/// <summary> /// separationBehavior.Update infuences the owning Enemy to move away from /// the otherAnimal is it’s too close, in this case if it’s inside /// AIParameters.separationDistance. /// </summary> /// <param name="otherAnimal">the Enemy to react to</param> /// <param name="aiParams">the Behaviors' parameters</param> public override void Update(Enemy otherAnimal, AIParameters aiParams) { base.ResetReaction(); Vector2 pushDirection = Vector2.Zero; float weight = aiParams.PerMemberWeight; if (Enemy.ReactionDistance > 0.0f && Enemy.ReactionDistance <= aiParams.SeparationDistance) { //The otherAnimal is too close so we figure out a pushDirection //vector in the opposite direction of the otherAnimal and then weight //that reaction based on how close it is vs. our separationDistance pushDirection = Enemy.position - Enemy.ReactionLocation; Vector2.Normalize(ref pushDirection, out pushDirection); //push away weight *= (1 - (float)Enemy.ReactionDistance / aiParams.SeparationDistance); pushDirection *= weight; reacted = true; reaction += pushDirection; } }
/// <summary> /// CohesionBehavior.Update infuences the owning Enemy to move towards the /// otherAnimal that it sees as long as it isn’t too close, in this case /// that means inside the separationDist in the passed in AIParameters. /// </summary> /// <param name="otherAnimal">the Enemy to react to</param> /// <param name="aiParams">the Behaviors' parameters</param> public override void Update(Enemy otherAnimal, AIParameters aiParams) { base.ResetReaction(); Vector2 pullDirection = Vector2.Zero; float weight = aiParams.PerMemberWeight; //if the otherAnimal is too close we dont' want to fly any //closer to it if (Enemy.ReactionDistance > 0.0f && Enemy.ReactionDistance > aiParams.SeparationDistance) { //We want to make the Enemy move closer the the otherAnimal so we //create a pullDirection vector pointing to the otherAnimal bird and //weigh it based on how close the otherAnimal is relative to the //AIParameters.separationDistance. pullDirection = -(Enemy.position - Enemy.ReactionLocation); Vector2.Normalize(ref pullDirection, out pullDirection); weight *= (float)Math.Pow((double) (Enemy.ReactionDistance - aiParams.SeparationDistance) / (aiParams.DetectionDistance - aiParams.SeparationDistance), 2); pullDirection *= weight; reacted = true; reaction = pullDirection; } }
/// <summary> /// AlignBehavior.Update infuences the owning Enemy to move in same the /// direction as the otherAnimal that it sees. /// </summary> /// <param name="otherAnimal">the Enemy to react to</param> /// <param name="aiParams">the Behaviors' parameters</param> public override void Update(Enemy otherAnimal, AIParameters aiParams) { base.ResetReaction(); if (otherAnimal != null) { reacted = true; //reaction = otherAnimal.Direction * aiParams.PerMemberWeight; } }
public override void Update(Enemy otherAnimal, AIParameters aiParams) { base.ResetReaction(); Vector2 dangerDirection = Vector2.Zero; //Vector2.Dot will return a negative result in this case if the //otherAnimal is behind the Enemy, in that case we don’t have to //worry about it beceause we’re already moving away from it. if (Vector2.Dot( Enemy.position, Enemy.ReactionLocation) >= -(Math.PI / 2)) { //set the Enemy to fleeing so that it flashes red Enemy.Fleeing = true; reacted = true; dangerDirection = Enemy.position - Enemy.ReactionLocation; Vector2.Normalize(ref dangerDirection, out dangerDirection); reaction = (aiParams.PerDangerWeight * dangerDirection); } }
public CohesionBehavior(Enemy enemy) : base(enemy) { }
public FleeBehavior(Enemy enemy) : base(enemy) { }
public SeparationBehavior(Enemy enemy) : base(enemy) { }
/// <summary> /// React to an Enemy based on it's type /// </summary> /// <param name="animal"></param> public void ReactTo(Enemy animal, ref AIParameters AIparams) { if (animal != null) { //setting the the reactionLocation and reactionDistance here is //an optimization, many of the possible reactions use the distance //and location of theAnimal, so we might as well figure them out //only once ! Vector2 otherLocation = animal.position; ClosestLocation(ref position, ref otherLocation, out reactionLocation); reactionDistance = Vector2.Distance(position, reactionLocation); //+ localBounds.Width/2; //we only react if theAnimal is close enough that we can see it if (reactionDistance < AIparams.DetectionDistance) { Behaviors reactions = behaviors[animal.EnemyType]; foreach (Behavior reaction in reactions) { reaction.Update(animal, AIparams); if (reaction.Reacted) { aiNewDir += reaction.Reaction; aiNumSeen++; } } } } }
protected Behavior(Enemy enemy) { this.enemy = enemy; }
/// <summary> /// Abstract function that the subclass must impliment. Figure out the /// Behavior reaction here. /// </summary> /// <param name="otherAnimal">the Enemy to react to</param> /// <param name="aiParams">the Behaviors' parameters</param> public abstract void Update(Enemy otherAnimal, AIParameters aiParams);
public AlignBehavior(Enemy enemy) : base(enemy) { }