update scripts
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@ -21,6 +21,17 @@ public class CharacterCondition
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OnChangeHealthEvent?.Invoke(value);
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}
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}
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public int GetHealthPointsInQuantile()
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{
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if (health < 25)
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return 0;
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else if (health < 50)
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return 1;
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else if (health < 75)
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return 2;
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else return 3;
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}
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private int armour;
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public int ArmourPoints
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{
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@ -51,9 +62,9 @@ public class CharacterCondition
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public CharacterCondition()
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{
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var settings = SettingsReader.Instance.GetSettings;
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ammo = settings.maxAmmo;
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health = settings.maxHealth;
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armour = settings.maxArmour;
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ammo = settings.MaxAmmo;
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health = settings.MaxHealth;
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armour = settings.MaxArmour;
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}
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public void GiveHealth(int health) => HealthPoints = Mathf.Clamp(health + HealthPoints, 0, 100);
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@ -2,16 +2,31 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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using System.Threading.Tasks;
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[RequireComponent(typeof(NavMeshAgent))]
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public class MovementController : MonoBehaviour
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{
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public NavPoint currentPosition { get; set; }
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public NavPoint CurrentNavPoint { get; set; }
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public float FlagDistance { get; private set; }
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private GameObject flag;
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private const float updateFlagPositionDelay = 5;
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[SerializeField] private NavMeshAgent navMeshAgent;
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private void Start()
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{
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navMeshAgent.speed = SettingsReader.Instance.GetSettings.movementSpeed;
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navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed;
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InvokeRepeating(nameof(UpdateFlagPosition), 0, updateFlagPositionDelay);
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}
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private void OnDestroy()
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{
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CancelInvoke(nameof(UpdateFlagPosition));
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}
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private void UpdateFlagPosition()
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{
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FlagDistance = (flag.transform.position - gameObject.transform.position).magnitude;
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}
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public void MoveToRandomPoint()
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@ -23,7 +38,7 @@ public class MovementController : MonoBehaviour
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public List<NavPoint> getPointsCandidate()
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{
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return MapManager.navPoints
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.Where(point => (currentPosition.position - point.position).magnitude < SettingsReader.Instance.GetSettings.movementSpeed)
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.Where(point => (CurrentNavPoint.position - point.position).magnitude < SettingsReader.Instance.GetSettings.MovementSpeed)
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.ToList();
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}
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@ -3,7 +3,6 @@ using UnityEngine;
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using Unity.MLAgents;
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using Unity.MLAgents.Sensors;
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using Unity.MLAgents.Actuators;
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using System.Collections.Generic;
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[RequireComponent(typeof(MovementController))]
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public class NPC : Agent, ICharacter
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@ -11,6 +10,7 @@ public class NPC : Agent, ICharacter
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[HideInInspector]
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public Character AgentCharacter;
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public CharacterCondition Condition;
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private FlagZone flagZone;
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public NPC_BaseState NPC_State { get; private set; }
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@ -47,29 +47,38 @@ public class NPC : Agent, ICharacter
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public override void OnEpisodeBegin()
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{
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NPC_State = DirectState;
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flagZone = GameObject.FindObjectOfType<FlagZone>();
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}
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public override void CollectObservations(VectorSensor sensor)
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{
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var candidates = moveController.getPointsCandidate();
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sensor.AddObservation(Condition.HealthPoints);
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sensor.AddObservation(Condition.ArmourPoints);
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sensor.AddObservation(Condition.Ammunition);
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sensor.AddObservation((int)NPC_State.State);
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var candidates = moveController.getPointsCandidate();
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sensor.AddObservation((!flagZone.isNotOccup).ToInt());
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sensor.AddObservation(AgentCharacter.LastTimeHit);
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sensor.AddObservation(Condition.GetHealthPointsInQuantile());
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sensor.AddObservation(candidates.Count);
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sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, AgentCharacter.Team));
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foreach (var point in candidates)
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{
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Debug.Log((float)moveController.CurrentNavPoint.PointId);
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bufferSensor.AppendObservation(new float[] {
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//1 position in navpointId
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(float)moveController.currentPosition.PointId,
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(float)moveController.CurrentNavPoint.PointId,
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//2 distance to flag
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moveController.currentPosition.FlagDistance,
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moveController.FlagDistance,
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//3 death count in point
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moveController.currentPosition.DeathAttr,
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moveController.CurrentNavPoint.DeathAttr,
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//4 flagEnemyDistance
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GameManager.IsCloserToFlagFromNextNavPoint(point, transform.position)==true?1:0,
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GameManager.IsCloserToFlagFromNextNavPoint(point, transform.position).ToInt(),
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//5 EnemyVsNavPointDistance
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GameManager.IsCloserToEnemyThanToNextNavPoint(point,transform.position, AgentCharacter.Team)==true?1:0
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GameManager.IsCloserToEnemyThanToNextNavPoint(point,transform.position, AgentCharacter.Team).ToInt()
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});
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}
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@ -103,7 +112,7 @@ public class NPC : Agent, ICharacter
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if (Condition.HealthPoints < 0)
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{
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OnKilledEvent?.Invoke(this);
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moveController.currentPosition.DeathAttr += 1;
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moveController.CurrentNavPoint.DeathAttr += 1;
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}
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}
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