示例#1
0
    CoverData FindAdvancingCover(Vector3 targetTransformPos, Transform transformToDefend)
    {
        var       i     = 0;
        var       myPos = myTransform.position;
        CoverNode currentCoverNodeScript = null;

        //Will find closest cover that is nearer than the last one we have if possible.
        //If not, we'll move to the target.
        Vector3 posToAdvanceTo;

        posToAdvanceTo = transformToDefend ? transformToDefend.position : targetTransformPos;

        var distBetweenMeAndTarget       = Vector3.SqrMagnitude(myPos - posToAdvanceTo) - minDistToAdvance;
        var closestDistBetweenMeAndCover = distBetweenMeAndTarget;

        for (i = 0; i < coverNodes.Length; i++)
        {
            if (!coverNodes[i].isOccupied())
            {
                float sqrDistBetweenNodeAndTargetPos =
                    Vector3.SqrMagnitude(coverNodes[i].GetPosition() - posToAdvanceTo);
                //Check if we'll be closer to target than we stand now
                if (sqrDistBetweenNodeAndTargetPos < distBetweenMeAndTarget)
                {
                    //Check if this node is closest to us
                    if (Vector3.SqrMagnitude(coverNodes[i].GetPosition() - myPos) < closestDistBetweenMeAndCover)
                    {
                        //Check if node is safe
                        if (coverNodes[i].ValidCoverCheck(targetTransformPos))
                        {
                            closestDistBetweenMeAndCover = sqrDistBetweenNodeAndTargetPos;
                            currentCoverNodeScript       = coverNodes[i];
                        }
                    }
                }
            }
        }

        if (currentCoverNodeScript != null)
        {
            lastCoverPos = currentCoverNodeScript.GetPosition();
            return(new CoverData(true, currentCoverNodeScript.GetPosition(),
                                 currentCoverNodeScript.GetSightNodePosition(), false, currentCoverNodeScript));
        }

        //Dynamic advancing cover is NOT supported

        return(new CoverData());
    }
示例#2
0
    CoverData FindRandomCover(Vector3 targetTransformPos, Transform transformToDefend)
    {
        var       i = 0;
        CoverNode currentCoverNodeScript    = null;
        var       availableCoverNodeScripts = new List <CoverNode>();

        //Fill a list with potential nodes
        for (i = 0; i < coverNodes.Length; i++)
        {
            if (!coverNodes[i].isOccupied())
            {
                if (coverNodes[i].ValidCoverCheck(targetTransformPos) &&
                    (!transformToDefend ||
                     Vector3.SqrMagnitude(coverNodes[i].GetPosition() - transformToDefend.position) <
                     defendingDistSquared))
                {
                    availableCoverNodeScripts.Add(coverNodes[i]);
                }
            }
        }

        if (availableCoverNodeScripts.Count > 0)
        {
            //Pick a random node
            currentCoverNodeScript = availableCoverNodeScripts[Random.Range(0, availableCoverNodeScripts.Count)];
            lastCoverPos           = currentCoverNodeScript.GetPosition();

            return(new CoverData(true, currentCoverNodeScript.GetPosition(),
                                 currentCoverNodeScript.GetSightNodePosition(), false, currentCoverNodeScript));
        }

        //Only bother with dynamic cover if we need it
        if (shouldUseDynamicCover && !AIController.Instance.usePerformanceMode)
        {
            return(FindDynamicCover(targetTransformPos, transformToDefend));
        }

        return(new CoverData());
    }
示例#3
0
    //Agent will try and find cover that is within a given range of the target.
    CoverData FindCoverWithinCombatRange(Vector3 targetTransformPos, Transform transformToDefend)
    {
        var       i                  = 0;
        var       myPos              = myTransform.position;
        CoverNode currentCoverNode   = null;
        var       closestDistSquared = maxDistToCover;

        //We will take cover outside of the desired range if we can't find any within.
        var foundCoverWithinAcceptableRange = false;

        for (i = 0; i < coverNodes.Length; i++)
        {
            //Check if the node we are checking is occupied and within acceptable distances to key points
            if (!coverNodes[i].isOccupied() && coverNodeGroup == coverNodes[i].coverNodeGroup &&
                Vector3.SqrMagnitude(coverNodes[i].GetPosition() - lastCoverPos) >
                minDistBetweenLastCoverSquared &&
                (!transformToDefend ||
                 Vector3.SqrMagnitude(coverNodes[i].GetPosition() - transformToDefend.position) <
                 defendingDistSquared))
            {
                print("final?");

                var distToTargetSquared        = Vector3.SqrMagnitude(coverNodes[i].GetPosition() - targetTransformPos);
                var nodeCheckingNowDistSquared = Vector3.SqrMagnitude(myPos - coverNodes[i].GetPosition());
                //Check for line of sight
                if (coverNodes[i].ValidCoverCheck(targetTransformPos))
                {
                    print("Check complete?");

                    //Prefer nodes within othe agent's combat range
                    if (minCoverDistSqrd < distToTargetSquared && maxCoverDistSqrd > distToTargetSquared)
                    {
                        if (!foundCoverWithinAcceptableRange || (nodeCheckingNowDistSquared < closestDistSquared))
                        {
                            closestDistSquared = nodeCheckingNowDistSquared;
                            currentCoverNode   = coverNodes[i];
                            foundCoverWithinAcceptableRange = true;
                        }
                    }
                    //Check if this is the closest so far
                    else if (!foundCoverWithinAcceptableRange && nodeCheckingNowDistSquared < closestDistSquared)
                    {
                        closestDistSquared = nodeCheckingNowDistSquared;
                        currentCoverNode   = coverNodes[i];
                    }
                }
            }
        }

        //pass the data to the script that asked for cover
        if (currentCoverNode != null)
        {
            lastCoverPos = currentCoverNode.GetPosition();
            return(new CoverData(true, currentCoverNode.GetPosition(),
                                 currentCoverNode.GetSightNodePosition(), false, currentCoverNode));
        }

        //Only bother with dynamic cover if we need it
        if (shouldUseDynamicCover && !AIController.Instance.usePerformanceMode)
        {
            return(FindDynamicCover(targetTransformPos, transformToDefend));
        }

        return(new CoverData());
    }