コード例 #1
0
    // Update is called once per frame
    void Update()
    {
        //Acquire player if spawned in
        if (gameManager.gameStarted)
        {
            //Acquire player if spawned in
            target = gameManager.playerDreadnaught;
            // Heursitic function here
            attackOrFlee = (Friends() * health) + hunger * (((speed * targetRadius) / 5000) + (health * healingFactor) / 10);
            if (attackOrFlee >= 1000)
            {
                droneBehaviour = DroneBehaviours.Attacking;
            }
            else if (attackOrFlee < 1000)
            {
                if (motherShip != null)
                {
                    droneBehaviour = DroneBehaviours.Fleeing;
                }
                else
                {
                    droneBehaviour = DroneBehaviours.Attacking;
                }
            }
            //droneBehaviour = DroneBehaviours.Attacking;
        }

//        //Move towards valid targets
//        if(target)
//			MoveTowardsTarget(target.transform.position);

        //Boid cohesion/segregation
        BoidBehaviour();

        //Drone Behaviours - State Switching
        switch (droneBehaviour)
        {
        case DroneBehaviours.Scouting:
            Scouting();
            break;

        case DroneBehaviours.Foraging:
            Forage();
            break;

        case DroneBehaviours.EliteForaging:
            EliteForage();
            break;

        case DroneBehaviours.Attacking:
            Attacking();
            break;

        case DroneBehaviours.Fleeing:
            Fleeing();
            break;
        }

        RegenHealth();
    }
コード例 #2
0
 // Method used by elite foragers
 private void EliteForage()
 {
     // if no new objects - perform foraging duties
     if (!newResourceObject)
     {
         Forage();
         // periodically check for better resources on the way
         if (Time.time > detectTimer)
         {
             newResourceObject = DetectNewResources();
             detectTimer       = Time.time + detectTime;
         }
         // If a new resource is found and the drone does not have any current cargo
     }
     else
     {
         if (cargo == 0)
         {
             // Compare this new resource against the original and check if knowledge about it is already with mothership
             if ((newResourceObject.GetComponent <Asteroid> ().resource < target.GetComponent <Asteroid> ().resource) || (motherShip.GetComponent <Mothership>().resourceObjects.Contains(newResourceObject)))
             {
                 newResourceObject = null;
             }
             else
             {
                 // if new resource is better - become scout and report back
                 droneBehaviour = DroneBehaviours.Scouting;
             }
         }
     }
 }
コード例 #3
0
ファイル: Drone.cs プロジェクト: thomas-feldman/HiveMind
 // Drone FSM Behaviour - Fleeing
 private void Fleeing()
 {
     //Calculate target's velocity (without using RB)
     tarVel     = (target.transform.position - tarPrevPos) / Time.deltaTime;
     tarPrevPos = target.transform.position;
     //Calculate intercept position (p = t + r * d * v) and multiply it by -1 to get the flee vector
     fleePos = (target.transform.position + distanceRatio * Vector3.Distance(transform.position, target.transform.position) * tarVel) * -1.0f;
     //Flee if mothership alive, else attack instead
     if (Vector3.Distance(transform.position, target.transform.position) > (targetRadius * 5.0f))
     {
         if (motherShip)
         {
             if (Vector3.Distance(transform.position, motherShip.transform.position) > (targetRadius))
             {
                 MoveTowardsTarget(motherShip.transform.position);
                 Debug.DrawLine(transform.position, motherShip.transform.position, Color.green);
             }
         }
         else
         {
             droneBehaviour = DroneBehaviours.Attacking;
         }
     }
     else
     {
         MoveTowardsTarget(fleePos);
         Debug.DrawLine(transform.position, fleePos, Color.yellow);
     }
 }
コード例 #4
0
ファイル: Drone.cs プロジェクト: Pi-lot/AI-Beehive-Behaviour
    private void Repair()
    {
        if (health < maxHealth)
        {
            health += repairRate * Time.deltaTime;
            Debug.Log("Repair");
        }
        if (health > maxHealth)
        {
            health = maxHealth;
            if (gameManager.gameStarted)
            {
                attackOrFlee = health * Friends();

                if (attackOrFlee >= 1000)
                {
                    droneBehaviour = DroneBehaviours.Attacking;
                }
                else if (attackOrFlee < 1000)
                {
                    droneBehaviour = DroneBehaviours.Fleeing;
                }
            }
        }
    }
コード例 #5
0
ファイル: Drone.cs プロジェクト: thomas-feldman/HiveMind
    //Same as normal because local area search did not work correctly, cleaned up code for presentation
    private void EliteForaging(Asteroid target)
    {
        //Move toward target
        MoveTowardsTarget(target.transform.position);
        //Determine the distance from target
        Debug.DrawLine(transform.position, target.transform.position, Color.red);
        Vector3 heading  = target.transform.position - transform.position;
        float   distance = heading.magnitude;

