Files
BoostBaller/Assets/Scripts/AIController.cs
Jan Groß dd3816ce0b Fixed major AI issues
Tweaked AI parameters
Improved AI behaviour to avoid getting stuck near walls
Changed boost conditions
2020-01-31 05:23:35 +01:00

120 lines
4.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AIController : MonoBehaviour
{
public GameObject ball;
public Transform targetGoal;
public Vector3 inputVector;
public float turnRadius = 1;
public float destinationOffset;
public float maxBoostDist = 3;
public float distanceToTarget; //Distance to the point, placed behind the ball
public float angleToDestination;
public float angleToBall;
public float distanceToBall;
private Vector3 destination;
private Vector3 directionVector;
private float rotationTimeout = 0;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
Vector3 ballPosition = this.ball.transform.position;
Vector3 goalDirection = ballPosition - this.targetGoal.position;
this.destination = ballPosition + goalDirection.normalized * this.destinationOffset;
this.directionVector = this.destination - this.transform.position;
//Use "right" to offset the angle by 90 deg. This gives us a positive/negative value
// depending on the direction we have to rotate
this.angleToDestination = Vector3.Dot(this.transform.right, this.directionVector.normalized);
this.angleToBall = Mathf.Acos(Vector3.Dot((ballPosition - this.transform.position).normalized, this.transform.forward)) * Mathf.Rad2Deg;
this.angleToBall = this.Angle360(transform.position, ballPosition, Vector3.right);
this.distanceToTarget = Vector3.Distance(this.transform.position, this.destination);
this.distanceToBall = Vector3.Distance(this.transform.position, ballPosition);
}
float Angle360(Vector3 from, Vector3 to, Vector3 right)
{
float angle = Vector3.Angle(from, to);
return (Vector3.Angle(right, to) > 90f) ? 360f - angle : angle;
}
private void OnDrawGizmos()
{
Debug.DrawLine(this.transform.position, this.destination, Color.yellow, 0f, false);
Debug.DrawLine(this.targetGoal.position, this.destination, Color.yellow, 0f, false);
Gizmos.DrawSphere(this.destination, 1);
Debug.DrawRay(transform.position, this.transform.forward * 3.8f, Color.white, .5f);
Debug.DrawRay(transform.position, this.transform.forward * 10, Color.green);
}
public float[] GetInputs()
{
float[] inputs = new float[3];
inputs[AiInputs.VERTICAL] = 0;
inputs[AiInputs.BOOST] = 0;
//Move forward if we are too far away
if (this.distanceToTarget > 4)
{
inputs[AiInputs.VERTICAL] = 1;
}
RaycastHit hit;
//If we hit something head on, stop, drop and rotate (emergency rotate)
if (Physics.Raycast(transform.position, this.transform.forward, out hit, 3.8f))
{
this.rotationTimeout = .2f;
}
//Rotate if we are close enough to the target (behind the ball) but not if emergency rotation is active
inputs[AiInputs.HORIZONTAL] = Mathf.Floor(this.angleToDestination * 10) / 10;
if (this.distanceToTarget < this.turnRadius && this.rotationTimeout < 0)
{
inputs[AiInputs.HORIZONTAL] = Mathf.Floor(-this.angleToBall * 10) / 10;
}
this.rotationTimeout -= Time.deltaTime;
if(rotationTimeout > 0)
{
inputs[AiInputs.HORIZONTAL] = .5f;
}
//Shoot a ray backwards and boost if we are close enough to the target (behind the ball) to avoid shooting towards our own goal
if (Physics.Raycast(transform.position, -this.transform.forward, out hit, 15))
{
if (hit.transform.tag == "Ball" && this.distanceToTarget < this.maxBoostDist)
{
inputs[AiInputs.BOOST] = 1;
}
}
this.inputVector = new Vector3(inputs[AiInputs.HORIZONTAL], inputs[AiInputs.VERTICAL], inputs[AiInputs.BOOST]);
//Left/Right, Fwd/Bkwd, Boost
return inputs;
}
}
public static class AiInputs
{
public const int HORIZONTAL = 0;
public const int VERTICAL = 1;
public const int BOOST = 2;
}