int closestPointOnRouteToLance(RouteGameLogic route, Lance lance) { Vector3 lanceCenter = Vector3.zero; int count = 0; for (int unitIndex = 0; unitIndex < lance.unitGuids.Count; ++unitIndex) { string unitGUID = lance.unitGuids[unitIndex]; ITaggedItem item = tree.battleTechGame.Combat.ItemRegistry.GetItemByGUID(unitGUID); if (item == null) { continue; } AbstractActor unit = item as AbstractActor; if (unit == null) { continue; } if (unit.IsDead) { continue; } ++count; lanceCenter += unit.CurrentPosition; } if (count == 0) { return(0); } lanceCenter *= 1.0f / count; float bestDist = float.MaxValue; int bestIndex = -1; // Now iterate over all points, to find closest point to this center point. for (int waypointIndex = 0; waypointIndex < route.routePointList.Length; ++waypointIndex) { RoutePointGameLogic point = route.routePointList[waypointIndex]; float dist = (point.Position - lanceCenter).magnitude; if (dist < bestDist) { bestIndex = waypointIndex; bestDist = dist; } } return(bestIndex); }
override protected BehaviorTreeResults Tick() { BehaviorVariableValue variableValue = tree.GetBehaviorVariableValue(BehaviorVariableName.String_LancePostAttackDestinationGUID); if (variableValue == null) { return(new BehaviorTreeResults(BehaviorNodeState.Failure)); } string destinationGUID = variableValue.StringVal; RoutePointGameLogic destination = DestinationUtil.FindDestinationByGUID(tree, destinationGUID); if (destination == null) { return(new BehaviorTreeResults(BehaviorNodeState.Failure)); } return(new BehaviorTreeResults(BehaviorNodeState.Success)); }
override protected BehaviorTreeResults Tick() { BehaviorVariableValue variableValue = tree.GetBehaviorVariableValue(destinationBVarName); if (variableValue == null) { return(new BehaviorTreeResults(BehaviorNodeState.Failure)); } string destinationGUID = variableValue.StringVal; RoutePointGameLogic destination = DestinationUtil.FindDestinationByGUID(tree, destinationGUID); if (destination == null) { return(new BehaviorTreeResults(BehaviorNodeState.Failure)); } float sprintDistance = Mathf.Max(unit.MaxSprintDistance, unit.MaxWalkDistance); if (waitForLance) { for (int lanceMemberIndex = 0; lanceMemberIndex < unit.lance.unitGuids.Count; ++lanceMemberIndex) { ITaggedItem item = unit.Combat.ItemRegistry.GetItemByGUID(unit.lance.unitGuids[lanceMemberIndex]); if (item == null) { continue; } AbstractActor lanceUnit = item as AbstractActor; if (lanceUnit == null) { continue; } float unitMoveDistance = Mathf.Max(lanceUnit.MaxWalkDistance, lanceUnit.MaxSprintDistance); sprintDistance = Mathf.Min(sprintDistance, unitMoveDistance); } } MoveType moveType = tree.GetBehaviorVariableValue(BehaviorVariableName.Bool_RouteShouldSprint).BoolVal ? MoveType.Sprinting : MoveType.Walking; unit.Pathing.UpdateAIPath(destination.Position, destination.Position, moveType); Vector3 offset = unit.Pathing.ResultDestination - unit.CurrentPosition; if (offset.magnitude > sprintDistance) { offset = offset.normalized * sprintDistance; } Vector3 destinationThisTurn = RoutingUtil.Decrowd(unit.CurrentPosition + offset, unit); destinationThisTurn = RegionUtil.MaybeClipMovementDestinationToStayInsideRegion(unit, destinationThisTurn); float destinationRadius = unit.BehaviorTree.GetBehaviorVariableValue(BehaviorVariableName.Float_RouteWaypointRadius).FloatVal; List <AbstractActor> unitsToWaitFor = new List <AbstractActor>(); if (waitForLance) { if (unit.lance != null) { for (int lanceGUIDIndex = 0; lanceGUIDIndex < unit.lance.unitGuids.Count; ++lanceGUIDIndex) { string guid = unit.lance.unitGuids[lanceGUIDIndex]; ITaggedItem item = unit.Combat.ItemRegistry.GetItemByGUID(guid); if (item != null) { AbstractActor lanceUnit = item as AbstractActor; if (lanceUnit != null) { unitsToWaitFor.Add(lanceUnit); } } } } else { unitsToWaitFor.Add(unit); } } if (RoutingUtil.AllUnitsInsideRadiusOfPoint(unitsToWaitFor, destination.Position, destinationRadius)) { tree.RemoveBehaviorVariableValue(destinationBVarName); } bool isSprinting = tree.GetBehaviorVariableValue(BehaviorVariableName.Bool_RouteShouldSprint).BoolVal; unit.Pathing.UpdateAIPath(destinationThisTurn, destination.Position, isSprinting ? MoveType.Sprinting : MoveType.Walking); destinationThisTurn = unit.Pathing.ResultDestination; float movementBudget = unit.Pathing.MaxCost; PathNodeGrid grid = unit.Pathing.CurrentGrid; Vector3 successorPoint = destination.Position; if ((grid.GetValidPathNodeAt(destinationThisTurn, movementBudget) == null) || ((destinationThisTurn - destination.Position).magnitude > 1.0f)) { // can't get all the way to the destination. if (unit.Combat.EncounterLayerData.inclineMeshData != null) { float maxSteepnessRatio = Mathf.Tan(Mathf.Deg2Rad * AIUtil.GetMaxSteepnessForAllLance(unit)); List <AbstractActor> lanceUnits = AIUtil.GetLanceUnits(unit.Combat, unit.LanceId); destinationThisTurn = unit.Combat.EncounterLayerData.inclineMeshData.GetDestination( unit.CurrentPosition, destinationThisTurn, movementBudget, maxSteepnessRatio, unit, isSprinting, lanceUnits, unit.Pathing.CurrentGrid, out successorPoint); } } Vector3 cur = unit.CurrentPosition; AIUtil.LogAI(string.Format("issuing order from [{0} {1} {2}] to [{3} {4} {5}] looking at [{6} {7} {8}]", cur.x, cur.y, cur.z, destinationThisTurn.x, destinationThisTurn.y, destinationThisTurn.z, successorPoint.x, successorPoint.y, successorPoint.z )); BehaviorTreeResults results = new BehaviorTreeResults(BehaviorNodeState.Success); MovementOrderInfo mvtOrderInfo = new MovementOrderInfo(destinationThisTurn, successorPoint); mvtOrderInfo.IsSprinting = isSprinting; results.orderInfo = mvtOrderInfo; results.debugOrderString = string.Format("{0} moving toward destination: {1} dest: {2}", this.name, destinationThisTurn, destination.Position); return(results); }