        //if in range, harvest what you can, then return
        if (distance <= targetRadius)
        {
            if (resourceTarget.resource > 10)
            {
                currentLoad              = resourceCapacity;
                resourceTarget.resource -= currentLoad;
            }
            else
            {
                currentLoad             = currentLoad + resourceTarget.resource;
                resourceTarget.resource = 0;
            }
            droneBehaviour = DroneBehaviours.ReturningResources;
        }
    }
コード例 #6
0
ファイル: Drone.cs プロジェクト: Pi-lot/AI-Beehive-Behaviour
    // Update is called once per frame
    void Update()
    {
        //Acquire player if spawned in
        if (gameManager.gameStarted)
        {
            target = gameManager.playerDreadnaught;

            if (droneBehaviour == DroneBehaviours.Attacking ||
                droneBehaviour == DroneBehaviours.Fleeing)
            {
                attackOrFlee = health * Friends();

                if (attackOrFlee >= 1000)
                {
                    droneBehaviour = DroneBehaviours.Attacking;
                }
                else if (attackOrFlee < 1000)
                {
                    droneBehaviour = DroneBehaviours.Fleeing;
                }
            }
        }

        //Move towards valid targets
        else if (target)
        {
            MoveTowardsTarget(target.transform.position);
        }

        BoidBehaviour();

        switch (droneBehaviour)
        {
        case DroneBehaviours.Scouting:
            Scouting();
            break;

        case DroneBehaviours.Attacking:
            Attacking();
            break;

        case DroneBehaviours.Fleeing:
            Fleeing();
            break;

        case DroneBehaviours.Idle:
            Repair();
            Roam();
            return;

        case DroneBehaviours.Foraging:
            Forage();
            return;

        case DroneBehaviours.Return:
            Return();
            return;
        }
    }
コード例 #7
0
ファイル: Drone.cs プロジェクト: Pi-lot/AI-Beehive-Behaviour
    public void StartForaging(bool elite)
    {
        droneBehaviour  = DroneBehaviours.Foraging;
        target          = motherShip.GetComponent <Mothership>().FindResourceInRange(maxRange, gameObject);
        currentResource = target.GetComponent <Asteroid>().resource;
        forageTarget    = target;

        this.elite = elite;
    }
コード例 #8
0
    //Drone FSM Behaviour - Scouting
    private void Scouting()
    {
        //If no new resource object found
        if (!newResourceObject)
        {
            //If close to scoutPosition, randomize new position to investigate within gamespace around mothership
            if (Vector3.Distance(transform.position, scoutPosition) < detectionRadius && Time.time > scoutTimer)
            {
                //Generate new random position
                Vector3 position;
                position.x = motherShip.transform.position.x + Random.Range(-1500, 1500);
                position.y = motherShip.transform.position.y + Random.Range(-400, 400);
                position.z = motherShip.transform.position.z + Random.Range(-1500, 1500);

                scoutPosition = position;

                //Update scoutTimer
                scoutTimer = Time.time + scoutTime;
            }
            else
            {
                MoveTowardsTarget(scoutPosition);
                Debug.DrawLine(transform.position, scoutPosition, Color.yellow);
            }
            //Every few seconds, check for new resources
            if (Time.time > detectTimer)
            {
                newResourceObject = DetectNewResources();
                detectTimer       = Time.time + detectTime;
            }
        }
        //Resource found, head back to Mothership
        else
        {
            target = motherShip;

