Esempio n. 1
0
        private void ExponentialInfluence(PotentielMapCell cell, NavigationCell navCell)
        {
            float influence = 0;

            for (int iNeighbour = 0; iNeighbour < navCell.Neighbours.Length; iNeighbour++)
            {
                var nextNavCell = navCell.Neighbours[iNeighbour];
                if (navCell.Neighbours[iNeighbour] == null || !navCell.CanNavigateToNeighbour[iNeighbour])
                {
                    continue;
                }
                var nextCell = m_grid[nextNavCell.Index];

                float dist          = Vector2.Distance(nextNavCell.Position, navCell.Position) / m_navManager.Parameters.GridSpacing;
                float costFactor    = 1 / (1 + cell.CostValue); costFactor = LBE.MathHelper.Clamp(0, 1, costFactor);
                float cellInfluence = nextCell.Value * (float)Math.Exp(-dist * m_influenceDecay * (1 + cell.CostValue));
                if (cellInfluence > Math.Abs(influence))
                {
                    influence = cellInfluence;
                }
            }
            cell.Influence = LBE.MathHelper.Clamp(-1, 1, influence);
        }
Esempio n. 2
0
        private void LinearInfluence(float linearDecay, PotentielMapCell cell, NavigationCell navCell)
        {
            float influence = float.NegativeInfinity;

            for (int iNeighbour = 0; iNeighbour < navCell.Neighbours.Length; iNeighbour++)
            {
                var nextNavCell = navCell.Neighbours[iNeighbour];
                if (navCell.Neighbours[iNeighbour] == null || !navCell.CanNavigateToNeighbour[iNeighbour])
                {
                    continue;
                }

                var nextCell = m_grid[nextNavCell.Index];

                //Linear approx. of distance, that is exact for distSq = 1 or distSq = 2
                float distSq      = Vector2.DistanceSquared(nextNavCell.Position, navCell.Position) / (m_navManager.Parameters.GridSpacing * m_navManager.Parameters.GridSpacing);
                float sq2minusOne = 1.414213f - 1;
                float fastDist    = (1 - sq2minusOne) + sq2minusOne * distSq;

                float cellInfluence = nextCell.Value - linearDecay * (1 + cell.CostValue) * fastDist * fastDist;
                influence = Math.Max(influence, cellInfluence);
            }
            cell.Influence = LBE.MathHelper.Clamp(m_linearParameters.MinValue, 1, influence);
        }
Esempio n. 3
0
        public void Init()
        {
            m_paramAsset = Engine.AssetManager.GetAsset <NavigationParameters>("Game/Navigation.lua::Navigation");

            m_potentialMaps = new Dictionary <string, PotentialMap>();

            m_mapDebugIndex       = 0;
            m_debugIndexPlusCtrl  = new KeyControl(Keys.PageDown);
            m_debugIndexMinusCtrl = new KeyControl(Keys.PageUp);

            Vector2 arenaSize = Game.Arena.Description.Size;

            if (arenaSize == Vector2.Zero)
            {
                arenaSize = new Vector2(1280, 720);
            }

            int nPointX = (int)(arenaSize.X / Parameters.GridSpacing);
            int nPointY = (int)(arenaSize.Y / Parameters.GridSpacing);

            m_navigationGridOrigin = new Vector2(
                -nPointX * Parameters.GridSpacing * 0.5f,
                -nPointY * Parameters.GridSpacing * 0.5f);

            //Create the grid
            m_navigationGrid = new Grid <NavigationCell>(nPointX, nPointY);

            //Initialise data points
            for (int i = 0; i < m_navigationGrid.Width; i++)
            {
                for (int j = 0; j < m_navigationGrid.Height; j++)
                {
                    Point index = new Point(i, j);
                    m_navigationGrid[index]          = new NavigationCell();
                    m_navigationGrid[index].Index    = index;
                    m_navigationGrid[index].Position = new Vector2(
                        m_navigationGridOrigin.X + i * Parameters.GridSpacing,
                        m_navigationGridOrigin.Y + j * Parameters.GridSpacing);

                    m_navigationGrid[index].CanSeePlayer = new bool[4];
                }
            }

