public UtilityAction(UtilityAgent agent, float initalScore)
 {
     _scorers      = new List <UtilityScorer>();
     _agent        = agent;
     _UtilityScore = initalScore;
     _Name         = this.GetType().ToString();
 }
    void Start()
    {
        _nameFieldText       = _NameField.GetComponent <Text>();
        _actionNameFieldText = _ActionNameField.GetComponent <Text>();
        _scoreFieldText      = _ScoreField.GetComponent <Text>();

        _agentData = _AgentToObserve.GetComponent <UtilityAgent>();
    }
Beispiel #3
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    // Remove agents from list
    public void RemoveAgent(UtilityAgent agent)
    {
        if (_ActiveAgents.Contains(agent))
        {
            _ActiveAgents.Remove(agent);
            return;
        }

        Debug.LogWarning(string.Format("[AgentManager] Can't remove {0}!", agent.name));
    }
Beispiel #4
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    // Add agents to the active list
    public void AddAgentToList(UtilityAgent agent)
    {
        if (!_ActiveAgents.Contains(agent))
        {
            _ActiveAgents.Add(agent);
            return;
        }

        Debug.LogWarning(string.Format("[AgentManager] {0} already in list!", agent.name));
    }
 public UAIV_FriendlyFlagsCount(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue)
 {
 }
Beispiel #6
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 public AttackHQ(GameObject enemyPlayer, UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
     this.enemyPlayer = enemyPlayer;
 }
 public UtilityAction(UtilityAgent agent)
 {
     _scorers = new List <UtilityScorer>();
     _agent   = agent;
     _Name    = this.GetType().ToString();
 }
 public UAIV_FarmPlaced(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue)
 {
     this.agent = agent.GetComponent <Farmer>();
 }
 public RoamAround(float roamingInterval, UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
     interval = roamingInterval;
 }
 public CaptureFlags(List <GameObject> waypoints, UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
     this.waypoints = waypoints;
 }
 public UAIV_LumberyardPlaced(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue)
 {
     this.agent = agent.GetComponent <Lumberjack>();
 }
Beispiel #12
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 public EatFood(UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
 }
 public UAIV_DistanceTo(GameObject target, UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue)
 {
     this.target = target;
 }
Beispiel #14
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 public Hide(string placeString, UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
     this.placeString = placeString;
 }
Beispiel #15
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 public UtilityValue(UtilityAgent agent, float maxInputValue)
 {
     _agent    = agent;
     _MaxValue = maxInputValue;
     _Name     = this.GetType().ToString();
 }
 public SleepAndRest(string buildingTag, UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
     this.buildingTag = buildingTag;
 }
Beispiel #17
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 public HealAtFlag(UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
 }
Beispiel #18
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 public FarmField(UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
 }
Beispiel #19
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 public MoveTo(GameObject goalPos, UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
     this.goalPos = goalPos;
 }
Beispiel #20
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 public UAIV_AgentFood(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue)
 {
 }
Beispiel #21
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 public AttackEnemy(UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
 }
Beispiel #22
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 public UAIV_ResourceCount(string objectTag, UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue)
 {
     this.objectTag = objectTag;
 }
 public UAIV_InventorySize(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue)
 {
 }
Beispiel #24
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 public Flee(UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
 }
Beispiel #25
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 public RoamAround(UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
 }
Beispiel #26
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 public UAIV_SoldierFriendlyCount(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue)
 {
 }
 public UAIV_DistanceToEnemy(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue)
 {
 }
Beispiel #28
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 public MineOre(UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
 }
Beispiel #29
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 public UAIV_DistanceToFriendlyFlag(UtilityAgent agent, float maxInputValue) : base(agent, maxInputValue)
 {
 }
 public Patrol(List <GameObject> waypoints, UtilityAgent agent, float initialScore) : base(agent, initialScore)
 {
     this.waypoints = waypoints;
 }