Book Image

Unity 5.x Game AI Programming Cookbook

By : Jorge Palacios
5 (1)
Book Image

Unity 5.x Game AI Programming Cookbook

5 (1)
By: Jorge Palacios

Overview of this book

Unity 5 comes fully packaged with a toolbox of powerful features to help game and app developers create and implement powerful game AI. Leveraging these tools via Unity’s API or built-in features allows limitless possibilities when it comes to creating your game’s worlds and characters. This practical Cookbook covers both essential and niche techniques to help you be able to do that and more. This Cookbook is engineered as your one-stop reference to take your game AI programming to the next level. Get to grips with the essential building blocks of working with an agent, programming movement and navigation in a game environment, and improving your agent's decision making and coordination mechanisms - all through hands-on examples using easily customizable techniques. Discover how to emulate vision and hearing capabilities for your agent, for natural and humanlike AI behaviour, and improve them with the help of graphs. Empower your AI with decision-making functions through programming simple board games such as Tic-Tac-Toe and Checkers, and orchestrate agent coordination to get your AIs working together as one.
Table of Contents (15 chapters)
Unity 5.x Game AI Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Improving influence with map flooding


The previous influence computation is good when dealing with a simple influence that is based on individual units helping a faction. However, this could lead to holes in the map instead of covering a whole section. One technique to resolve that problem is flooding, based on the Dijkstra algorithm.

Getting ready

In this case, we will blend the faction capability for tagging a vertex, with the unit's logic for having a drop-off function, into a class called Guild. This is a component to include in the game object; one for each desired guild:

using UnityEngine;
using System;
using System.Collections;

public class Guild : MonoBehaviour
{
    public string guildName;
    public int maxStrength;
    public GameObject baseObject;
    [HideInInspector]
    public int strenghth

    public virtual void Awake()
    {
        strength = maxStrength;
    }
}

It also needs a drop-off function. However, this time we wanted to create an example using Euclidean distance...