            //Initialise neighbours in a second pass
            for (int i = 0; i < m_navigationGrid.Width; i++)
            {
                for (int j = 0; j < m_navigationGrid.Height; j++)
                {
                    Point index = new Point(i, j);
                    List <NavigationCell> neighbours = new List <NavigationCell>(8);
                    foreach (var p in index.Neighbours())
                    {
                        if (m_navigationGrid.TestBounds(p))
                        {
                            neighbours.Add(m_navigationGrid[p]);
                        }
                        else
                        {
                            neighbours.Add(null);
                        }
                    }

                    m_navigationGrid[index].Neighbours             = neighbours.ToArray();
                    m_navigationGrid[index].CanNavigateToNeighbour = new bool[8];
                }
            }

            var ballMap = new PotentialMap(Game.GameManager.Navigation, PotentialMapType.Linear);

            m_ballSource        = new PotentialMapInfluencePoint();
            m_ballSource.Radius = 60;
            m_ballSource.Value  = 1;
            ballMap.Sources.Add(m_ballSource);
            ballMap.UpdateFrequency = PotentialMapUpdateFrequency.Fast;
            Game.GameManager.Navigation.PotentialMaps.Add("BallMap", ballMap);

            m_shootLeftPlayerCosts     = new PotentialMapInfluencePoint[2];
            m_shootLeftPlayerCosts[0]  = new PotentialMapInfluencePoint();
            m_shootLeftPlayerCosts[1]  = new PotentialMapInfluencePoint();
            m_shootRightPlayerCosts    = new PotentialMapInfluencePoint[2];
            m_shootRightPlayerCosts[0] = new PotentialMapInfluencePoint();
            m_shootRightPlayerCosts[1] = new PotentialMapInfluencePoint();
            foreach (var playerCost in m_shootLeftPlayerCosts)
            {
                playerCost.Value       = Engine.Debug.EditSingle("PlayerValue", 3);
                playerCost.Radius      = Engine.Debug.EditSingle("PlayerCostRadius", 350);
                playerCost.Attenuation = 0;
            }
            foreach (var playerCost in m_shootRightPlayerCosts)
            {
                playerCost.Value       = Engine.Debug.EditSingle("PlayerValue", 3);
                playerCost.Radius      = Engine.Debug.EditSingle("PlayerCostRadius", 350);
                playerCost.Attenuation = 0;
            }

            var shootLeftMap = new PotentialMap(Game.GameManager.Navigation, PotentialMapType.Linear);

            shootLeftMap.Sources.Add(new CanShootLeftPotentialSource());
            shootLeftMap.Costs.Add(m_shootLeftPlayerCosts[0]);
            shootLeftMap.Costs.Add(m_shootLeftPlayerCosts[1]);
            shootLeftMap.LinearParameters.SpatialDecay = 0.01f;
            shootLeftMap.LinearParameters.MinValue     = -10;
            shootLeftMap.UpdateFrequency = PotentialMapUpdateFrequency.Fast;
            Game.GameManager.Navigation.PotentialMaps.Add("ShootLeft", shootLeftMap);

            var shootRightMap = new PotentialMap(Game.GameManager.Navigation, PotentialMapType.Linear);

            shootRightMap.Sources.Add(new CanShootRightPotentialSource());
            shootRightMap.Costs.Add(m_shootRightPlayerCosts[0]);
            shootRightMap.Costs.Add(m_shootRightPlayerCosts[1]);
            shootRightMap.LinearParameters.SpatialDecay = 0.01f;
            shootRightMap.LinearParameters.MinValue     = -10;
            shootRightMap.UpdateFrequency = PotentialMapUpdateFrequency.Fast;
            Game.GameManager.Navigation.PotentialMaps.Add("ShootRight", shootRightMap);
        }