resolved merge conflicts

This commit is contained in:
2022-05-05 16:49:21 +07:00
parent 6514599f22
commit ba1b350c62
4 changed files with 0 additions and 89 deletions

View File

@ -9,14 +9,6 @@ public class CharacterCondition
public event Action<int> OnChangeAmmunitionEvent;
private int health;
<<<<<<< HEAD
public int HealthPoints
{
get
{
return health;
}
=======
public int HealthPoints
{
@ -24,7 +16,6 @@ public class CharacterCondition
{
return health;
}
>>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467
private set
{
health = value;

View File

@ -6,18 +6,11 @@ using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
public class MovementController : MonoBehaviour
{
<<<<<<< HEAD
public int PointStartID { get; set; }
public int PointEndID { get; private set; }
public float FlagDistance { get; private set; }
private const float updateFlagPositionDelay = 5;
private const float updateReachedDestinationDelay = 5;
=======
public NavPoint currentPosition { get; set; }
private Dictionary<int, NavPoint> navPoints = new Dictionary<int, NavPoint>();
[SerializeField] private NavMeshAgent navMeshAgent;
>>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467
[SerializeField] private NavMeshAgent navMeshAgent;
[SerializeField] private GameObject flag;
@ -28,7 +21,6 @@ public class MovementController : MonoBehaviour
private void Awake()
{
<<<<<<< HEAD
navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed;
idNavPointDict = MapManager.IDToNavPoint;
InvokeRepeating(nameof(UpdateFlagPosition), 0, updateFlagPositionDelay);
@ -43,12 +35,6 @@ public class MovementController : MonoBehaviour
private void UpdateFlagPosition()
{
FlagDistance = (flag.transform.position - gameObject.transform.position).magnitude;
=======
navMeshAgent.speed = SettingsReader.Instance.GetSettings.movementSpeed;
foreach (var np in MapManager.navPoints) {
navPoints[np.PointId] = np;
}
>>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467
}
public void MoveToPointById(int id)
@ -62,27 +48,15 @@ public class MovementController : MonoBehaviour
}
public void MoveToRandomPoint()
<<<<<<< HEAD
{
Debug.Log(MapManager.NavPoints == null);
GoToNextNavPoint(MapManager.NavPoints[Random.Range(0, MapManager.NavPoints.Count)]);
=======
{
// Debug.Log(MapManager.navPoints == null);
goToNextNavPoint(MapManager.navPoints[Random.Range(0, MapManager.navPoints.Count)]);
>>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467
}
public List<NavPoint> GetPointsCandidate()
{
<<<<<<< HEAD
return MapManager.NavPoints
.Where(point =>
(idNavPointDict[PointStartID].Position - point.Position).magnitude < SettingsReader.Instance.GetSettings.MovementDistance)
=======
return MapManager.navPoints
.Where(point => (currentPosition.position - point.position).magnitude < SettingsReader.Instance.GetSettings.movementDistance)
>>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467
.ToList();
}

View File

@ -70,14 +70,7 @@ public class NPC : Agent, ICharacter
public override void CollectObservations(VectorSensor sensor)
{
<<<<<<< HEAD
var candidates = moveController.GetPointsCandidate();
=======
sensor.AddObservation(Condition.HealthPoints);
sensor.AddObservation(Condition.ArmourPoints);
sensor.AddObservation(Condition.Ammunition);
sensor.AddObservation((int) NPC_State.State);
>>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467
//common sensors
sensor.AddObservation(GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(),
@ -100,7 +93,6 @@ public class NPC : Agent, ICharacter
//point sensors
foreach (var point in candidates)
{
<<<<<<< HEAD
bufferSensor.AppendObservation(new float[] {
point.DeathAttr,
(int)point.navType,
@ -112,35 +104,6 @@ public class NPC : Agent, ICharacter
GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(),
point.Position).ToInt()
});
=======
var parray = new float[]
{
//1 position in navpointId
(float) moveController.currentPosition.PointId,
//2 distance to flag
moveController.currentPosition.FlagDistance,
//3 death count in point
moveController.currentPosition.DeathAttr,
//4 flagEnemyDistance
GameManager.IsCloserToFlagFromNextNavPoint(point, transform.position) == true ? 1 : 0,
//5 EnemyVsNavPointDistance
GameManager.IsCloserToEnemyThanToNextNavPoint(point, transform.position, AgentCharacter.Team) == true
? 1
: 0
};
// var _parray = string.Join(" ", parray);
// Debug.Log("OBS: " + _parray);
bufferSensor.AppendObservation(parray);
}
}
public override void Heuristic(in ActionBuffers actionsOut)
{
var discreteActionsOut = actionsOut.DiscreteActions;
if (Input.GetKeyDown(KeyCode.W))
{
discreteActionsOut[0] = 1;
>>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467
}
}
@ -149,7 +112,6 @@ public class NPC : Agent, ICharacter
var result = actions.DiscreteActions;
if (result[0] == 0)
{
<<<<<<< HEAD
if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Cover)
return;
NpcState = CoverState;
@ -185,13 +147,6 @@ public class NPC : Agent, ICharacter
case 1: moveController.ReturnToStartPoint(); NpcState = RunningState; break;
default: throw new ArgumentException("Undefined Action recieved");
}
=======
moveController.MoveToRandomPoint();
NPC_State = RunningState;
} else if (actions.DiscreteActions[0] == 2)
{
moveController.MoveToPointById(actions.DiscreteActions[1]);
>>>>>>> 351fa8ee12c499a0374be71a192a5f288611f467
}
}
#endregion