Example #1
0
    public float radiusRun   = 15f; //radio para huir

    void Start()
    {
        //INICIALIZAMOS LA DATA DEL EXTERIOR
        kinGlameow      = glameow.kineticsAgent;
        steeringGlameow = glameow.steeringAgent;
        kineticsTarget  = target.kineticsAgent;
        kineticsTrainer = trainer.kineticsAgent;
        kineticsRival   = rival.kineticsAgent;

        Vector3 center = (kinGlameow.transform.position + kineticsTarget.transform.position) / 2;


        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:

        //este es seek pero en verdad como meowth le hace seek tambien pareciera que huye
        FollowTarget seekTarget = new FollowTarget(steeringGlameow, kinGlameow, kineticsTarget, maxSeekAccel);
        //el target es null porque todavia no sabemos cual trainer se  acercara
        ArriveToTarget arriveTrainer = new ArriveToTarget(steeringGlameow, kinGlameow, null, MaxAccelerationArrive, glameow.maxspeed, targetRadiusArrive, slowRadiusArrive);

        Kinetics[] targets = new Kinetics[2];
        targets[0] = kineticsTrainer;
        targets[1] = kineticsRival;

        SetArriveTarget setTrainer = new SetArriveTarget(targets, arriveTrainer);
        //seek closes
        StopMoving  stop               = new StopMoving(kinGlameow, steeringGlameow);
        ShowIcon    showHeart          = new ShowIcon(this.gameObject, "Heart");
        DisableIcon disableHeart       = new DisableIcon(this.gameObject, "Heart");
        ShowIcon    showSweat          = new ShowIcon(this.gameObject, "Sweat");
        DisableIcon disableSweat       = new DisableIcon(this.gameObject, "Sweat");
        ShowIcon    showExclamation    = new ShowIcon(this.gameObject, "Exclamation");
        DisableIcon disableExclamation = new DisableIcon(this.gameObject, "Exclamation");


        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado para huir de anamorado (meowth)

        entryActions = new List <Action>()
        {
            showSweat
        };                                            //al entrar al estado ponemos un corazon
        actions = new List <Action>()
        {
            seekTarget
        };                                       //durante el estado perseguimos al enamorado
        exitActions = new List <Action>()
        {
            disableSweat
        };                                             //al salir quitamos el corazon

        State stalked = new State(actions, entryActions, exitActions);


        //2.b estado para alertarse de entrenador cercano

        entryActions = new List <Action>()
        {
            showExclamation, stop
        };                                                       //al entrar al estado debemos mostrar un signo de exclamacion
        actions     = new List <Action>();
        exitActions = new List <Action>()
        {
            disableExclamation
        };                                                  //al salir quitamos el signo


        State alert = new State(actions, entryActions, exitActions);


        //2.c estado para perseguir enamorado al entrenador

        entryActions = new List <Action> {
            setTrainer, showHeart
        };
        actions = new List <Action>()
        {
            arriveTrainer
        };
        exitActions = new List <Action> {
            disableHeart
        };


        State stalkTrainer = new State(actions, entryActions, exitActions);



        //3. CONDICIONES:

        TooCloseToPoint closeCenterTrainer = new TooCloseToPoint(center, kineticsTrainer, radiusAlert);
        TooClose        closeTrainer       = new TooClose(kinGlameow, kineticsTrainer, radiusAlert);
        TooClose        veryCloseTrainer   = new TooClose(kinGlameow, kineticsTrainer, radiusRun);
        TooCloseToPoint closeCenterRival   = new TooCloseToPoint(center, kineticsRival, radiusAlert);
        TooClose        closeRival         = new TooClose(kinGlameow, kineticsRival, radiusAlert);
        TooClose        veryCloseRival     = new TooClose(kinGlameow, kineticsRival, radiusRun);


        //Estas son las que de verdad necesitamos
        OrCondition  anyTargetCloseCenter = new OrCondition(closeCenterRival, closeCenterTrainer);
        OrCondition  anyTargetClose       = new OrCondition(closeTrainer, closeRival);
        OrCondition  anyTargetVeryClose   = new OrCondition(veryCloseRival, veryCloseTrainer);
        NotCondition noOneClose           = new NotCondition(anyTargetClose);


