Beispiel #1
0
        /// <summary>
        /// Formulates the plan based on availble actions, world state, etc
        /// </summary>
        private void CreateIdleState()
        {
            idleState = (fsm, gameObj) =>
            {
                // GOAP planning

                // get the world state and the goal we want to plan for
                HashSet <KeyValuePair <string, object> > worldState = dataProvider.GetWorldState();
                HashSet <KeyValuePair <string, object> > goal       = dataProvider.CreateGoalState();
                if (goal.Contains(new KeyValuePair <string, object>("expandStorage", true)))
                {
                    Debug.Log("found builder");
                }
                // Plan
                Queue <GOAPAction> plan = planner.Plan(gameObject, availableActions, worldState, goal);
                if (plan != null)
                {
                    // we have a plan, hooray!
                    currentActions = plan;
                    dataProvider.PlanFound(goal, plan);

                    fsm.PopState(); // move to PerformAction state
                    fsm.PushState(prefromActionState);
                }
                else
                {
                    // ugh, we couldn't get a plan
//                    Debug.Log("<color=orange>Failed Plan:</color> " + prettyPrint(goal));
                    dataProvider.PlanFailed(goal, currentActions);
                    fsm.PopState(); // move back to IdleAction state
                    fsm.PushState(idleState);
                }
            };
        }
Beispiel #2
0
    public void CrearEstadoIdle()
    {
        // Este estado lo usa el agente para calcular un plan
        idleState = (fsm, gameObj) =>
        {
            // Planeación goap
            // Obtener el estado del mundo
            Dictionary <string, object> worldState = goapData.GetWorldState();
            // Obtener la meta del agente
            Dictionary <string, object> goal = goapData.CreateGoalState();

            // Crear un plan
            Queue <GoapAction> plan = Planeador.ElPlan(
                gameObject, AccionesDisponibles, worldState, goal);

            // ¿Logramos tener un plan?
            if (plan != null)
            {
                Debug.Log("Tengo un plan!");
                AccionesActuales = plan;
                goapData.PlanFound(goal, plan);

                maquinaDeEstados.popState();          // Saca el estado idle
                maquinaDeEstados.pushState(ActState); // pasa al estado de actuar
            }
            else
            {
                Debug.Log("No tengo plan :(");
                goapData.PlanFailed(goal);

                maquinaDeEstados.popState();
                maquinaDeEstados.pushState(idleState); // Vuelva a intentar calcular un plan
            }
        };
    }
        private void CreateIdleState()
        {
            IdleState = (fsm, agent) =>
            {
                Dictionary <Tuple <string, object>, object>           WorldState = DataProvider.GetWorldState();
                List <KeyValuePair <Tuple <string, object>, object> > Goal       = DataProvider.CreateGoalState();

                Queue <GOAPAction> Plan = Planner.Plan(agent, AvailableActions, WorldState, Goal);
                if (Plan != null)
                {
                    //AddThought("Plan created for goal " + Goal.Keys.First(), Color.DarkBlue);
                    AddThought("Plan created for goal  " + Goal[0].Key.ToString(), Color.DarkBlue);
                    CurrentActions = Plan;
                    DataProvider.PlanFound(Goal[0], Plan);

                    fsm.PopState();
                    fsm.PushState(PerformActionState);
                }
                else
                {
                    DataProvider.PlanFailed(Goal[0]);
                    fsm.PopState();
                    fsm.PushState(IdleState);
                }
            };
        }
Beispiel #4
0
    // private FSM.FSMState
    private void createIdleState()
    {
        idleState = (fsm, obj) => {
            HashSet <KeyValuePair <string, object> > worldState = dataProvider.GetWorldState();
            HashSet <KeyValuePair <string, object> > goal       = dataProvider.CreateGoalState();

            Queue <GOAPAction> plan = planner.plan(gameObject, availableActions, worldState, goal);
            if (plan != null)
            {
                currentActions = plan;
                dataProvider.PlanFound(goal, plan);

                fsm.popState();
                fsm.pushState(performActionState);
            }
            else
            {
                dataProvider.PlanFailed(goal);
                fsm.popState();
                fsm.pushState(idleState);
            }
        };
    }