Beispiel #1
0
    public override IEnumerator Enter(Machine owner, Brain controller)
    {
        mainMachine = owner;
        myBrain = controller;
        Legs myLeg = myBrain.legs;
        arriveBehaviour = new PathfindToPoint();
        seekBehaviour = new Seek();

        arriveBehaviour.Init(myLeg, myBrain.levelGrid);
        seekBehaviour.Init(myLeg);

        myLeg.addSteeringBehaviour(arriveBehaviour);
        myLeg.addSteeringBehaviour(seekBehaviour);

        myLeg.maxSpeed = 11f;
        time = 0f;
        ferocityRate = controller.memory.GetValue<float>("ferocity");

        sheepTarget = myBrain.memory.GetValue<SensedObject>("hasCommand");
        sheepMemory = sheepTarget.getMemory();
        sheepBrain = (Brain)sheepTarget.getObject().GetComponent("Brain");

        arriveBehaviour.setTarget(sheepTarget.getObject());

        //for machine learning
        float panic = sheepBrain.memory.GetValue<float>("Panic");
        float courage = sheepBrain.memory.GetValue<float>("cowardLevel");
        float chasedBy = sheepBrain.memory.GetValue<List<Brain>>("chasedBy").Count;
        float distanceWithMe = Vector2.Distance(sheepBrain.legs.getPosition(), myBrain.legs.getPosition());
        float distanceWithSheperd = Vector2.Distance(sheepBrain.legs.getPosition(), ((Legs)GameObject.FindGameObjectWithTag("Player").GetComponent<Legs>()).getPosition());
        float hungry = myBrain.memory.GetValue<float>("hungryLevel");
        float sheepHP = sheepBrain.memory.GetValue<float>("HP");

        string sheep = panic + "," + courage + "," + chasedBy + "," + distanceWithMe + "," + distanceWithSheperd + "," + hungry + "," + sheepHP;

        myBrain.memory.SetValue("targeting", sheep);

        yield return null;
    }
Beispiel #2
0
    public override IEnumerator Run(Brain controller)
    {
        bool thereIsShepherd = false;
        float highestLeaderLevel = 0f;
        List<SensedObject> seenSheep = new List<SensedObject>();
        List<SensedObject> seenWolf = new List<SensedObject>();
        Transform playerTrans = null;
        foreach (SensedObject obj in controller.senses.GetSensedObjects())
        {
            if (obj.getAgentType().Equals(AgentClassification.Sheep))
            {
                seenSheep.Add(obj);
            }
            else if (obj.getAgentType().Equals(AgentClassification.Wolf))
            {
                Memory wolfMemory = obj.getMemory();

                if (highestLeaderLevel <= wolfMemory.GetValue<float>("leaderLevel"))
                {
                    highestLeaderLevel = wolfMemory.GetValue<float>("leaderLevel");
                }
                seenWolf.Add(obj);
            }
            else if(obj.getAgentType().Equals(AgentClassification.Shepherd))
            {
                playerTrans = obj.getObject().transform;
                thereIsShepherd = true;
            }
        }

        //get current BeaconInfo
        if (controller.memory.GetValue<BeaconInfo>("LastBeacon") != null)
        {
            if (curBeacon != null)
            {
                if (curBeacon.GetTime() < controller.memory.GetValue<BeaconInfo>("LastBeacon").GetTime())
                {
                    curBeacon = controller.memory.GetValue<BeaconInfo>("LastBeacon");
                }
            }
            else
            {
                curBeacon = controller.memory.GetValue<BeaconInfo>("LastBeacon");
            }
        }

        if (curBeacon != null)
        {
            //delete curBeacon
            curBeacon = null;
            controller.memory.SetValue("LastBeacon", null);

            controller.memory.SetValue("shouldHide", 3f);
        }

        myBrain.memory.SetValue("caution", myBrain.memory.GetValue<float>("caution") - cautionLevelDecay * Time.deltaTime);
        if(thereIsShepherd) {
            UpdateCaution(playerTrans);
        } else {
            myBrain.memory.SetValue ("watched", myBrain.memory.GetValue<float>("watched") - watchedLevelDecay * Time.deltaTime);
        }

        myBrain.memory.SetValue("watched", Mathf.Clamp(myBrain.memory.GetValue<float>("watched"), 0, Mathf.Infinity));
        if(myBrain.memory.GetValue<float>("watched") > 0)
        {
            //Debug.Log (myBrain.memory.GetValue<float>("watched"));
        }