        List <Action> noActions = new List <Action>();
        //4. TRANSICIONES:
        Transition anyHumanClose     = new Transition(anyTargetCloseCenter, noActions, alert);
        Transition noHumanClose      = new Transition(noOneClose, noActions, stalkTrainer);
        Transition anyHumanVeryClose = new Transition(anyTargetVeryClose, noActions, stalkTrainer);



        //4.1 AGREGAMOS TRANSICIONES A ESTADOS
        List <Transition> transitions = new List <Transition>()
        {
            anyHumanClose
        };

        stalked.transitions = transitions;

        transitions = new List <Transition>()
        {
            noHumanClose, anyHumanVeryClose
        };
        alert.transitions = transitions;

        transitions = new List <Transition>();
        stalkTrainer.transitions = transitions;

        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { stalked, alert, stalkTrainer };
        glameowMachine = new StateMachine(states, stalked);
    }
Example #2
0
    // public float radiusAlert = 40f;//radio para alertarse
    // public float radiusRun = 35f;//radio para huir


    void Start()
    {
        //INICIALIZAMOS LA DATA DEL EXTERIOR
        kineticsAgent      = agent.kineticsAgent;
        steeringAgent      = agent.steeringAgent;
        kineticsTrainer    = trainer.kineticsAgent;
        kineticsRival      = rival.kineticsAgent;
        sightSensor        = sightComponent.sensor;
        sightSensorPokemon = sightComponentPokemon.sensor;
        soundSensor        = soundComponent.sensor;



        //Piedras
        stones = GameObject.FindGameObjectsWithTag("Stone");
        List <GameObject> stonesList = new List <GameObject>(stones);


        //Inicializamos grafo y A*
        graph = graphComponent.graph;
        aStar = new PathFindAStar(graph, null, null, null, walkable);

        //Inicializamos seek
        seek = new Seek(kineticsAgent, kineticsAgent, maxAccel);

        //Inicializamos lookwehereyougoing
        look = new LookWhereYouAreGoing(kineticsAgent);

        //Obstaculos
        GameObject[]    obstacles     = GameObject.FindGameObjectsWithTag("Obstacle");
        obstacle_data[] obstaclesData = new obstacle_data[obstacles.Length];

        for (int k = 0; k < obstacles.Length; k++)
        {
            obstaclesData[k] = obstacles[k].GetComponent <obstacle_data>();
        }

        //Puntos estrategicos
        strategicPoints = pointsComponent.coverNodes;



        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:

        //acciones relacionadas a astar
        FollowPathOfPoints        followPath       = new FollowPathOfPoints(steeringAgent, seek, null, false);
        UpdateFollowPathWithAstar updateFollow     = new UpdateFollowPathWithAstar(followPath, aStar, obstaclesData);
        UpdateAstarBestCoverPoint updateAstarCover = new UpdateAstarBestCoverPoint(strategicPoints, transform, new Transform[] { kineticsRival.transform, kineticsTrainer.transform }, obstaclesData, graph, aStar, walkable);
        UpdateAStarSeenStone      updateAstarStone = new UpdateAStarSeenStone(sightSensor, aStar, graph, transform, walkable);
        //acciones de manejo de giros
        SetAngularSpeed setDefaultRotation = new SetAngularSpeed(kineticsAgent, 10f);
        SetAngularSpeed setZeroRotation    = new SetAngularSpeed(kineticsAgent, 0f);
        StopMoving      stop       = new StopMoving(kineticsAgent, steeringAgent);
        LookWhereGoing  lookAction = new LookWhereGoing(look, steeringAgent);
        //acciones de manejo de srpites
        ShowDefaultSprite defaultSprite = new ShowDefaultSprite(pokemonData);
        RunSprite         showRunSprite = new RunSprite(pokemonData);
        Evolve2           evolve;
        ShowIcon          showExclamation    = new ShowIcon(this.gameObject, "Exclamation");
        DisableIcon       disableExclamation = new DisableIcon(this.gameObject, "Exclamation");
        ShowIcon          showSweat          = new ShowIcon(this.gameObject, "Sweat");
        DisableIcon       disableSweat       = new DisableIcon(this.gameObject, "Sweat");
        //acciones de asistencia
        ResetSensor     resetSight        = new ResetSensor(sightSensor);
        ResetSensor     resetSightPokemon = new ResetSensor(sightSensorPokemon);
        ResetSensor     resetSound        = new ResetSensor(soundSensor);
        ResetSensorList resetSensors      = new ResetSensorList(new List <ResetSensor>()
        {
            resetSight, resetSound, resetSightPokemon
        });
        //acciones de tiempo
        SetTimer setAlertTime;
        //acciones que modifican la maquina de estados misma
        RemoveStateTransition removeTouchStone;
        RemoveStateTransition removeSawStone;
        RemoveStateTransition removeSawStone2;
        RemoveAction          removeDefaultSpriteAction;
        RemoveAction          removeRunSpriteAction;
        RemoveAction          removeRunSpriteAction2;



