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Unity 2018 Artificial Intelligence Cookbook

You're reading from   Unity 2018 Artificial Intelligence Cookbook Over 90 recipes to build and customize AI entities for your games with Unity

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Product type Paperback
Published in Aug 2018
Publisher
ISBN-13 9781788626170
Length 334 pages
Edition 2nd Edition
Languages
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Authors (2):
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Jorge Palacios Jorge Palacios
Author Profile Icon Jorge Palacios
Jorge Palacios
Jorge Elieser P Garrido Jorge Elieser P Garrido
Author Profile Icon Jorge Elieser P Garrido
Jorge Elieser P Garrido
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Toc

Table of Contents (12) Chapters Close

Preface 1. Behaviors - Intelligent Movement 2. Navigation FREE CHAPTER 3. Decision Making 4. The New NavMesh API 5. Coordination and Tactics 6. Agent Awareness 7. Board Games and Applied Search AI 8. Learning Techniques 9. Procedural Content Generation 10. Miscellaneous 11. Other Books You May Enjoy

Predicting a projectile's landing spot

After a projectile is shot by the player, agents (our AI) need to either avoid it or look for it. For example, the agents need to run from a grenade to be kept alive, or run towards a soccer ball to take control. In either case, it's important for the agents to predict the projectile's landing spot to make decisions.

In this recipe, we will learn how to calculate such landing spots.

Getting ready

Before we get into predicting the landing position, it's important to know the time left before it hits the ground (or reaches a certain position). Thus, instead of creating new behaviors, we need to update the Projectile class.

How to do it...

  1. First, we need to add the GetLandingTime function to compute the landing time:
public float GetLandingTime (float height = 0.0f) 
{ 
    Vector3 position = transform.position; 
    float time = 0.0f; 
    float valueInt = (direction.y * direction.y) * (speed * speed); 
    valueInt = valueInt - (Physics.gravity.y * 2 * (position.y - height)); 
    valueInt = Mathf.Sqrt(valueInt); 
    float valueAdd = (-direction.y) * speed; 
    float valueSub = (-direction.y) * speed; 
    valueAdd = (valueAdd + valueInt) / Physics.gravity.y; 
    valueSub = (valueSub - valueInt) / Physics.gravity.y; 
    if (float.IsNaN(valueAdd) && !float.IsNaN(valueSub)) 
        return valueSub; 
    else if (!float.IsNaN(valueAdd) && float.IsNaN(valueSub)) 
        return valueAdd; 
    else if (float.IsNaN(valueAdd) && float.IsNaN(valueSub)) 
        return -1.0f; 
    time = Mathf.Max(valueAdd, valueSub); 
    return time; 
} 
  1. Now, we add the GetLandingPos function to predict the landing spot:
public Vector3 GetLandingPos (float height = 0.0f) 
{ 
    Vector3 landingPos = Vector3.zero; 
    float time = GetLandingTime(); 
    if (time < 0.0f) 
        return landingPos; 
    landingPos.y = height; 
    landingPos.x = firePos.x + direction.x * speed * time; 
    landingPos.z = firePos.z + direction.z * speed * time; 
    return landingPos; 
}

How it works...

First, we are solving the equation from the previous recipe for a fixed height, and, given the projectile's current position and speed, we are able to get the time at which the projectile will reach the given height.

There's more...

Remember to take into account the NaN validation. It's placed that way because there may be one, two, or no solutions to the equation. Furthermore, when the landing time is less than zero, it means the projectile won't be able to reach the target height.

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