void S013010C_Aaron_Smith_Steering::Evade()
{
	Vector2D TargetToEvade = mTank->GetTarget() - mTank->GetCentrePosition();

	double lookAheadTime = TargetToEvade.Length() / (mTank->GetMaxSpeed() + mTank->GetEnemySpeed());
	Flee(mTank->GetTarget() + mTank->GetEnemyVelocity() * lookAheadTime);

}
示例#2
0
Vector3 SteeringBehaviors::Evade(const BaseEntity *pursuer) {
	Vector3 toPursuer = pursuer->position - this->_vehicle->position;

	double lookAheadTime = vectorMag(toPursuer) / (this->_vehicle->MaxSpeed() + pursuer->Speed());

	lookAheadTime += this->LookAheadTime(this->_vehicle, pursuer->position);

	return Flee(pursuer->position + pursuer->Velocity()  * lookAheadTime);
};
Vec2 SteeringForce::Evade(const Vehicle *pursuer)
{
    Vec2 ToPursuer = pursuer->getPosition()- m_pVehicle->getPosition();
    
    //预测的时间正比于追逐着的距离,反比雨智能体的速度和
    double LookAheadTime = ToPursuer.length()/(m_pVehicle->getMaxSpeed()+pursuer->getVeloctity().length());
    
    return Flee(pursuer->getPosition()+pursuer->getVeloctity()*LookAheadTime);
    
}
示例#4
0
Vector3 SteeringBehaviors::Calculate() {
	this->_steeringForce.zero();
	Vector3 force;

  if(On(obstacle_avoidance)) {
    double weightObstacleAvoidance = 10;
    force = ObstacleAvoidance(((Agent*)this->_vehicle)->world->obstacles) *
              weightObstacleAvoidance;

		if (!AccumulateForce(_steeringForce, force)) return _steeringForce;
  }

	if(On(flee)) {
		
		force = Flee(_vehicle->target);

		if (!AccumulateForce(_steeringForce, force)) return _steeringForce;
	}

	if(On(seek)) {
		force = Seek(_vehicle->target);

		if (!AccumulateForce(_steeringForce, force)) return _steeringForce;
	}

	if(On(arrive)) {
		force = Arrive(_vehicle->target, _deceleration);

		if (!AccumulateForce(_steeringForce, force)) return _steeringForce;
	}

	if(On(pursue)) {
		force = Pursue(this->evador1);

		if (!AccumulateForce(_steeringForce, force)) return _steeringForce;
	}

	if(On(evade)) {
		force = Evade(this->pursuer1);

		if (!AccumulateForce(_steeringForce, force)) return _steeringForce;
	}

	if(On(wander)) {
		force = Wander();
		
		if(!AccumulateForce(_steeringForce, force)) return _steeringForce;
	}

	return _steeringForce;
};
示例#5
0
文件: NPC_Stag.cpp 项目: Alycen/F_Y_P
void Stag::Update(sf::Vector2f target)
{
	frameTime = frameClock.restart();

	m_injuredSound.setPosition(m_position.x, m_position.y, 0);
	m_deathSound.setPosition(m_position.x, m_position.y, 0);
	if (!m_dead)
	{
		if (smellDetected)
		{
			m_emitter.SetAlive(true);
			m_emitter.SetPosition(m_position);
		}
		m_emitter.Update(target);

		if (Player::GetInstance()->m_selected == false)
		{
			m_selected = false;
		}
	
		if (m_health <= 0)
		{ 
			m_selected = false;
			m_dead = true;
		}
		else if (m_health < 70 && m_health >= 20) // If the player attacked the Stag
		{
			Chase(target);
		}
		else if (m_health < 20 && m_health > 0)
		{
			Flee(target);
		}
		else 
		{
			Move();
		}

		if (m_health == 0)
		{
			m_deathSound.setMinDistance(500);
			m_deathSound.setPosition(m_position.x, m_position.y, 0);
			m_deathSound.play();

