示例#1
0
        private void consider(Cover cover, Vector3 position, int direction, Vector3 observer, float maxDistance)
        {
            if (float.IsNaN(position.x) || float.IsNaN(position.z))
            {
                return;
            }

            CoverItem item = new CoverItem();

            item.Cover      = cover;
            item.Position   = position;
            item.Position.y = cover.Bottom;
            item.Distance   = Vector3.Distance(observer, item.Position);
            item.Direction  = direction;

            var distanceToObserver = Vector3.Distance(observer, item.Position);

            if (distanceToObserver > maxDistance)
            {
                return;
            }

            var areThereOthers = false;

            const float threshold = 3;

            if (cover.IsTall)
            {
                if (!AIUtil.IsCoverPositionFree(cover, item.Position, threshold, null))
                {
                    areThereOthers = true;
                }
            }
            else
            {
                var hasChangedPosition = false;

                Vector3 side;

                if (Vector3.Dot((item.Position - observer).normalized, cover.Right) > 0)
                {
                    side = cover.Right;
                }
                else
                {
                    side = cover.Left;
                }

                do
                {
                    hasChangedPosition = false;

                    if (!AIUtil.IsCoverPositionFree(cover, item.Position, threshold, null))
                    {
                        var next = item.Position + side * 0.5f;

                        if (cover.IsInFront(next, false))
                        {
                            item.Position      = next;
                            hasChangedPosition = true;
                        }
                        else
                        {
                            areThereOthers = true;
                        }
                    }
                }while (hasChangedPosition);
            }

            if (areThereOthers)
            {
                return;
            }

            Items.Add(item);
        }
示例#2
0
        /// <summary>
        /// Updates the target situation to take cover. Returns true if a cover was found.
        /// </summary>
        public static bool TakeCover(AIController controller, ref AISituation situation)
        {
            var currentVectorToTarget   = situation.ThreatGroundPosition - situation.CurrentPosition;
            var currentDistanceToTarget = currentVectorToTarget.magnitude;

            Cover   result             = null;
            float   resultPathDistance = 0;
            int     resultDirection    = 0;
            Vector3 resultPosition     = situation.CurrentPosition;

            var path    = new NavMeshPath();
            var corners = new Vector3[32];

            var isAlreadyTooClose = currentDistanceToTarget <= controller.Distances.MinEnemy || currentDistanceToTarget <= controller.Cover.MinCoverToEnemyDistance;

            var covers = new List <CoverItem>();

            foreach (var collider in Physics.OverlapSphere(controller.transform.position, controller.Cover.MaxDistance, 0x1 << 8, QueryTriggerInteraction.Collide))
            {
                if (!collider.isTrigger)
                {
                    continue;
                }

                var cover = CoverSearch.GetCover(collider.gameObject);

                if (cover == null || cover == situation.CurrentCover)
                {
                    continue;
                }

                var item = new CoverItem();
                item.Cover  = cover;
                item.IsTall = cover.IsTall(controller.Motor.CoverSettings.TallThreshold);

                if (item.IsTall)
                {
                    item.Direction = cover.ClosestCornerTo(situation.CurrentPosition, controller.Motor.CoverSettings.CornerAimTriggerDistance, out item.Point);
                }
                else
                {
                    item.Point = cover.ClosestPointTo(situation.CurrentPosition, controller.Motor.CoverSettings.LowSideEnterRadius, 0.3f);
                }

                if (float.IsNaN(item.Point.x) || float.IsNaN(item.Point.z))
                {
                    continue;
                }

                item.Point.y  = cover.Bottom;
                item.Distance = Vector3.Distance(controller.transform.position, item.Point);

                covers.Add(item);
            }

            foreach (var item in covers.OrderBy(o => o.Distance))
            {
                var isTall         = item.IsTall;
                var cover          = item.Cover;
                var point          = item.Point;
                var coverDirection = item.Direction;

                if (!AIUtil.IsGoodAngle(controller, cover, point, situation.ThreatGroundPosition, isTall))
                {
                    continue;
                }

                var distanceToTarget = Vector3.Distance(situation.ThreatGroundPosition, point);

