public override BrainNodePriority GetBrainNode() { BrainNodePriority brainNode = new BrainNodePriority(); brainNode.AddSubnode(new SleepNode(() => (this.stats.vitals[Vitals.Energy].ValueInfToPercent(.15f)))); brainNode.AddSubnode(new EatVegiesNode(() => (this.stats.vitals[Vitals.Hunger].ValueInfToPercent(.25f)))); brainNode.AddSubnode(new IdleNodeTaskData()); return(brainNode); }
/// Get the root BrainNode for the human AI public override BrainNodePriority GetBrainNode() { BrainNodePriority brainNode = new BrainNodePriority(); //brainNode.AddSubnode(new N_Sleep(() => (this.stats.vitals[Vitals.Energy].ValueInfToPercent(.15f)))); brainNode.AddSubnode(new N_Cut(WorldUtils.HasPlantsToCut)); //brainNode.AddSubnode(new N_Grow(WorldUtils.FieldHasWork)); brainNode.AddSubnode(new N_HaulRecipe(WorldUtils.HaulRecipeNeeded)); brainNode.AddSubnode(new N_Idle()); //rainNode.AddSubnode(new EatVegiesNode(() => (this.stats.vitals[Vitals.Hunger].ValueInfToPercent(.25f)))); return(brainNode); }