public IEnumerable <Status> TrackMovingTarget() { while (true) { // This is to support the case of going from one entity to another. if (_entity != null) { Entity = _entity; } Creature.AI.Blackboard.Erase("EntityVoxel"); Act.Status status = SetTargetVoxelFromEntityAct.SetTarget("EntityVoxel", EntityName, Creature); GameComponent entity = Agent.Blackboard.GetData <GameComponent>(EntityName); if (entity == null || entity.IsDead) { yield return(Status.Success); yield break; } if (status != Status.Success) { yield return(Act.Status.Running); } List <MoveAction> existingPath = Creature.AI.Blackboard.GetData <List <MoveAction> >("PathToEntity"); Creature.AI.Blackboard.Erase("PathToEntity"); PlanWithGreedyFallbackAct planAct = new PlanWithGreedyFallbackAct() { Agent = Creature.AI, PathName = "PathToEntity", VoxelName = "EntityVoxel", PlanType = PlanType, Radius = Radius, MaxTimeouts = 1 }; planAct.Initialize(); bool planSucceeded = false; while (true) { Act.Status planStatus = planAct.Tick(); LastTickedChild = planAct; if (planStatus == Status.Fail) { yield return(Act.Status.Running); break; } else if (planStatus == Status.Running) { yield return(Act.Status.Running); } else if (planStatus == Status.Success) { planSucceeded = true; break; } } if (!planSucceeded) { Agent.SetTaskFailureReason("Failed to reach entity. Path planning failed."); yield return(Act.Status.Fail); yield break; } FollowPathAct followPath = new FollowPathAct(Creature.AI, "PathToEntity") { //BlendEnd = true, //BlendStart = existingPath == null }; followPath.Initialize(); while (true) { if (PlanType == PlanAct.PlanType.Radius && (Creature.Physics.Position - entity.Position).Length() < Radius) { yield return(Act.Status.Success); } Act.Status pathStatus = followPath.Tick(); LastTickedChild = followPath; if (pathStatus == Status.Fail) { break; } else if (pathStatus == Status.Running) { yield return(Act.Status.Running); List <MoveAction> path = Agent.Blackboard.GetData <List <MoveAction> >("PathToEntity"); if (path == null || path.Count == 0) { Agent.SetTaskFailureReason("Failed to find path to entity."); yield return(Act.Status.Fail); yield break; } var under = VoxelHelpers.FindFirstVoxelBelowIncludingWater(new VoxelHandle(entity.World.ChunkManager, GlobalVoxelCoordinate.FromVector3(entity.Position))); bool targetMoved = under == VoxelHandle.InvalidHandle || (path.Last().DestinationVoxel.WorldPosition - under.WorldPosition).Length() > Math.Max(Radius, 2) * 2; if (MovingTarget && (path.Count > 0 && targetMoved)) { break; } if (MovingTarget && (Creature.Physics.Position - entity.Position).Length() < 2) { yield return(Status.Success); yield break; } continue; } else if (pathStatus == Status.Success) { yield return(Act.Status.Success); yield break; } } yield return(Act.Status.Running); } }
public IEnumerable <Status> TrackMovingTarget() { while (true) { // This is to support the case of going from one entity to another. if (_entity != null) { Entity = _entity; } Creature.AI.Blackboard.Erase("EntityVoxel"); Act.Status status = SetTargetVoxelFromEntityAct.SetTarget("EntityVoxel", EntityName, Creature); Body entity = Agent.Blackboard.GetData <Body>(EntityName); if (entity == null || entity.IsDead) { yield return(Status.Success); yield break; } if (status != Status.Success) { yield return(Act.Status.Running); } List <MoveAction> existingPath = Creature.AI.Blackboard.GetData <List <MoveAction> >("PathToEntity"); Creature.AI.Blackboard.Erase("PathToEntity"); PlanWithGreedyFallbackAct planAct = new PlanWithGreedyFallbackAct() { Agent = Creature.AI, PathName = "PathToEntity", VoxelName = "EntityVoxel", PlanType = PlanType, Radius = Radius, MaxTimeouts = 1 }; planAct.Initialize(); bool planSucceeded = false; while (true) { Act.Status planStatus = planAct.Tick(); LastTickedChild = planAct; if (planStatus == Status.Fail) { yield return(Act.Status.Running); break; } else if (planStatus == Status.Running) { yield return(Act.Status.Running); } else if (planStatus == Status.Success) { planSucceeded = true; break; } } if (!planSucceeded) { Agent.SetMessage("Failed to reach entity. Path planning failed."); yield return(Act.Status.Fail); yield break; } FollowPathAct followPath = new FollowPathAct(Creature.AI, "PathToEntity") { BlendEnd = true, BlendStart = existingPath == null }; followPath.Initialize(); while (true) { if (PlanType == PlanAct.PlanType.Radius && (Creature.Physics.Position - entity.Position).Length() < Radius) { yield return(Act.Status.Success); } Act.Status pathStatus = followPath.Tick(); LastTickedChild = followPath; if (pathStatus == Status.Fail) { break; } else if (pathStatus == Status.Running) { yield return(Act.Status.Running); List <MoveAction> path = Agent.Blackboard.GetData <List <MoveAction> >("PathToEntity"); if (path == null || path.Count == 0) { Agent.SetMessage("Failed to find path to entity."); yield return(Act.Status.Fail); yield break; } bool targetMoved = (path.Last().DestinationVoxel.WorldPosition - entity.LocalTransform.Translation).Length() > Math.Max(Radius, 2) * 2; if (MovingTarget && (path.Count > 0 && targetMoved)) { break; } if (MovingTarget && (Creature.Physics.Position - entity.Position).Length() < 2) { yield return(Status.Success); yield break; } continue; } else if (pathStatus == Status.Success) { yield return(Act.Status.Success); yield break; } } yield return(Act.Status.Running); } }
public IEnumerable <Status> TrackMovingTarget() { int maxFailures = 10; int currentFailures = 0; while (true) { Creature.AI.Blackboard.Erase("EntityVoxel"); Act.Status status = SetTargetVoxelFromEntityAct.SetTarget("EntityVoxel", EntityName, Creature); Body entity = Agent.Blackboard.GetData <Body>(EntityName); if (entity == null || entity.IsDead) { yield return(Status.Success); yield break; } if (status != Status.Success) { yield return(Act.Status.Running); } Creature.AI.Blackboard.Erase("PathToEntity"); PlanAct planAct = new PlanAct(Creature.AI, "PathToEntity", "EntityVoxel", PlanType) { Radius = Radius }; planAct.Initialize(); bool planSucceeded = false; while (true) { Act.Status planStatus = planAct.Tick(); if (planStatus == Status.Fail) { yield return(Act.Status.Running); break; } else if (planStatus == Status.Running) { yield return(Act.Status.Running); } else if (planStatus == Status.Success) { planSucceeded = true; break; } } if (!planSucceeded) { currentFailures++; yield return(Act.Status.Running); Creature.CurrentCharacterMode = Creature.CharacterMode.Idle; Creature.Physics.Velocity = Vector3.Zero; if (currentFailures > maxFailures) { yield return(Act.Status.Fail); yield break; } continue; } FollowPathAct followPath = new FollowPathAct(Creature.AI, "PathToEntity"); followPath.Initialize(); while (true) { if (PlanType == PlanAct.PlanType.Radius && (Creature.Physics.Position - entity.Position).Length() < Radius) { yield return(Act.Status.Success); } Act.Status pathStatus = followPath.Tick(); if (pathStatus == Status.Fail) { break; } else if (pathStatus == Status.Running) { yield return(Act.Status.Running); List <Creature.MoveAction> path = Agent.Blackboard.GetData <List <Creature.MoveAction> >("PathToEntity"); if (path.Count > 0 && (path.Last().Voxel.Position - entity.LocalTransform.Translation).Length() > 4) { break; } if (MovingTarget && (Creature.Physics.Position - entity.Position).Length() < 2) { yield return(Status.Success); yield break; } continue; } else if (pathStatus == Status.Success) { yield return(Act.Status.Success); yield break; } } yield return(Act.Status.Running); } }
public IEnumerable <Status> TrackMovingTarget() { while (true) { Creature.AI.Blackboard.Erase("EntityVoxel"); Act.Status status = SetTargetVoxelFromEntityAct.SetTarget("EntityVoxel", EntityName, Creature); Body entity = Agent.Blackboard.GetData <Body>(EntityName); if (entity == null || entity.IsDead) { yield return(Status.Success); yield break; } if (status != Status.Success) { yield return(Act.Status.Running); } Creature.AI.Blackboard.Erase("PathToEntity"); PlanAct planAct = new PlanAct(Creature.AI, "PathToEntity", "EntityVoxel", PlanAct.PlanType.Adjacent); planAct.Initialize(); bool planSucceeded = false; while (true) { Act.Status planStatus = planAct.Tick(); if (planStatus == Status.Fail) { yield return(Act.Status.Running); break; } else if (planStatus == Status.Running) { yield return(Act.Status.Running); } else if (planStatus == Status.Success) { planSucceeded = true; break; } } if (!planSucceeded) { yield return(Act.Status.Running); continue; } FollowPathAnimationAct followPath = new FollowPathAnimationAct(Creature.AI, "PathToEntity"); followPath.Initialize(); while (true) { Act.Status pathStatus = followPath.Tick(); if (pathStatus == Status.Fail) { break; } else if (pathStatus == Status.Running) { yield return(Act.Status.Running); List <Creature.MoveAction> path = Agent.Blackboard.GetData <List <Creature.MoveAction> >("PathToEntity"); if (path.Count > 0 && (path.Last().Voxel.Position - entity.LocalTransform.Translation).Length() > 4) { break; } if (MovingTarget && (Creature.Physics.Position - entity.Position).Length() < 2) { yield return(Status.Success); yield break; } continue; } else if (pathStatus == Status.Success) { yield return(Act.Status.Success); yield break; } } yield return(Act.Status.Running); } }