        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado para esperar sin hacer nada
        //durante este estado eevee estara quieto hasta que algun humano lo haga reaccionar
        entryActions = new List <Action>()
        {
            stop, defaultSprite, setZeroRotation, resetSensors
        };                                                                                     //al entrar al estado debemos parar y sentarnos
        removeDefaultSpriteAction = new RemoveAction(defaultSprite, entryActions);
        actions = new List <Action>()
        {
        };                            //hacer guardia girando
        exitActions = new List <Action>()
        {
        };

        State wait = new State(actions, entryActions, exitActions);


        //2.b estado para sorprenderse
        //durante este estado eevee dara vueltas en alterta angustiado porque escucho algo, este estado durara solo cierto tiempo
        entryActions = new List <Action>()
        {
            showExclamation, setDefaultRotation
        };                                                                      //al entrar al estado debemos sorprendernos
        actions = new List <Action>()
        {
        };
        exitActions = new List <Action>()
        {
            disableExclamation, setZeroRotation
        };                                                                    //al salir dejamos de sorprendernos

        State alert = new State(actions, entryActions, exitActions);

        //2.c estado para perseguir piedra
        //durante este estado eevee se concentrara unicamente en buscar las piedra que vio
        entryActions = new List <Action>()
        {
            updateAstarStone, updateFollow, showExclamation, showRunSprite
        };                                                                                                 //al entrar al estado debemos actualizar el a* y luego el camino
        removeRunSpriteAction2 = new RemoveAction(showRunSprite, entryActions);
        actions = new List <Action>()
        {
            followPath, lookAction
        };                                                   //durante la accion seguimos el camino
        exitActions = new List <Action>()
        {
            disableExclamation
        };                                                    //al salir no hacemos nada

        State followStone = new State(actions, entryActions, exitActions);

        //2.d estado para perseguir punto de encuentro
        //durante este estado eevee buscara donde esconderse, puede verse interrumpido si accidentalmente toca una piedra o se comprometio su escondite
        entryActions = new List <Action>()
        {
            updateAstarCover, updateFollow, showSweat, showRunSprite, resetSensors
        };                                                                                                         //al entrar al estado debemos actualizar el a* y luego el camino
        removeRunSpriteAction = new RemoveAction(showRunSprite, entryActions);
        actions = new List <Action>()
        {
            followPath, lookAction
        };                                                   //durante la accion seguimos el camino
        exitActions = new List <Action>()
        {
            disableSweat
        };                                              //al salir no hacemos nada

        State followCoverPoint = new State(actions, entryActions, exitActions);

        //2.extra dummy states
        //estos estados son de relleno para facilitar la activacion de ciertas acciones en le orden adecuado
        entryActions = new List <Action>(); //al entrar al estado debemos parar y sentarnos
        actions      = new List <Action>(); //hacer guardia girando
        exitActions  = new List <Action>(); //al salir no hacemos nada