			Player::GetInstance()->IncreaseHealth(20);
			Player::GetInstance()->SetMaxHealth(Player::GetInstance()->GetMaxHealth() + 3);
			Player::GetInstance()->SetMaxStamina(Player::GetInstance()->GetMaxStamina() + 3);
		}
	}
}
Vector2D B020612E_Steering::CalculatePrioritised()
{
	Vector2D force;

	if (On(STEERING_OBSTACLEAVOIDANCE))
	{
		force = ObstacleAvoidance(ObstacleManager::Instance()->GetObstacles()) * 10.0f;

		if (!AccumulateForce(_pSteeringForce, force))
			return _pSteeringForce;
	}
	if (On(STEERING_FLEE))
	{
		force = Flee(_pTank->GetClick()) * 1.0f;
		
		if (!AccumulateForce(_pSteeringForce, force))
			return _pSteeringForce;
	}
	if (On(STEERING_SEEK))
	{
		force = Seek(_pTank->GetClick()) * 1.0f;

		if (!AccumulateForce(_pSteeringForce, force))
			return _pSteeringForce;
	}
	if (On(STEERING_WANDER))
	{
		force = Wander() * 1.0f;

		if (!AccumulateForce(_pSteeringForce, force))
			return _pSteeringForce;
	}
	if (On(STEERING_ARRIVE))
	{
		force = Arrive(_pTank->GetClick(), _pDeceleration) * 1.0f;

		if (!AccumulateForce(_pSteeringForce, force))
			return _pSteeringForce;
	}

	return _pSteeringForce;
}
示例#7
0
//--------------------------- Hide ---------------------------------------
//
//------------------------------------------------------------------------
Vector2D SteeringBehavior::Hide()
{
	double    DistToClosest = MaxDouble;
	Vector2D BestHidingSpot;

	std::set<Obstacle*>::const_iterator curOb = Obstacle::getAll().begin();
	std::set<Obstacle*>::const_iterator closest;

	while(curOb != Obstacle::getAll().end())
	{
		//calculate the position of the hiding spot for this obstacle
		Vector2D HidingSpot = GetHidingPosition((*curOb)->Pos(),
			(*curOb)->BRadius(),
			hideTarget->Pos());

		//work in distance-squared space to find the closest hiding
		//spot to the agent
		double dist = Vec2DDistanceSq(HidingSpot, m_pMovingEntity->Pos());

		if (dist < DistToClosest)
		{
			DistToClosest = dist;

			BestHidingSpot = HidingSpot;

			closest = curOb;
		}  

		++curOb;

	}//end while

	//if no suitable obstacles found then Evade the hunter
	if (DistToClosest == MaxFloat)
	{
		return Flee(hideTarget->Pos());
	}

	//else use Arrive on the hiding spot
	return Arrive(BestHidingSpot, fast);
}
Vector2D B020612E_Steering::CalculateWeightedSum()
{
	//if (On(STEERING_OBSTACLEAVOIDANCE))
		//_pSteeringForce += ObstacleAvoidance();
	if (On(STEERING_WANDER))
		_pSteeringForce += Wander() * 1.0f;
	if (On(STEERING_SEEK))
		_pSteeringForce += Seek(_pTank->GetClick()) * 1.0f;
	if (On(STEERING_FLEE))
		_pSteeringForce += Flee(_pTank->GetClick()) * 1.0f;
	if (On(STEERING_ARRIVE))
		_pSteeringForce += Arrive(_pTank->GetClick(), _pDeceleration) * 1.0f;
	if (On(STEERING_PURSUIT))
		_pSteeringForce += Pursuit(_pTank->GetMotion(), _pTank->GetMouseVelocity()) * 1.0f;
	//if (On(STEERING_PATHFOLLOWING))
	//	_pSteeringForce += FollowPath() * 0.5f;

	_pSteeringForce.Truncate(_pTank->GetMaxForce());

	return _pSteeringForce;
}
示例#9
0
文件: NPC_Doe.cpp 项目: Alycen/F_Y_P
void Doe::Update(sf::Vector2f target)
{
	m_injuredSound.setPosition(m_position.x, m_position.y, 0);
	m_deathSound.setPosition(m_position.x, m_position.y, 0);
	if (!m_dead)
	{
		if (smellDetected)
		{
			m_emitter.SetAlive(true);
			m_emitter.SetPosition(m_position);
		}
		m_emitter.Update(target);

