public new void RunOnePosition() { /* OGoal | AI | Ball | Player | AIGoal */ if (AICheckBehaviour.FarFromBall(player, ball)) { AIBasicBehaviour.Sprint(player, 1); if (AICheckBehaviour.CheckIfCloseToPickup(GetActivePickups(), player)) { AIMovementBehaviour.LookAt(player, AICheckBehaviour.GetClosestPickup(GetActivePickups(), GetActiveCount(), player)); AIMovementBehaviour.MoveForward(player); } else { AIMovementBehaviour.LookAt(player, opponent); AIBasicBehaviour.UseGun(player); AIMovementBehaviour.MoveTowards(player, ball); } } else { AIBasicBehaviour.Sprint(player, 1); AIGlobalBehaviour.PositionAndShoot(player, ball, goal); } }
public new void RunOnePosition() { /* OGoal | AI | Ball | Player | AIGoal */ if (AICheckBehaviour.FarFromBall(player, ball)) { if (AICheckBehaviour.CheckOpponentsHealth(opponent)) { AIMovementBehaviour.LookAt(player, opponent); AIBasicBehaviour.UseGun(player); } else if (AICheckBehaviour.CheckIfCloseToPickup(GetActivePickups(), player)) { AIMovementBehaviour.LookAt(player, AICheckBehaviour.GetClosestPickup(GetActivePickups(), GetActiveCount(), player)); AIMovementBehaviour.MoveForward(player); } else { AIGlobalBehaviour.PositionAndShoot(player, ball, aIController.lineOfSight.GetAvailablePoint()); } } else { AIGlobalBehaviour.PositionAndShoot(player, ball, aIController.lineOfSight.GetAvailablePoint()); } }
public new void RunZeroPosition() { /* OGoal | Ball | Player, AI | AIGoal */ if (AICheckBehaviour.FarFromBall(player, ball)) { // If far from ball if (aIController.lineOfSight.CheckIfWallSpotted()) { AIGlobalBehaviour.ShootInTheMiddle(player, ball, goal); } else { AIGlobalBehaviour.PositionAndShoot(player, ball, aIController.lineOfSight.GetAvailablePoint()); } } else { // If close to a pickup - move towards it if (aIController.lineOfSight.CheckIfBallSpotted()) { AIMovementBehaviour.LookAt(player, ball); AIBasicBehaviour.UseGun(player); AIMovementBehaviour.MoveTowards(player, ball); } else if (AICheckBehaviour.CheckIfCloseToPickup(GetActivePickups(), player)) { AIMovementBehaviour.LookAt(player, AICheckBehaviour.GetClosestPickup(GetActivePickups(), GetActiveCount(), player)); AIMovementBehaviour.MoveForward(player); } else { AIGlobalBehaviour.PositionAndShoot(player, ball, aIController.lineOfSight.GetAvailablePoint()); } } }