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@sabresaurus
Created December 2, 2025 16:54
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Cover Query from Revengard
// MIT License
//
// Copyright (c) 2025 Sabresaurus
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using UnityEngine;
using UnityEngine.Serialization;
using System.Collections;
public enum AgentDestination
{
SquadPatrolTarget,
PlayerPosition,
PlayerFlank,
};
[CreateAssetMenu]
public class CoverQuery : ScriptableObject
{
[Tooltip("Allows user naming of queries.")]
[FormerlySerializedAs("Description")]
public string Name = "";
[Tooltip("Minimum weight for a cover position to be considered viable. This allows a low cutoff to exclude cover nodes that are practicable to reach but not practical or sensible.")]
public float MinimumWeight = 0.2f;
[Header("Directness")]
[Tooltip("0 means don't consider directness to preferred destination, 1 means consider directness fully. Values in between are supported and can be used to vary influence.")]
[Range(0, 1)]
public float DirectnessInfluence = 1f;
[Header("Ideal Distance To Cover")]
[Tooltip("0 means don't consider distance to cover, 1 means consider distance fully. Values in between are supported and can be used to vary influence.")]
[Range(0,1)]
public float IdealDistanceToCoverInfluence = 1f;
[Tooltip("Ideal distance from current position to a cover node")]
public float IdealDistanceToCover = 10;
[Header("Ideal Distance To Player")]
[Range(0, 1)]
public float IdealDistanceToPlayerInfluence = 1f;
public float IdealDistanceToPlayer = 10;
[Header("Filter Squad Radius")]
[Tooltip("If True cover nodes further than a certain distance from the squad centroid will be ignored")]
public bool FilterOutsideSquad = false;
public float OutsideSquadDistance = 10;
[Header("Other")]
public AgentDestination IntendedDestination = AgentDestination.SquadPatrolTarget;
public bool FilterAwayFromEnemy = true;
public bool FilterAwayFromIntended = true;
[CoverQueryAttribute]
[SerializeField]
public string FallbackQueryName = "";
}
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