		if (Player::GetInstance()->m_selected == false)
		{
			m_selected = false;
		}
		if (m_health <= 0)
		{ 
			m_selected = false;
			m_dead = true;
		}
		else
		{
			Flee(target);
		}
		if (m_health == 0)
		{
			m_deathSound.setMinDistance(500);
			m_deathSound.setPosition(m_position.x, m_position.y, 0);
			m_deathSound.play();
			Player::GetInstance()->IncreaseHealth(15);
			Player::GetInstance()->SetMaxHealth(Player::GetInstance()->GetMaxHealth() + 2);
			Player::GetInstance()->SetMaxStamina(Player::GetInstance()->GetMaxStamina() + 2);
		}
	}
}
示例#10
0
//---------------------- CalculateWeightedSum ----------------------------
//
//  this simply sums up all the active behaviors X their weights and 
//  truncates the result to the max available steering force before 
//  returning
//------------------------------------------------------------------------
ofVec3f SteeringBehaviors::CalculateWeightedSum()
{

	if (On(wall_avoidance))
	{
		m_SteeringForce += WallAvoidance(m_Vehicle->GameWorld()->getWalls()) * m_WeightObstacleAvoidance;
	}

	if (On(obstacle_avoidance))
	{
		m_SteeringForce += ObstacleAvoidance( m_Vehicle->GameWorld()->getObstacles() ) * m_WeightObstacleAvoidance;
	}

	if (On(seek))
	{
			m_SteeringForce += Seek(m_Vehicle->Target()->Pos()) * m_WeightSeek;
	}

	if (On(flee))
	{
			m_SteeringForce += Flee(m_Vehicle->Target()->Pos()) * m_WeightFlee;
	}

	if (On(arrive))
	{
		m_SteeringForce += Arrive(m_Vehicle->Target()->Pos(), normal) * m_WeightArrive;
	}

	if (!isSpacePartioningOn())
	{
		if (On(separation))
		{
			m_SteeringForce += Separation(m_Vehicle->rGroup()) * m_WeightSeparation;
		}

		if (On(alignment))
		{
			m_SteeringForce += Alignment(m_Vehicle->rGroup()) * m_WeightAlignment;
		}

		if (On(cohesion))
		{
			m_SteeringForce += Cohesion(m_Vehicle->rGroup()) * m_WeightCohesion;
		}
	}
	else
	{
		if (On(separation))
		{
			m_SteeringForce += SeparationPlus(m_Vehicle->rGroup()) * m_WeightSeparation;
		}

		if (On(alignment))
		{
			m_SteeringForce += AlignmentPlus(m_Vehicle->rGroup()) * m_WeightAlignment;
		}

		if (On(cohesion))
		{
			m_SteeringForce += CohesionPlus(m_Vehicle->rGroup()) * m_WeightCohesion;
		}
	}

	if (On(repulsion))
	{
		//need to retag the guys!
		m_SteeringForce += Repulsion(m_Vehicle->oGroup()) * m_WeightRepulsion;
	}


	if (On(wander))
	{
		m_SteeringForce += Wander() * m_WeightWander;
	}

	if (On(follow_path))
	{
		m_SteeringForce += FollowPath() * m_WeightFollowPath;
	}

	m_SteeringForce.limit(m_Vehicle->MaxForce());

	return m_SteeringForce;
}
示例#11
0
//---------------------- CalculatePrioritized ----------------------------
//
//  this method calls each active steering behavior in order of priority
//  and acumulates their forces until the max steering force magnitude
//  is reached, at which time the function returns the steering force 
//  accumulated to that  point
//------------------------------------------------------------------------
ofVec3f SteeringBehaviors::CalculatePrioritized() {
	ofVec3f force;
	
	if (On(wall_avoidance))
	{
		force = WallAvoidance(m_Vehicle->GameWorld()->getWalls()) * m_WeightObstacleAvoidance;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}
	
	if (On(obstacle_avoidance))
	{
		force = ObstacleAvoidance(m_Vehicle->GameWorld()->getObstacles()) * m_WeightObstacleAvoidance;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}

	if (On(flee))
	{
		force = Flee(m_Vehicle->Target()->Pos()) * m_WeightFlee;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}

	if (On(repulsion))
	{
		//need to retage the guys!
		force = Repulsion(m_Vehicle->oGroup()) * m_WeightRepulsion;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}

