Epoch/Sources/epoch_code/compile/startFlock.sqf

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2015-09-14 20:55:36 +00:00
//
//Flocking (Emergent) Behaviour AI Test / Demo
//
//An attempt to make UAVs fly with flock / bird / fly swarm like behaviour.
//Using the three rules of flocking behaviour with some modifications for Arma
//Currently only controls X & Y, Z to be added..
//
//USAGE
//
// As it's only testing at the moment you need to call this sqf (startFlock.sqf) with []execVM "\x\addons\epoch_code\compile\startFlock.sqf"
//
//CONTROLS:
//
//INS / DEL - Alignment Up / Down
//Home / End - Cohesion Up / Down
//PG Up / Pg Dn - Separate up / Down
//Up / Down Arrow - Speed Up / Down
//Left / Right Arrow - Script Speed Up / Down
//
//Notes
//
//Once you have a flock moving away try adding another. Flock spawns above player.
_disableAI = {
{_this disableAI _x}forEach["TARGET","AUTOTARGET","FSM"];
};
_targetPos = getPosATL player;
_targetPos set[2, 42];
axeUAV = createVehicle["I_UAV_01_F", _targetPos, [], 56, "FLY"];
addToRemainsCollector[axeUAV];
axeUAV allowdamage false;
axeUAV flyInHeight 42;
_grp = createGroup RESISTANCE;
_driver = _grp createUnit["I_UAV_AI", position axeUAV, [], 0, "CAN_COLLIDE"];
_driver moveInAny axeUAV;
axeUAV call _disableAI;
axeHandle = [axeUAV] execFSM "\x\addons\epoch_code\system\flocking.fsm";
for [{_i=0}, {_i<12}, {_i=_i+1}] do
{
_targetPos = getPosATL player;
_targetPos set[2, 42];
_uav = createVehicle["I_UAV_01_F", _targetPos, [], 56, "FLY"];
addToRemainsCollector[_uav];
_uav flyInHeight 42;
_grp = createGroup RESISTANCE;
_driver = _grp createUnit["I_UAV_AI", position _uav, [], 0, "CAN_COLLIDE"];
_driver moveInAny _uav;
_uav allowdamage false;
_uav call _disableAI;
[_uav] execFSM "\x\addons\epoch_code\system\flocking.fsm";
};
axeLineStart = getPosATL player;
axeLineFinish = getPosATL player;
onEachFrame {
drawLine3D [axeLineStart, axeLineFinish, [1,1,1,1]];
};
EPOCH_KeyDownCustom = {
_dikCode = _this select 1;
_shift = _this select 2;
_ctrl = _this select 3;
_alt = _this select 4;
_handled = false;
switch (_dikCode) do {
case 0xD2: {
axeWeightAlign = axeWeightAlign + 0.01;
hint format ["ALIGN: %1", axeWeightAlign];
_handled = true;
};
case 0xD3: {
axeWeightAlign = axeWeightAlign - 0.01;
hint format ["ALIGN: %1", axeWeightAlign];
_handled = true;
};
case 0xC7: {
axeWeightCohese = axeWeightCohese + 0.01;
hint format ["COHESE: %1", axeWeightCohese];
_handled = true;
};
case 0xCF: {
axeWeightCohese = axeWeightCohese - 0.01;
hint format ["COHESE: %1", axeWeightCohese];
_handled = true;
};
case 0xC9: {
axeWeightSpearate = axeWeightSpearate + 0.01;
hint format ["SEPARATE: %1", axeWeightSpearate];
_handled = true;
};
case 0xD1: {
axeWeightSpearate = axeWeightSpearate - 0.01;
hint format ["SEPARATE: %1", axeWeightSpearate];
_handled = true;
};
case 0xC8: {
axeSpeed = axeSpeed + 0.1;
hint format ["SPEED: %1", axeSpeed];
_handled = true;
};
case 0xD0: {
axeSpeed = axeSpeed - 0.1;
hint format ["SPEED: %1", axeSpeed];
_handled = true;
};
case 0xCB: {
axeLoopTime = axeLoopTime + 0.05;
hint format ["RESPONSE: %1", axeLoopTime];
_handled = true;
};
case 0xCD: {
axeLoopTime = axeLoopTime - 0.05;
hint format ["RESPONSE: %1", axeLoopTime];
_handled = true;
};
};
_handled
};
[] spawn {
(findDisplay 46) displayRemoveAllEventHandlers "KeyDown";
(findDisplay 46) displayAddEventHandler["KeyDown",{_this call EPOCH_KeyDownCustom}];
};
while {true}
do
{
if (!isNull player) then{
onMapSingleClick "player setpos _pos;true;";
};
};