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Question by Exoduss · Mar 25, 2016 at 05:52 PM · enemymoving

Doing a flocking algorithm

I am attempting to do a flocking algorithm for my game and was given a sample piece to finish if I wanted to use it. The problem is that I have seen several examples of flocking algorithms on the forums and online but none seem to match what I was given. The comments have me a little perplexed as to what I should do. If there is a similar code to this that would be great but this one has me stumped and I don't know where to begin. I also need to know if this will be acceptable for moving enemies around and towards the player or if I have to make a separate move script for my enemies. This all has to go into a list and I am terrible when it comes to lists.

public class Boid

{

    private Vector3 pos, vel;

    private float rotation;

// If it's too close to any of it's neighbors, it calculates an

// "avoidance" vector and adds it to its velocity

public void avoidNeighbors (List bList)

{

// 1) Create an "avoidanceVector" that's a Vector3

// 2) Create an int to determine how many neighbors are around this boid (like neighbor count)

// 3) Loop through each boid in boidList remembering to exclude this boid

// 4) If we're too close (e.g. 50 pixels) - use Vector3.Distance passing it this position and b's position

// 5)increment the neighbor count.

// 6) update the avoidance vector by += the difference (Vector3.Subtract) between this.pos and b's position

// 7) If the neighbor count is > 0

// 8) Change the velocity of this boid by += the avoidanceVector/5000;

}

public void Update ( Vector3 playerPos, List bList)

{

// Step 1 - avoid your neighbors

// Step 2 - move towards the player by calculating the vector between the Boid and the player

    Vector3 diff = Vector3.Subtract (playerPos, pos);

    if (diff.Length () > 1) {

           vel += Vector3.Normalize (diff) / 50;

           }

// Calculate the rotation angle of this Boid (for drawing) using Atan2

    if ((vel.X != 0) || (vel.Y != 0)) {

           rotation = FMath.Atan2 (vel.Y, vel.X);

           }

// Slow this Boid down if it's going too fast

    float velLength = vel.Length ();

    if (velLength > 3.0f) {

           vel = vel.Normalize ();

           vel *= 3.0f;

           }

// Update the position of the Boid based on its velocity

pos += vel;

transform.Position = pos;

transform.Rotation = rotation;

}

}

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