	if (!isSpacePartioningOn())
	{
		if (On(separation))
		{
			force = Separation(m_Vehicle->rGroup()) * m_WeightSeparation;
			if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
		}

		if (On(alignment))
		{
			force = Alignment(m_Vehicle->rGroup()) * m_WeightAlignment;
			if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
		}

		if (On(cohesion))
		{
			force = Cohesion(m_Vehicle->rGroup()) * m_WeightCohesion;
			if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
		}
	}
	else
	{
		if (On(separation))
		{
			force = SeparationPlus(m_Vehicle->rGroup()) * m_WeightSeparation;
			if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
		}

		if (On(alignment))
		{
			force = AlignmentPlus(m_Vehicle->rGroup()) * m_WeightAlignment;
			if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
		}

		if (On(cohesion))
		{
			force = CohesionPlus(m_Vehicle->rGroup()) * m_WeightCohesion;
			if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
		}
	}

	if (On(seek))
	{
		force = Seek(m_Vehicle->Target()->Pos()) * m_WeightSeek;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;

	}

	if (On(arrive))
	{
		force = Arrive(m_Vehicle->Target()->Pos(), normal) * m_WeightArrive;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}

	if (On(wander))
	{
		force = Wander() * m_WeightWander;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}

	if (On(follow_path))
	{
		force = FollowPath() * m_WeightFollowPath;
		if (!AccumulateForce(m_SteeringForce, force)) return m_SteeringForce;
	}

	return m_SteeringForce;

}
Vector2D SteeringBehavior::CalculatePrioritized() {
  Vector2D force;

  //if (On(wall_avoidance))
  //{
  //  force = WallAvoidance(m_pVehicle->World()->Walls()) *
  //    m_dWeightWallAvoidance;

  //  if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  //}

  //if (On(obstacle_avoidance))
  //{
  //  force = ObstacleAvoidance(m_pVehicle->World()->Obstacles()) *
  //    m_dWeightObstacleAvoidance;

  //  if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  //}

  //if (On(evade))
  //{
  //  assert(m_pTargetAgent1 && "Evade target not assigned");

  //  force = Evade(m_pTargetAgent1) * m_dWeightEvade;

  //  if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  //}

  if (On(flee))
  {
    force = Flee(vehicle_->GetGameWorld()->Agents()) * m_dWeightFlee;

    if (!AccumulateForce(steering_force_, force)) return steering_force_;
  }


  // The next three can be combined for flocking behavior (wander is
  // Also a good behavior to add into this mix)
  if (On(separation)) {
    force = Separation(vehicle_->GetGameWorld()->Agents()) * m_dWeightSeparation;
    if (!AccumulateForce(steering_force_, force)) return steering_force_;
  }

  if (On(alignment)) {
    force = Alignment(vehicle_->GetGameWorld()->Agents()) * m_dWeightAlignment;
    if (!AccumulateForce(steering_force_, force)) return steering_force_;
  }

  if (On(cohesion)) {
    force = Cohesion(vehicle_->GetGameWorld()->Agents()) * m_dWeightCohesion;
    if (!AccumulateForce(steering_force_, force)) return steering_force_;
  }

  //if (On(seek))
  //{
  //  force = Seek(m_pVehicle->World()->Crosshair()) * m_dWeightSeek;

  //  if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  //}


  //if (On(arrive))
  //{
  //  force = Arrive(m_pVehicle->World()->Crosshair(), m_Deceleration) * m_dWeightArrive;

  //  if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  //}

  if (On(wander)) {
    force = Wander() * weight_wander_;
    if (!AccumulateForce(steering_force_, force)) return steering_force_;
  }

  if (On(pursuit))
  {
    //assert(target_agent_ && "pursuit target not assigned");

    force = Pursuit(target_agent_) * m_dWeightPursuit;

    if (!AccumulateForce(steering_force_, force)) return steering_force_;
  }

  /*
  if (On(offset_pursuit))
  {
    assert(m_pTargetAgent1 && "pursuit target not assigned");
    assert(!m_vOffset.isZero() && "No offset assigned");

    force = OffsetPursuit(m_pTargetAgent1, m_vOffset);

    if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  }

  if (On(interpose))
  {
    assert(m_pTargetAgent1 && m_pTargetAgent2 && "Interpose agents not assigned");

