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

Analyzing waypoints by cover and visibility


When dealing with military games, especially FPS, we need to define a waypoint value, by its capacity, to be a good cover point with the maximum visibility for shooting or reaching other enemies visually. This recipe helps us compute a waypoint's value given these parameters.

Getting ready

We need to create a function for checking whether a position is in the same room as others:

public bool IsInSameRoom(Vector3 from, Vector3 location, string tagWall = "Wall")
{
    RaycastHit[] hits;
    Vector3 direction = location - from;
    float rayLength = direction.magnitude;
    direction.Normalize();
    Ray ray = new Ray(from, direction);
    hits = Physics.RaycastAll(ray, rayLength);
    foreach (RaycastHit h in hits)
    {
        string tagObj = h.collider.gameObject.tag;
        if (tagObj.Equals(tagWall))
            return false;
    }
    return true;
}

How to do it…

We will create the function that computes the quality of the waypoint:

  1. Define the function...