            //In range of mothership, relay information and reset to drone again
            if (Vector3.Distance(transform.position, motherShip.transform.position) < targetRadius)
            {
                motherShip.GetComponent <Mothership> ().drones.Add(this.gameObject);
                motherShip.GetComponent <Mothership> ().scouts.Remove(this.gameObject);
                motherShip.GetComponent <Mothership> ().resourceObjects.Add(newResourceObject);
                newResourceVal    = 0;
                newResourceObject = null;
                droneBehaviour    = DroneBehaviours.Idle;
            }
            else
            {
                Debug.DrawLine(transform.position, target.transform.position, Color.green);
                MoveTowardsTarget(target.transform.position);
            }
        }
    }
コード例 #9
0
 // Method used by drones selected as foragers (and to an extent elite foragers)
 private void Forage()
 {
     // On begining journey to asteroid
     if (target == null)
     {
         target = motherShip;
     }
     // If the drone has not reached the asteroid yet. move towards it
     if (target != motherShip)
     {
         if (Vector3.Distance(transform.position, target.transform.position) > targetRadius)
         {
             MoveTowardsTarget(target.transform.position);
             Debug.DrawLine(transform.position, target.transform.position, Color.blue);
             // upon reaching the asteroid - take some of its resource as cargo
         }
         else
         {
             cargo = 10;
             target.GetComponent <Asteroid> ().resource -= 10;
             if (target.GetComponent <Asteroid> ().resource < 0)
             {
                 cargo = cargo + target.GetComponent <Asteroid> ().resource;
                 motherShip.GetComponent <Mothership> ().resourceObjects.Remove(target);
             }
             // Set the target as the mothership to return with gathered resources
             target = motherShip;
         }
     }
     else
     {
         if (Vector3.Distance(transform.position, target.transform.position) > targetRadius)
         {
             MoveTowardsTarget(target.transform.position);
             Debug.DrawLine(transform.position, target.transform.position, Color.green);
         }
         else
         {
             // A safety check to ensure the drones can only deposit positive values of cargo in case of errors
             if (cargo > 0)
             {
                 motherShip.GetComponent <Mothership> ().resourcesCollected += cargo;
             }
             // reset all parameters and return to idle state
             cargo = 0;
             motherShip.GetComponent <Mothership>().drones.Add(this.gameObject);
             motherShip.GetComponent <Mothership>().foragers.Remove(this.gameObject);
             droneBehaviour = DroneBehaviours.Idle;
         }
     }
 }
コード例 #10
0
ファイル: Drone.cs プロジェクト: thomas-feldman/HiveMind
 //state for returning the resources it collected to the mothership
 private void ReturningResources()
 {
     //Move till you get to the mothership, then reset cargo, add it to mothership
     if (Vector3.Distance(transform.position, motherShip.transform.position) < targetRadius)
     {
         motherShip.GetComponent <Mothership>().collectedResources += currentLoad;
         currentLoad    = 0;
         droneBehaviour = DroneBehaviours.Idle;
     }
     else
     {
         MoveTowardsTarget(motherShip.transform.position);
     }
 }
コード例 #11
0
ファイル: Drone.cs プロジェクト: Pi-lot/AI-Beehive-Behaviour
    public void Scouting()
    {
        if (!newResourceObject)
        {
            if (Vector3.Distance(transform.position, scoutPosition) < detectionRadius && Time.time > scoutTimer)
            {
                Vector3 position;
                position.x = motherShip.transform.position.x + UnityEngine.Random.Range(-maxRange, maxRange);
                position.y = motherShip.transform.position.y + UnityEngine.Random.Range(-400, 400);
                position.z = motherShip.transform.position.z + UnityEngine.Random.Range(-maxRange, maxRange);

                scoutPosition = position;

                scoutTimer = Time.time + scoutTime;
            }
            else
            {
                MoveTowardsTarget(scoutPosition);
                Debug.DrawLine(transform.position, scoutPosition, Color.yellow);
            }

            if (Time.time > detectTimer)
            {
                newResourceObject = DetectNewResources();
                detectTimer       = Time.time + detectTime;
            }
        }
        else
        {
            target = motherShip;
            Debug.DrawLine(transform.position, target.transform.position, Color.green);

            if (Vector3.Distance(transform.position, target.transform.position) < targetRadius)
            {
                motherShip.GetComponent <Mothership>().drones.Add(gameObject);
                motherShip.GetComponent <Mothership>().scouts.Remove(gameObject);

                motherShip.GetComponent <Mothership>().resourceObjects.Add(newResourceObject);
                newResourceVal    = 0;
                newResourceObject = null;

                droneBehaviour = DroneBehaviours.Idle;
            }
        }
    }
コード例 #12
0
ファイル: Drone.cs プロジェクト: Pi-lot/AI-Beehive-Behaviour
    private void Fleeing()
    {
        fleePos = transform.position - distanceRatio * Vector3.Distance(transform.position, target.transform.position) * (transform.forward * speed);

        fleePos.y = fleePos.y + 10;
        Debug.DrawLine(transform.position, fleePos, Color.red);

        if (Vector3.Distance(transform.position, target.transform.position) < targetRadius)
        {
            MoveTowardsTarget(fleePos);
        }
        else
        {
            if (Vector3.Distance(transform.position, motherShip.transform.position) < targetRadius)
            {
                droneBehaviour = DroneBehaviours.Idle;
            }
            else
            {
                MoveTowardsTarget(motherShip.transform.position);
            }
        }
    }
コード例 #13
0
ファイル: Drone.cs プロジェクト: thomas-feldman/HiveMind
    // Update is called once per frame
    void Update()
    {
        //Acquire player if spawned in
        if (gameManager.gameStarted)
        {
            //Altered slightly to look for health of itself and if the mothership is dead
            target       = gameManager.playerDreadnaught;
            attackOrFlee = health * Friends();
            Debug.Log(attackOrFlee.ToString());
            if (attackOrFlee >= 1200)
            {
                droneBehaviour = DroneBehaviours.Attacking;
            }
            else if (attackOrFlee < 1200 || health < maxHealth / 2)
            {
                droneBehaviour = DroneBehaviours.Fleeing;
            }
            else if (!motherShip)
            {
                droneBehaviour = DroneBehaviours.Attacking;
            }
        }