    force = Interpose(m_pTargetAgent1, m_pTargetAgent2) * m_dWeightInterpose;

    if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  }

  if (On(hide))
  {
    assert(m_pTargetAgent1 && "Hide target not assigned");

    force = Hide(m_pTargetAgent1, m_pVehicle->World()->Obstacles()) * m_dWeightHide;

    if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  }


  if (On(follow_path))
  {
    force = FollowPath() * m_dWeightFollowPath;

    if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
  }*/

  return steering_force_;
}
示例#13
0
//---------------------- CalculatePrioritized ----------------------------
//
//  this method calls each active steering behavior in order of priority
//  and acumulates their forces until the max steering force magnitude
//  is reached, at which time the function returns the steering force 
//  accumulated to that  point
//------------------------------------------------------------------------
Vector2D SteeringBehavior::CalculatePrioritized(float dt)
{
	//reset the steering force
	m_vSteeringForce.Zero();

	Vector2D force;

	if (On(bounds_avoidance))
	{
		force = BoundsAvoidance() * m_dWeightBoundsAvoidance;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(obstacle_avoidance))
	{
		force = ObstacleAvoidance() * m_dWeightObstacleAvoidance;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(flee))
	{
		assert(fleeTarget && "Flee target not assigned");
		force = Flee(fleeTarget->Pos()) * m_dWeightFlee;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(seek))
	{
		assert(seekTarget && "Seek target not assigned");
		force = Seek(seekTarget->Pos()) * m_dWeightSeek;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}


	if (On(arrive))
	{
		assert(seekTarget && "Arrive target not assigned");
		force = Arrive(seekTarget->Pos(), m_Deceleration) * m_dWeightArrive;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(wander))
	{
		force = Wander(dt) * m_dWeightWander;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(pursuit))
	{
		assert(pursuitTarget && "pursuit target not assigned");

		force = Pursuit(pursuitTarget) * m_dWeightPursuit;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(offset_pursuit))
	{
		assert (pursuitTarget && "pursuit target not assigned");

		force = OffsetPursuit(pursuitTarget, m_vOffset);

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(hide))
	{
		assert(hideTarget && "Hide target not assigned");

		force = Hide() * m_dWeightHide;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	if (On(forward)) {
		force = Forward() * m_dWeightForward;

		if (!AccumulateForce(m_vSteeringForce, force)) return m_vSteeringForce;
	}

	return m_vSteeringForce;
}
Vec2 SteeringForce::Calculate()
{
    
    m_vSteeringForce  = Vec2::ZERO;
    Vec2 force;
    
    std::vector<Vehicle*> neighbors;
    
    if (On(allignment)||On(separation)||On(cohesion)) {
        
        if (m_pVehicle->isCellSpaceOn()) {
            
            CellSpacePartition<Vehicle*>* cellSpace = GameData::Instance()->getCellSpace();
            neighbors = cellSpace->getNeighbors();
            
        }else{
        auto data = GameData::Instance()->getEntityVector();
        
        neighbors = tagNeighbors(m_pVehicle,data,SearchRad);
        }
    }
    
    if (On(wall_avoidance)) {
        auto data = GameData::Instance()->getWallls();
        force = WallAvoidance(data);
        
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(obstacle_avoidance)) {
        
        auto data = GameData::Instance()->getObstacle();
        force = ObstacleAvoidance(data);
        
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    
    
    if (On(separation)) {
        
        force = Separation(neighbors);
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(cohesion)) {
        
        force = Cohesion(neighbors);
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(allignment)) {
        
        force = Alignment(neighbors);
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    
    
    if (On(hide)) {
        CCASSERT(m_pVehicle->getHideTarget()!=nullptr, "不存在躲避目标");
        auto data = GameData::Instance()->getEntityVector();
        force = Hide(m_pVehicle->getHideTarget(),data);
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(follow_path)) {
        force = PathFollow();
        
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    if (On(seek)) {
        
        force = Seek(m_pVehicle->getTarget());
        
