node> path = new List<Node>();
         path.Add(new Node(ti.playerObjective.Position + Vector3.Normalize(Matrix.CreateFromQuaternion(ti.playerObjective.rotation).Forward) *
             (ti.playerObjective.getGreatestLength + ti.teamPlayer.getGreatestLength) * LINE_OF_SIGHT_CLOSE_DIST_MULTIPLYER, -1));
         navComputer.objectPaths[ti.teamPlayer].remainingPath = path;
     }
 }
Esempio n. 6
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 private bool isFighterEngagedInBattle(TeamInformation ti, Fighter fi)
 {
     return ti.fighterBattleList.Keys.Contains(fi);
 }
Esempio n. 7
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 private bool isTargetAlreadyBattledByFighters(TeamInformation ti, StaticObject target)
 {
     return ti.fighterBattleList.Values.Contains(target);
 }
Esempio n. 8
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 private bool isDestroyerEngaged(TeamInformation ti, Destroyer ds)
 {
     if (ti.destroyerBattleList.Keys.Contains(ds))
         return true;
     else
         return false;
 }
Esempio n. 9
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 private Node getRandomPatrolNode(TeamInformation ti)
 {
     if (ti.teamOwnedNodes.Count > 0)
         return ti.teamOwnedNodes.ElementAt(randomizer.Next(0, ti.teamOwnedNodes.Count - 1));
     else return null;
 }
Esempio n. 10
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        private PowerDataStructures.PriorityQueue<float, Fighter> getHealthiestFighters(TeamInformation ti, FighterState requiredFighterState)
        {
            PowerDataStructures.PriorityQueue<float, Fighter> healthiestFighters = new PowerDataStructures.PriorityQueue<float,Fighter>(true);
            foreach (Fighter fi in ti.teamFighters)
                if (requiredFighterState == FighterState.FS_IDLE)
                {
                    if (!isFighterEngagedInBattle(ti,fi))
                        healthiestFighters.Add(new KeyValuePair<float,Fighter>(fi.getHealth,fi));
                }
                else if (requiredFighterState == FighterState.FS_ENGAGED)
                {
                    if (!isFighterEngagedInBattle(ti, fi))
                        healthiestFighters.Add(new KeyValuePair<float, Fighter>(fi.getHealth, fi));
                }
                else if (requiredFighterState == FighterState.FS_DONTCARE)
                    healthiestFighters.Add(new KeyValuePair<float, Fighter>(fi.getHealth, fi));

            return healthiestFighters;
        }
Esempio n. 11
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 private Dictionary<StaticObject, int> countFightersEngagedOnEnemy(TeamInformation ti)
 {
     Dictionary<StaticObject, int> result = new Dictionary<StaticObject, int>();
     foreach (StaticObject enemy in ti.fighterBattleList.Values)
         if (!result.Keys.Contains(enemy))
             result.Add(enemy, 1);
         else
             result[enemy]++;
     return result;
 }
Esempio n. 12
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 public void registerTeam(TeamInformation ti)
 {
     if (!infoOnTeams.Contains(ti))
         infoOnTeams.Add(ti);
 }