        //check if this wolf has been given command to attack or not
        if (controller.memory.GetValue<SensedObject>("hasCommand") != null)
        {
            //decrease leaderLevel because it has been given command by others
            controller.memory.SetValue("leaderLevel", controller.memory.GetValue<float>("leaderLevel") - (decreaseLeaderLevel * Time.deltaTime));

            //set the minimum leaderLevel for wolf
            if (controller.memory.GetValue<float>("leaderLevel") < 10f)
            {
                controller.memory.SetValue("leaderLevel", 10f);
            }

            //Change to hunting phase
            Debug.Log("I've received command. I'm hunting! Target: " + controller.memory.GetValue<SensedObject>("hasCommand").getObject());
        }
        else
        {
            if (seenSheep.Count > 0)
            {
                //choose the target
                //if the wolf hasn't have his target, pick it
                target = chooseTarget(seenSheep);

                if (target != null)
                {
                    //target is alive
                    if (target.getObject().GetComponent<Brain>().memory.GetValue<float>("HP") > 0)
                    {
                        //set the target for this wolf
                        controller.memory.SetValue("hasCommand", target);

                        //calling sheep that it is being targeted
                        Memory sheepMemory = target.getMemory();

                        //get a list of wolves that are chasing this sheep
                        List<Brain> wolvesChasing = sheepMemory.GetValue<List<Brain>>("chasedBy");

                        //add itself in
                        if (wolvesChasing != null)
                        {
                            wolvesChasing.Add(this.myBrain);
                            sheepMemory.SetValue("chasedBy", wolvesChasing);
                        }

                        //send signal to other wolf in its sensing radius, tell them to change to hunting phase
                        if (controller.memory.GetValue<float>("leaderLevel") >= highestLeaderLevel)
                        {
                            //increase its leaderLevel whenever it issue a decision to hunt
                            if (controller.memory.GetValue<float>("leaderLevel") < 100f)
                            {
                                controller.memory.SetValue("leaderLevel", controller.memory.GetValue<float>("leaderLevel") + increaseLeaderLevel);
                            }

                            //set the maximum leaderLevel for wolf
                            if (controller.memory.GetValue<float>("leaderLevel") > 100f)
                            {
                                controller.memory.SetValue("leaderLevel", 100f);
                            }

                            //call other to change to hunting phase
                            foreach (SensedObject objWolf in seenWolf)
                            {
                                //give out command to attack the same target
                                Memory wolfMemory = objWolf.getMemory();

                                wolfMemory.SetValue("hasCommand", target);
                                Debug.Log("I'm the leader! I sent command!");
                            }
                        }

                        //Change to hunting phasemyBrain.memory.SetValue ("watched", myBrain.memory.GetValue<float>("watched") - watchedLevelDecay * Time.deltaTime);
                        Debug.Log("I'm hunting. Target: " + controller.memory.GetValue<SensedObject>("hasCommand").getObject());
                    }
                }
            }
        }

        if (controller.memory.GetValue<SensedObject>("hasCommand") != null)
        {
            time = 0f;
            //decrease its hungryLevel when it change to hunting state
            //controller.memory.SetValue("hungryLevel", controller.memory.GetValue<float>("hungryLevel") - 4f);
            mainMachine.RequestStateTransition(hunting.GetTarget());
        }

        else
        {
            if (time >= 20f) //wait for 20 sec
            {
                //decrease its leaderLevel if it can't find any sheep or cant issue and command
                if (controller.memory.GetValue<float>("leaderLevel") > 10f)
                {
                    controller.memory.SetValue("leaderLevel", controller.memory.GetValue<float>("leaderLevel") - (decayLeaderLevel / myBrain.memory.GetValue<float>("ferocity")));
                }

                if (controller.memory.GetValue<float>("hungryLevel") > 0f)
                {
                    myBrain.memory.SetValue("hungryLevel", controller.memory.GetValue<float>("hungryLevel") - (decayHungryLevel * (myBrain.memory.GetValue<float>("ferocity") / 5)));
                }

                //set the minimum leaderLevel for wolf
                if (controller.memory.GetValue<float>("leaderLevel") < 10f)
                {
                    controller.memory.SetValue("leaderLevel", 10f);
                }

                //set the minimum hungryLevel for wolf
                if (controller.memory.GetValue<float>("hungryLevel") < 0f)
                {
                    controller.memory.SetValue("hungryLevel", 0f);
                    Debug.Log("I died because I'm too hungry");
                    myBrain.getGameObject().SetActiveRecursively(false);
                    controller.memory.GetValue<Genome>("Genome").manager.SpawnWolf(controller.memory.GetValue<Vector2>("StartPoint"));
                }
            }
            else
            {
                time += Time.deltaTime;
            }
        }

           yield return null;
    }