                if (distanceToTarget < controller.Distances.MinEnemy ||
                    distanceToTarget < controller.Cover.MinCoverToEnemyDistance)
                {
                    continue;
                }

                if (situation.CurrentCover != null && Vector3.Distance(situation.CurrentPosition, point) < controller.Cover.MinSwitchDistance)
                {
                    continue;
                }

                if ((controller.Health == null || controller.Health.Health > controller.Fighting.MinHealth))
                {
                    if (isTall)
                    {
                        Vector3 aimPoint;
                        coverDirection = cover.ClosestCornerTo(point, -controller.Motor.CoverSettings.CornerOffset.x, out aimPoint);

                        if (!AIUtil.IsInSight(controller, aimPoint, situation.ThreatStandingTopPosition))
                        {
                            continue;
                        }
                    }
                    else if (!AIUtil.IsInSight(controller, point, situation.ThreatStandingTopPosition))
                    {
                        continue;
                    }
                }

                var distanceToOrigin = Vector3.Distance(situation.CurrentPosition, point);

                if (situation.CurrentCover == null)
                {
                    if (distanceToOrigin > controller.Cover.MaxDistance)
                    {
                        continue;
                    }
                }
                else
                if (distanceToOrigin > controller.Cover.MaxSwitchDistance)
                {
                    continue;
                }

                var areThereFriends = false;

                {
                    var hasChangedPosition = false;

                    Vector3 side;

                    if (Vector3.Dot((point - situation.CurrentPosition).normalized, cover.Right) > 0)
                    {
                        side = cover.Right;
                    }
                    else
                    {
                        side = cover.Left;
                    }

                    do
                    {
                        hasChangedPosition = false;

                        if (AIUtil.IsCoverPositionTooCloseToFriends(cover, controller, point))
                        {
                            var next = point + side * 0.5f;

                            if (cover.IsInFront(next, false))
                            {
                                point = next;
                                hasChangedPosition = true;
                            }
                            else
                            {
                                areThereFriends = true;
                            }
                        }
                    }while (hasChangedPosition);
                }

                if (areThereFriends)
                {
                    continue;
                }

                var isOk = false;

                NavMesh.CalculatePath(situation.CurrentPosition, point, NavMesh.AllAreas, path);

                float pathDistance = 0f;

                var count = path.GetCornersNonAlloc(corners);

                if (count < 2)
                {
                    continue;
                }

                var isTooCloseToEnemy = false;

                for (int i = 1; i < count; i++)
                {
                    pathDistance += Vector3.Distance(corners[i - 1], corners[i]);

                    if (!isAlreadyTooClose)
                    {
                        if (Util.DistanceToSegment(situation.ThreatGroundPosition, corners[i - 1], corners[i]) <= controller.Distances.MinPassing)
                        {
                            isTooCloseToEnemy = true;
                            break;
                        }
                    }
                }

                if (isTooCloseToEnemy)
                {
                    continue;
                }

                if (situation.CurrentCover == null)
                {
                    isOk = result == null || pathDistance < resultPathDistance;
                }
                else if (controller.Health == null || controller.Health.Health > controller.Fighting.MinHealth)
                {
                    isOk = (isAlreadyTooClose || distanceToTarget < currentDistanceToTarget) &&
                           (result == null || pathDistance < resultPathDistance);
                }
                else
                {
                    isOk = distanceToTarget > currentDistanceToTarget && (result == null || pathDistance < resultPathDistance);
                }

                if (isOk)
                {
                    result             = cover;
                    resultPosition     = point;
                    resultPathDistance = pathDistance;
                    resultDirection    = coverDirection;
                    break;
                }
            }

            situation.TargetDirection = resultDirection;

            if (result == null)
            {
                if (situation.IsThreatInCover)
                {
                    ApproachACovered(controller, ref situation);
                }
                else
                {
                    ApproachAFree(controller, ref situation, controller.Agent, controller.Distances.MaxWalkingFight, true);
                }

                return(false);
            }
            else
            {
                situation.IsNewCover     = true;
                situation.TargetCover    = result;
                situation.TargetPosition = resultPosition;

                return(true);
            }
        }