Ejemplo n.º 1
0
        public override void Run()
        {
            blackBoard       = new BlackBoard();
            blackBoard.robot = this;

            AttackBehaviour =
                new Sequence(blackBoard,

                             new GenericSimpleTask(blackBoard, () =>
            {
                blackBoard.attackInfo.consecutiveMisses = 0;
                IsAdjustGunForRobotTurn = false;
                IsAdjustRadarForGunTurn = true;
                blackBoard.behaviour    = Behaviour.attack;
                return(true);
            }),
                             new TurnGun(blackBoard, false, Orientation.forth),
                             new ChangeColor(blackBoard, Color.Red),

                             new MoveAhead(blackBoard, 200, true),
                             new TurnScan(blackBoard, 360, Orientation.none, true),
                             new TurnHeading(blackBoard, true, Orientation.none),


                             new Selector(blackBoard, new InShotRange(blackBoard, 400, 10),
                                          new Shoot(blackBoard, 2)
                                          ),

                             new CheckNode(blackBoard, () => {
                return(blackBoard.hitsRobot);
            },
                                           new Shoot(blackBoard, 5),
                                           new MoveAhead(blackBoard, -50, false, true)
                                           ),

                             new CheckNode(blackBoard, () => {
                return(blackBoard.attackInfo.consecutiveMisses < 20);
            })


                             );

            CornerBehaviour =
                new Sequence(blackBoard,
                             new TurnHeading(blackBoard, false, Orientation.left),
                             new TurnGun(blackBoard, false, Orientation.right),
                             new GenericSimpleTask(blackBoard, () =>
            {
                blackBoard.attackInfo.consecutiveMisses = 0;
                IsAdjustGunForRobotTurn = false;
                IsAdjustRadarForGunTurn = true;
                blackBoard.behaviour    = Behaviour.corner;
                return(true);
            }),
                             new ChangeColor(blackBoard, Color.Blue),

                             new TurnScan(blackBoard, 45, Orientation.none),
                             new TurnScan(blackBoard, -45, Orientation.none),
                             new TurnScan(blackBoard, 0, Orientation.right),

                             //if at wall
                             new Selector(blackBoard, new IsAtWall(blackBoard, 150),
                             //set turn 90 degreees
                                          new TurnHeading(blackBoard, false, Orientation.none)
                                          ),

                             //if at shot range then fire
                             new Selector(blackBoard, new InShotRange(blackBoard, 10000),
                                          new Shoot(blackBoard, 5)
                                          ),
                             //do a set(async) move
                             new MoveAhead(blackBoard, 100, true)
                             );

            AimBehaviour =
                new Sequence(blackBoard,
                             //only for the first time
                             new TurnHeading(blackBoard, false, Orientation.bottom),
                             new TurnGun(blackBoard, true, Orientation.none),
                             new GenericSimpleTask(blackBoard, () =>
            {
                blackBoard.aimInfo.consecutiveMisses = 0;
                IsAdjustGunForRobotTurn = true;
                IsAdjustRadarForGunTurn = false;
                blackBoard.behaviour    = Behaviour.aim;
                return(true);
            }),
                             new ChangeColor(blackBoard, Color.Yellow),
                             //if not at wall
                             new CheckNode(blackBoard, () => { return(blackBoard.headingOrientation != Orientation.forth); },
                             //do a set(async) move
                                           new MoveAhead(blackBoard, 50, true),
                             //if at wall
                                           new Selector(blackBoard, new IsAtWall(blackBoard, 150),
                             //set turn 90 degreees
                                                        new TurnHeading(blackBoard, false, Orientation.none)
                                                        )
                                           ),
                             new CheckNode(blackBoard, () => { return(blackBoard.headingOrientation == Orientation.forth); },
                                           //aim at enemy
                                           new TurnScan(blackBoard, 360, Orientation.none, true),
                                           new TurnGun(blackBoard, true, Orientation.none),

                                           //if at shot range then fire
                                           new Selector(blackBoard, new InShotRange(blackBoard, 10000, 5),
                                                        new Shoot(blackBoard, 5, true)
                                                        )
                                           ));


            WinBehaviour =
                new Sequence(blackBoard,
                             new CheckNode(blackBoard, () =>
            {
                return(blackBoard.behaviour != Behaviour.win);
            },
                                           new MoveAhead(blackBoard, 0, true),
                                           new TurnGun(blackBoard, false, Orientation.forth),
                                           new GenericSimpleTask(blackBoard, () =>
            {
                blackBoard.behaviour = Behaviour.win;
                return(true);
            })
                                           ),
                             new ChangeColor(blackBoard, Color.Green, false),
                             new TurnScan(blackBoard, 90, Orientation.none)

                             );


            BeahaviorTree = new Sequence(blackBoard,

                                         //otherwise it would crash/disabled
                                         new TurnScan(blackBoard, 0),
                                         //do dance if won
                                         new CheckNode(blackBoard, () => { return(blackBoard.wonRound == true); },
                                                       WinBehaviour),

                                         //if won in previousround, start off with that behaviour. (attack or aim)
                                         new CheckNode(blackBoard, () => { return(Global.WonBehaviour == Behaviour.aim); },
                                                       new CheckNode(blackBoard, () => { return(AimViable()); },
                                                                     AimBehaviour
                                                                     )),
                                         new CheckNode(blackBoard, () => { return(Global.WonBehaviour == Behaviour.attack); },
                                                       new CheckNode(blackBoard, () => { return(AttackViable()); },
                                                                     AttackBehaviour
                                                                     )),

                                         //do the three strategies. if the first one doesn't succeed, than do the second and so forth.
                                         new CheckNode(blackBoard, () => { return(CornerViable() && !WinningBehaviourViable(Behaviour.corner)); },
                                                       CornerBehaviour
                                                       ),
                                         new CheckNode(blackBoard, () => { return(!CornerViable() && AimViable()); },
                                                       AimBehaviour
                                                       ),
                                         new CheckNode(blackBoard, () => { return(!CornerViable() && !AimViable() && AttackViable()); },
                                                       AttackBehaviour
                                                       ),

                                         new CheckNode(blackBoard, () => { return(!AttackViable()); },
                                                       new GenericSimpleTask(blackBoard, () => {
                // I give up, try other tactics again
                blackBoard.cornerInfo = new BehaviourInfo();
                blackBoard.aimInfo    = new BehaviourInfo();
                blackBoard.attackInfo = new BehaviourInfo();
                return(true);
            })
                                                       )
                                         );

            new TurnScan(blackBoard, 360).Tick();
            while (true)
            {
                BeahaviorTree.Tick();
            }
        }