示例#1
0
 private void UpdateAI(AI ai)
 {
     //get the right sensor to use
     for (int i = 0; i <= ai.Senses.Sensors.Count; i++)
     {
         if (ai.Senses.Sensors [i].SensorName == SensorToUse.VariableName)
         {
             UpdateSensor = ai.Senses.Sensors [i] as VisualSensor;
             break;
         }
     }
     //use found sensor to get closest 1 match
     UpdateSensor.Sense(EnemyEntityToDetect.VariableName, RAINSensor.MatchType.BEST);
     if (UpdateSensor.Matches.Count > 0)
     {
         //store the found enemy location
         Vector3 enemyLoc = UpdateSensor.Matches [0].Position;
         //Save stored value in current ai memory
         ai.WorkingMemory.SetItem(EnemyStoreVariable.VariableName, enemyLoc);
     }
 }
示例#2
0
    private void FindBestCoverPoint(AI ai)
    {
        if (!StoreCoverVarInName.IsValid || !StoreCoverVarInName.IsVariable)
        {
            return;
        }

        //We don't actually have to have an enemy.  We can choose cover points that are simply near ourselves.
        Vector3 tEnemyPosition = ai.Kinematic.Position;

        //Assign a current enemy target
        if (EnemyVariable.IsValid && EnemyVariable.IsVariable)
        {
            //using a MoveLookTarget lets us automatically convert between gameObject, Vector3, etc., when getting
            //a position from AI memory
            tTarget = MoveLookTarget.GetTargetFromVariable(ai.WorkingMemory, EnemyVariable.VariableName, ai.Motor.CloseEnoughDistance);
            if (tTarget.IsValid)
            {
                tEnemyPosition = tTarget.Position;
            }
        }

        //Cover points should be marked with the "cover" entity
        for (int i = 0; i <= ai.Senses.Sensors.Count; i++)
        {
            if (ai.Senses.Sensors [i].SensorName == CoverDetector.VariableName)
            {
                CoverSensor = ai.Senses.Sensors [i] as VisualSensor;
                break;
            }
        }
        CoverSensor.Sense(CoverEntityName.VariableName, RAINSensor.MatchType.ALL);

        Vector3 previousCoverAspect = ai.Kinematic.Position;;


        //Default cover point is our own position
        float   bestCost       = float.MaxValue;
        Vector3 tCoverPosition = ai.Kinematic.Position;

        //return the closest position out of all found positions
        //that the player cannot see.
        for (int i = 0; i < CoverSensor.Matches.Count; i++)
        {
            //if your current enemy can see the cover position skip it.
            //This makes the AI choose a more defensable position.
            Vector3    ray       = (tTarget.Position + adjustment);
            Vector3    direction = (CoverSensor.Matches[i].Position - (tTarget.Position + adjustment));
            RaycastHit hit;
            if (Physics.Raycast(ray, direction, out hit, 100.0f))
            {
                if (hit.collider.transform.gameObject.GetComponent <CoverSpot> ())
                {
                    if (hit.collider.transform.gameObject == CoverSensor.Matches [i].MountPoint.gameObject)
                    {
                        continue;
                    }
                }
            }

            //find all cover matches
            RAINAspect tCandidateAspect = CoverSensor.Matches[i];
            if (tCandidateAspect == null)
            {
                continue;
            }

            //Cover points are AIObjectives, which are objects that allow AI to "occupy" them
            CoverSpot tObjective = tCandidateAspect.Entity.Form.GetComponent <CoverSpot>();

            //Skip occupied cover points
            if ((tObjective != null) && (tObjective.isTaken) && (tObjective.occupant == ai.Body))
            {
                previousCoverSpot   = tObjective;
                previousCoverAspect = tCandidateAspect.Position;
                continue;
            }

            if ((tObjective == null) || (tObjective.isTaken && tObjective.occupant != ai.Body))
            {
                continue;
            }

            //Our cost function gives 50% more weight to points near the enemy
            //But then also adds in the AI distance to the point
            float tCost = 1.5f * Vector3.Distance(tEnemyPosition, tCandidateAspect.Position) + Vector3.Distance(ai.Kinematic.Position, tCandidateAspect.Position);
            if (tCost < bestCost)
            {
                currentCoverPoint = tObjective;
                tCoverPosition    = tCandidateAspect.Position;
                bestCost          = tCost;
            }
        }

        //If we found a cover point, then occupy it
        if (currentCoverPoint != null)
        {
            if (previousCoverSpot != null)
            {
                previousCoverSpot.LeaveSpot(ai.Body);
            }
            currentCoverPoint.TakeSpot(ai.Body);
        }
        else if (previousCoverSpot != null)
        {
            tCoverPosition = previousCoverAspect;
            previousCoverSpot.TakeSpot(ai.Body);
        }

        //Set the cover position in AI memory
        ai.WorkingMemory.SetItem <Vector3>(StoreCoverVarInName.VariableName, tCoverPosition);
    }