Fixed nan exception

This commit is contained in:
2022-05-18 01:37:06 +07:00
parent 4132787ef8
commit 7db8dbcfcf
8 changed files with 336 additions and 15 deletions

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@ -44,14 +44,18 @@ public class MovementController : MonoBehaviour
private void Update() private void Update()
{ {
var thisPoint = _idNavPointDict[PointStartID];
if (ReachedDestination()) if (ReachedDestination())
{ {
_myNpc.ChangePointState(_idNavPointDict[PointStartID].navType == NavPointType.Cover _myNpc.ChangePointState(thisPoint.navType == NavPointType.Cover
? NpcEnumState.InCover ? NpcEnumState.InCover
: NpcEnumState.InDirectPoint); : NpcEnumState.InDirectPoint);
thisPoint.isOcuppied = true;
} }
else else
{ {
thisPoint.isOcuppied = false;
_idNavPointDict[PointEndID].isOcuppied = false;
_myNpc.ChangeBodyState(NpcBodyState.Standing); _myNpc.ChangeBodyState(NpcBodyState.Standing);
_myNpc.ChangePointState(NpcEnumState.InRunning); _myNpc.ChangePointState(NpcEnumState.InRunning);
} }
@ -78,7 +82,7 @@ public class MovementController : MonoBehaviour
{ {
return MapManager.Instance.NavPoints return MapManager.Instance.NavPoints
.Where(point => .Where(point =>
(transform.position - point.Position).magnitude < _settings.MovementDistance) (transform.position - point.Position).magnitude < _settings.MovementDistance && point.isOcuppied == false)
.ToList(); .ToList();
} }

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@ -133,8 +133,6 @@ public class NPC : Agent, ICharacter
sensor.AddObservation((int)NpcState.State); sensor.AddObservation((int)NpcState.State);
sensor.AddObservation((int)NpcBodyState.State); sensor.AddObservation((int)NpcBodyState.State);
sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, GetCharacter.Team)); sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, GetCharacter.Team));
//sensor.AddObservation(_navPointIdDict[_moveController.PointStartID].DeathAttr);
//sensor.AddObservation(_navPointIdDict[_moveController.PointEndID].DeathAttr);
sensor.AddObservation(_moveController.FlagDistance); sensor.AddObservation(_moveController.FlagDistance);
//point sensors //point sensors
@ -142,13 +140,9 @@ public class NPC : Agent, ICharacter
{ {
var position = transform.position; var position = transform.position;
_bufferSensor.AppendObservation(new float[] { _bufferSensor.AppendObservation(new float[] {
point.DeathAttr,
(int)point.navType, (int)point.navType,
//4 flagEnemyDistance
GameManager.IsCloserToFlagFromNextNavPoint(point, position).ToInt(), GameManager.IsCloserToFlagFromNextNavPoint(point, position).ToInt(),
//5 EnemyVsNavPointDistance
GameManager.IsCloserToEnemyThanToNextNavPoint(point, position, GetCharacter.Team.GetOppositeTeam()).ToInt(), GameManager.IsCloserToEnemyThanToNextNavPoint(point, position, GetCharacter.Team.GetOppositeTeam()).ToInt(),
//6 Have been seen by enemy in this point
GameManager.IsHaveSeenByEnemy(GetCharacter.Team.GetOppositeTeam(), GameManager.IsHaveSeenByEnemy(GetCharacter.Team.GetOppositeTeam(),
point.Position).ToInt() point.Position).ToInt()
}); });

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@ -56,6 +56,7 @@ public class FlagZone : MonoBehaviour
} }
else if (occupAttackers > 0) else if (occupAttackers > 0)
{ {
print("Atackers ocuppy flag");
TimeStayAttackers += Time.deltaTime; TimeStayAttackers += Time.deltaTime;
GameManager._attackersTeam.AddGroupReward(Time.deltaTime* 0.1f); GameManager._attackersTeam.AddGroupReward(Time.deltaTime* 0.1f);
GameManager._defendersTeam.AddGroupReward(-Time.deltaTime* 0.1f); GameManager._defendersTeam.AddGroupReward(-Time.deltaTime* 0.1f);
@ -67,6 +68,8 @@ public class FlagZone : MonoBehaviour
} }
else if (occupDefenders > 0) else if (occupDefenders > 0)
{ {
print("Defenders ocuppy flag");
GameManager._defendersTeam.AddGroupReward(+Time.deltaTime* 0.1f);
TimeStayDefenders += Time.deltaTime; TimeStayDefenders += Time.deltaTime;
if (TimeStayDefenders > timeForWin) if (TimeStayDefenders > timeForWin)
{ {

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@ -15,6 +15,7 @@ public class NavPoint : MonoBehaviour
public float FlagDistance { get; private set; } public float FlagDistance { get; private set; }
[SerializeField] public NavPointType navType; [SerializeField] public NavPointType navType;
[HideInInspector] public bool isOcuppied;
[HideInInspector] public int PointId = 0; [HideInInspector] public int PointId = 0;
[HideInInspector] public float DeathAttr = 0; [HideInInspector] public float DeathAttr = 0;

View File

@ -19,8 +19,8 @@ MonoBehaviour:
MovementSpeed: 1 MovementSpeed: 1
DefTeamAI: 3 DefTeamAI: 3
AtcTeamAI: 3 AtcTeamAI: 3
NumOfDefenders: 2 NumOfDefenders: 3
NumOfAttackers: 2 NumOfAttackers: 3
HasHumanDefender: 0 HasHumanDefender: 0
HasHumanAttacker: 0 HasHumanAttacker: 0
HealthPickupAmount: 50 HealthPickupAmount: 50