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
        
    }
    
    if (On(flee)) {
        force = Flee(m_pVehicle->getTarget());
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(arrive)) {
        force = Arrive(m_pVehicle->getTarget(), fast);
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(offset_pursuit)) {
        force = OffsetPursuit(m_pVehicle->getLeader(), m_pVehicle->getOffsetToLeader());
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(pursuit)) {
        force = Pursuit(m_pVehicle->getEvaderv());
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    if (On(evade)) {
        force = Evade(m_pVehicle->getPursuer());
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(wander)) {
        force = Wander();
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    if (On(interpose)) {
        force = Interpose(m_pVehicle->getInterposeA(), m_pVehicle->getInterposeB());
        if (!AccumulateForce(m_vSteeringForce, force)) {
            return  m_vSteeringForce;
        }
    }
    
    return m_vSteeringForce;
}
示例#15
0
//---------------------- CalculateWeightedSum ----------------------------
//
//  this simply sums up all the active behaviors X their weights and 
//  truncates the result to the max available steering force before 
//  returning
//------------------------------------------------------------------------
Vector2D SteeringBehavior::CalculateWeightedSum(float dt)
{        
	//reset the steering force
	m_vSteeringForce.Zero();

	if (On(bounds_avoidance))
	{
		Vector2D force = BoundsAvoidance() * m_dWeightBoundsAvoidance;

		/*if (!force.isZero()) {
			std::cout << "avoid wall: " << force << std::endl;
		}*/

		m_vSteeringForce += force;
	}

	if (On(obstacle_avoidance))
	{
		Vector2D force = ObstacleAvoidance() * m_dWeightObstacleAvoidance;

		/*if (!force.isZero()) {
			std::cout << "avoid obst: " << force << std::endl;
		}*/

		m_vSteeringForce += force;
	}


	if (On(flee))
	{
		assert(fleeTarget && "Flee target not assigned");
		m_vSteeringForce += Flee(fleeTarget->Pos()) * m_dWeightFlee;
	}



	if (On(seek))
	{
		assert(seekTarget && "Seek target not assigned");
		m_vSteeringForce += Seek(seekTarget->Pos()) * m_dWeightSeek;
	}


	if (On(arrive))
	{
		assert(seekTarget && "Arrive target not assigned");
		m_vSteeringForce += Arrive(seekTarget->Pos(), m_Deceleration) * m_dWeightArrive;
	}


	if (On(wander))
	{

		Vector2D force = Wander(dt) * m_dWeightWander;

		//std::cout << "wander: " << force << std::endl;

		m_vSteeringForce += force;
	}



	if (On(pursuit))
	{
		assert(pursuitTarget && "pursuit target not assigned");

		m_vSteeringForce += Pursuit(pursuitTarget) * m_dWeightPursuit;
	}

	if (On(offset_pursuit))
	{
		assert (pursuitTarget && "pursuit target not assigned");

		m_vSteeringForce += OffsetPursuit(pursuitTarget, m_vOffset) * m_dWeightOffsetPursuit;
	}

	if (On(hide))
	{
		assert(hideTarget && "Hide target not assigned");

		m_vSteeringForce += Hide() * m_dWeightHide;
	}


	if (On(forward)) {
		Vector2D force = Forward() * m_dWeightForward;

		m_vSteeringForce += force;
	}

	//m_vSteeringForce.Truncate(m_pMovingEntity->MaxForce());
	return m_vSteeringForce;
}
Vector2D S013010C_Aaron_Smith_Steering::Calculate(float deltaTime)
{
	Vector2D force;
	Vector2D totalForce;
	if (mIsObstacleAvoiding)
	{
		force = ObstacleAvoidance() * mObstacleAvoidanceWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;
	}

	if (mIsWallAvoided)
	{
		force = WallAvoidance() * mWallAvoidWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;
	}

	if (mIsWandering)
	{
		force = Wander(deltaTime) * mSeekWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;
	}

	if (mIsPursuing)
	{
		force = Pursuing() * mPursuitWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;

	}
	if (mIsSeeking)
	{
		force = Seek(mTank->GetTarget()) * mSeekWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;

	}
	if (mIsArriving)
	{
		force = Arrive(mTank->GetTarget(), Deceleration::NORMAL) * mArriveWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;
	}
	if (mIsFleeing)
	{
		force = Flee(mTank->GetTarget()) * mFleeWeight;
		if (!AccumulateForce(totalForce, force)) return totalForce;
	}

	return totalForce;