        //Move towards valid targets
        if (target)
        {
            MoveTowardsTarget(target.transform.position);
        }

        //Boid cohesion/segregation
        BoidBehaviour();
        //Drone Behaviours - State Switching
        switch (droneBehaviour)
        {
        case DroneBehaviours.Scouting:
            Scouting();
            break;

        case DroneBehaviours.Idle:
            Idle();
            break;

        case DroneBehaviours.Foraging:
            Foraging(resourceTarget);
            break;

        case DroneBehaviours.EliteForaging:
            EliteForaging(resourceTarget);
            break;

        case DroneBehaviours.ReturningResources:
            ReturningResources();
            break;

        case DroneBehaviours.Attacking:
            Attacking();
            break;

        case DroneBehaviours.Fleeing:
            Fleeing();
            break;
        }
    }
コード例 #14
0
ファイル: Drone.cs プロジェクト: Pi-lot/AI-Beehive-Behaviour
    public void Forage()
    {
        if (elite)
        {
            Debug.DrawLine(transform.position, target.transform.position, Color.magenta);

            if (Vector3.Distance(transform.position, roamPos) < targetRadius && Time.time < scoutTimer && target != motherShip)
            {
                Vector3 pos = motherShip.transform.position;
                pos.x += UnityEngine.Random.Range(-targetRadius * 2, targetRadius * 2);
                pos.y += UnityEngine.Random.Range(-targetRadius * 2, targetRadius * 2);
                pos.z += UnityEngine.Random.Range(-targetRadius * 2, targetRadius * 2);

                roamPos = pos;

                MoveTowardsTarget(roamPos);

                if (!newResourceObject)
                {
                    if (Time.time > detectTimer)
                    {
                        newResourceObject = DetectNewResources();
                        if (newResourceObject && newResourceObject.GetComponent <Asteroid>().resource <= currentResource)
                        {
                            newResourceObject = null;
                        }
                        detectTimer = Time.time + detectTime;
                    }
                }
            }

            if (newResourceObject)
            {
                Debug.DrawLine(transform.position, target.transform.position, Color.black);

                if (Vector3.Distance(transform.position, target.transform.position) < targetRadius)
                {
                    motherShip.GetComponent <Mothership>().drones.Add(gameObject);
                    motherShip.GetComponent <Mothership>().scouts.Remove(gameObject);

                    motherShip.GetComponent <Mothership>().resourceObjects.Add(newResourceObject);
                    newResourceVal    = 0;
                    newResourceObject = null;

                    droneBehaviour = DroneBehaviours.Idle;
                }
            }
        }
        else
        {
            Debug.DrawLine(transform.position, target.transform.position, Color.cyan);
        }

        if (Vector3.Distance(target.transform.position, transform.position) < targetRadius)
        {
            scoutTimer = Time.deltaTime + scoutTime;
            Asteroid a        = forageTarget.GetComponent <Asteroid>();
            float    previous = a.resource;

            if (carrying + forageRate * Time.deltaTime < capacity)
            {
                a.DrainResource(forageRate * Time.deltaTime);
            }
            else
            {
                a.DrainResource(capacity - carrying);
            }

            carrying += previous - a.resource;
            if (a.resource <= 0 || (elite && newResourceObject))
            {
                if (Vector3.Distance(transform.position, motherShip.transform.position) > targetRadius)
                {
                    if (target != motherShip)
                    {
                        target = motherShip;
                    }
                }
                else
                {
                    motherShip.GetComponent <Mothership>().resourceObjects.Remove(forageTarget);
                    motherShip.GetComponent <Mothership>().harvested += carrying;
                    carrying       = 0;
                    droneBehaviour = DroneBehaviours.Idle;

                    if (elite)
                    {
                        motherShip.GetComponent <Mothership>().eliteForagers.Remove(gameObject);
                    }
                    else
                    {
                        motherShip.GetComponent <Mothership>().foragers.Remove(gameObject);
                    }
                    motherShip.GetComponent <Mothership>().drones.Add(gameObject);
                }
            }
            else if (carrying >= capacity)
            {
                if (Vector3.Distance(transform.position, motherShip.transform.position) > targetRadius)
                {
                    target = motherShip;
                }
                else
                {
                    motherShip.GetComponent <Mothership>().harvested += carrying;
                    carrying = 0;
                    target   = forageTarget;
                }
            }
        }
    }