Exemplo n.º 1
0
 /// <summary>
 /// Checks if there are any obstructions in close proximity which must be dodged
 /// </summary>
 /// <param name="AIObject">ai object to check around</param>
 /// <returns>list of possible obstructions</returns>
 private List<StaticObject> obstructionsInCloseProximity(DynamicObject AIObject)
 {
     List<StaticObject> results = new List<StaticObject>();
     foreach (GridObjectInterface obj in this.spatialGrid.checkNeighbouringBlocks(AIObject))
     {
         if (obj is StaticObject && !(obj is Bullet || obj is Missile))
         {
             float radiusToCheck = (obj.getBoundingSphere().Radius + AIObject.getBoundingSphere().Radius) * DODGE_DISTANCE_MULTIPLIER;
             if ((AIObject.Position - obj.Position).Length() <= radiusToCheck)
             {
                     results.Add(obj as StaticObject);
             }
         }
     }
     return results;
 }
Exemplo n.º 2
0
        /// <summary>
        /// Method to set the path of an ai unit in order to dodge an object
        /// </summary>
        /// <param name="callingAI">ai to perform dodge</param>
        /// <param name="closestObstruction">closest obstruction</param>
        private void dodgeObject(DynamicObject callingAI, StaticObject closestObstruction)
        {
            if (!this.isObjectRegistered(callingAI)) return;
            PathInformation pathInfo = objectPaths[callingAI];
            if (pathInfo.currentWaypoint == null) return;
            if (!dodgeInactiveCountDown.Keys.Contains(callingAI))
                dodgeInactiveCountDown.Add(callingAI, RETAIN_DODGE_PATH_TICKS);
            else
                return;
            Vector3 dodgeWp = new Vector3();
            bool bFlag = false;

            // Set the new path:
            float dodgeDistance = (callingAI.getBoundingSphere().Radius + closestObstruction.getBoundingSphere().Radius) * DODGE_DISTANCE_MULTIPLIER;
            float distanceToObject = (callingAI.Position - closestObstruction.Position).Length();
            float distanceToCurrentWp = (callingAI.Position - pathInfo.currentWaypoint.Position).Length();
            float dodgeAngle = (float)Math.Abs(Math.Atan2(distanceToObject, dodgeDistance));
            for (int i = (int)Math.Ceiling(dodgeAngle); i * dodgeAngle < Math.PI; ++i)
            {
                for (int j = (int)Math.Ceiling(dodgeAngle); j * dodgeAngle < Math.PI; ++j)
                {
                    if (isDodgeValid(callingAI, dodgeAngle, i, j, pathInfo, closestObstruction, dodgeDistance, ref dodgeWp))
                    {
                        bFlag = true;
                        break;
                    }
                    if (isDodgeValid(callingAI, -dodgeAngle, i, j, pathInfo, closestObstruction, dodgeDistance, ref dodgeWp))
                    {
                        bFlag = true;
                        break;
                    }
                }
                if (bFlag)
                    break;
            }
            List<Node> path = pathInfo.remainingPath;
            if (path.Count > 0)
                path.Remove(path.Last());
            path.Add(new Node(dodgeWp, -1));
            pathInfo.remainingPath = path;
        }
Exemplo n.º 3
0
        /// <summary>
        /// Checks if a particular dodge is valid
        /// </summary>
        private bool isDodgeValid(DynamicObject callingAI,float dodgeAngle,int dodgeAngleMultiplierYaw,int dodgeAngleMultiplierPitch,PathInformation pathInfo, StaticObject closestObstruction,float dodgeDistance, ref Vector3 dodgeWp)
        {
            bool bFlag = false;
            //Define a conal area around the current path to choose another path from
            Quaternion qRot = Quaternion.CreateFromYawPitchRoll(dodgeAngle * dodgeAngleMultiplierYaw, dodgeAngle * dodgeAngleMultiplierPitch, 0);
            Vector3 choiceVector = Vector3.Normalize(
                Vector3.Transform(pathInfo.currentWaypoint.Position - callingAI.Position,
                    Matrix.CreateFromQuaternion(qRot)));
            dodgeWp = callingAI.Position + choiceVector * dodgeDistance;
            if ((dodgeWp - closestObstruction.Position).Length() > dodgeDistance)
            {
                foreach (GridObjectInterface o in spatialGrid.checkNeighbouringBlocks(dodgeWp))
                {
                    if (o != callingAI)
                    {

                        if (o is StaticObject)
                        {
                            if ((o.Position - dodgeWp).Length() > (o.getBoundingSphere().Radius + callingAI.getBoundingSphere().Radius * (DODGE_DISTANCE_MULTIPLIER)))
                                bFlag = true;
                        }
                        if (o is DynamicObject)
                        {
                            if (isObjectRegistered(o as DynamicObject))
                            {
                                Node otherObjectsWaypoint = objectPaths[o as DynamicObject].currentWaypoint;
                                if (otherObjectsWaypoint != null)
                                {
                                    if ((otherObjectsWaypoint.Position - dodgeWp).Length() < (o.getBoundingSphere().Radius + callingAI.getBoundingSphere().Radius * (DODGE_DISTANCE_MULTIPLIER)))
                                        bFlag = false;
                                }
                            }
                        }
                        if (!spatialGrid.isInGrid(new Node(dodgeWp,-1)))
                            bFlag = false;
                    }
                }
            }
            return bFlag;
        }
Exemplo n.º 4
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();
        }