	//if (isFleeing) Flee(mTank->GetTarget());
	
	

	//Vector2D totalForce;


	

	/*for (Vector2D vec : mSteeringForces)
	{
		totalForce += vec;
	}
	mSteeringForces.clear();
	
	return totalForce;*/
}
Vector2D	SteeringBehavior::CalculateWeightedSum()
{        
	//if (On(wall_avoidance))
	//{
	//m_vSteeringForce += WallAvoidance(m_pVehicle->World()->Walls()) *
	//						m_dWeightWallAvoidance;
	//}
 //  
	//if (On(obstacle_avoidance))
	//{
	//m_vSteeringForce += ObstacleAvoidance(m_pVehicle->World()->Obstacles()) * 
	//		m_dWeightObstacleAvoidance;
	//}

	//if (On(evade))
	//{
	//assert(m_pTargetAgent1 && "Evade target not assigned");
 //   
	//m_vSteeringForce += Evade(m_pTargetAgent1) * m_dWeightEvade;
	//}


	////these next three can be combined for flocking behavior (wander is
	////also a good behavior to add into this mix)
	//if (!isSpacePartitioningOn())
	//{
	//if (On(separation))
	//{
	//	m_vSteeringForce += Separation(m_pVehicle->World()->Agents()) * m_dWeightSeparation;
	//}

	//if (On(allignment))
	//{
	//	m_vSteeringForce += Alignment(m_pVehicle->World()->Agents()) * m_dWeightAlignment;
	//}

	//if (On(cohesion))
	//{
	//	m_vSteeringForce += Cohesion(m_pVehicle->World()->Agents()) * m_dWeightCohesion;
	//}
	//}
	//else
	//{
	//if (On(separation))
	//{
	//	m_vSteeringForce += SeparationPlus(m_pVehicle->World()->Agents()) * m_dWeightSeparation;
	//}

	//if (On(allignment))
	//{
	//	m_vSteeringForce += AlignmentPlus(m_pVehicle->World()->Agents()) * m_dWeightAlignment;
	//}

	//if (On(cohesion))
	//{
	//	m_vSteeringForce += CohesionPlus(m_pVehicle->World()->Agents()) * m_dWeightCohesion;
	//}
	//}


	//if (On(wander))
	//{
	//m_vSteeringForce += Wander() * m_dWeightWander;
	//}

	if (On(seek))
	{
	m_vSteeringForce += Seek(m_pVehicle->World()->Crosshair()) * m_dWeightSeek;
	}

	if (On(flee))
	{
	m_vSteeringForce += Flee(m_pVehicle->World()->Crosshair()) * m_dWeightFlee;
	}

	if (On(arrive))
	{
	m_vSteeringForce += Arrive(m_pVehicle->World()->Crosshair(), m_Deceleration) * m_dWeightArrive;
	}

	//if (On(pursuit))
	//{
	//assert(m_pTargetAgent1 && "pursuit target not assigned");

	//m_vSteeringForce += Pursuit(m_pTargetAgent1) * m_dWeightPursuit;
	//}

	//if (On(offset_pursuit))
	//{
	//assert (m_pTargetAgent1 && "pursuit target not assigned");
	//assert (!m_vOffset.isZero() && "No offset assigned");

	//m_vSteeringForce += OffsetPursuit(m_pTargetAgent1, m_vOffset) * m_dWeightOffsetPursuit;
	//}

	//if (On(interpose))
	//{
	//assert (m_pTargetAgent1 && m_pTargetAgent2 && "Interpose agents not assigned");

	//m_vSteeringForce += Interpose(m_pTargetAgent1, m_pTargetAgent2) * m_dWeightInterpose;
	//}

	//if (On(hide))
	//{
	//assert(m_pTargetAgent1 && "Hide target not assigned");

	//m_vSteeringForce += Hide(m_pTargetAgent1, m_pVehicle->World()->Obstacles()) * m_dWeightHide;
	//}

	//if (On(follow_path))
	//{
	//m_vSteeringForce += FollowPath() * m_dWeightFollowPath;
	//}

	//m_vSteeringForce.Truncate(m_pVehicle->MaxForce());
 //
	//return m_vSteeringForce;
}