示例#1
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        /// <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;
            }
        }
示例#2
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        /// <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;
            }
        }
示例#3
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        /// <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;
            }
        }
示例#4
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        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);
            }
        }
示例#5
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 public CohesionBehavior(Enemy enemy)
     : base(enemy)
 {
 }
示例#6
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 public FleeBehavior(Enemy enemy)
     : base(enemy)
 {
 }
示例#7
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 public SeparationBehavior(Enemy enemy)
     : base(enemy)
 {
 }
示例#8
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        /// <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++;
                        }
                    }
                }
            }
        }
示例#9
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 protected Behavior(Enemy enemy)
 {
     this.enemy = enemy;
 }
示例#10
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 /// <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);
示例#11
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 public AlignBehavior(Enemy enemy)
     : base(enemy)
 {
 }