        State evolveState1 = new State(actions, entryActions, exitActions);
        State evolveState2 = new State(actions, entryActions, exitActions);



        //3. CONDICIONES:

        SawSomething       sawStone            = new SawSomething(sightSensor, "Stone");               //si vemos una piedra evolutiva
        SawSomething       sawHuman            = new SawSomething(sightSensor, "Human");               //si vemos una persona
        HeardSomething     heardHumanClose     = new HeardSomething(soundSensor, "Human", 0f);         //si escuchamos a un humano cerca
        HeardSomething     heardHumanVeryClose = new HeardSomething(soundSensor, "Human", 5f);         //si escuchamos a un  humanos muy cerca
        TouchedGameObjects touchedStone        = new TouchedGameObjects(stonesList, transform, "Sun"); //si tocamos una piedra evolutiva

        evolve = new Evolve2(pokemonData, touchedStone, updateAstarCover, aStar);
        FollowArrived       arrived        = new FollowArrived(followPath, transform);                      //si llegamos al objetivo de follow
        PokemonInCoverPoint otherInMyCover = new PokemonInCoverPoint(aStar, sightSensorPokemon, transform); //si vemos que un pokemon se metio en nuestro escondite

        TimeOut alertTimeOut = new TimeOut(5f);

        setAlertTime = new SetTimer(alertTimeOut);
        TrueCondition alwaysTrue = new TrueCondition();


        //4. TRANSICIONES:

        List <Action> transitionsActions;
        List <Action> noActions = new List <Action>();

        transitionsActions = new List <Action>()
        {
            setAlertTime
        };
        Transition heardCloseHuman     = new Transition(heardHumanClose, transitionsActions, alert);
        Transition seemsSafe           = new Transition(alertTimeOut, noActions, wait);
        Transition heardVeryCloseHuman = new Transition(heardHumanVeryClose, noActions, followCoverPoint);

        transitionsActions = new List <Action>()
        {
        };
        Transition sawAhuman        = new Transition(sawHuman, transitionsActions, followCoverPoint);
        Transition sawAstone        = new Transition(sawStone, transitionsActions, followStone);
        Transition pokemonInMyCover = new Transition(otherInMyCover, transitionsActions, followCoverPoint);

        //transiciones dummy
        transitionsActions = new List <Action>()
        {
            evolve
        };
        Transition evolving1 = new Transition(alwaysTrue, transitionsActions, followCoverPoint);
        Transition evolving2 = new Transition(alwaysTrue, transitionsActions, wait);


        transitionsActions = new List <Action>()
        {
            evolve, removeDefaultSpriteAction, removeRunSpriteAction, removeRunSpriteAction2
        };
        Transition touchStone1 = new Transition(touchedStone, transitionsActions, evolveState1);
        Transition touchStone2 = new Transition(touchedStone, transitionsActions, evolveState2);

        //si evolucionamos debemos quitar las transiciones relacionadas a las stones
        removeSawStone   = new RemoveStateTransition(sawAstone, followCoverPoint);
        removeSawStone2  = new RemoveStateTransition(sawAstone, alert);
        removeTouchStone = new RemoveStateTransition(touchStone1, followCoverPoint);
        transitionsActions.Add(removeSawStone);
        transitionsActions.Add(removeSawStone2);
        transitionsActions.Add(removeTouchStone);

        Transition arrivedFollowEnd = new Transition(arrived, noActions, wait);

        //4.1 AGREGAMOS TRANSICIONES A ESTADOS

        List <Transition> transitions;

        transitions = new List <Transition>()
        {
            sawAhuman, heardCloseHuman
        };
        wait.transitions = transitions;

        transitions = new List <Transition>()
        {
            sawAhuman, sawAstone, heardVeryCloseHuman, seemsSafe
        };
        alert.transitions = transitions;

        transitions = new List <Transition>()
        {
            evolving1
        };
        evolveState1.transitions = transitions;

        transitions = new List <Transition>()
        {
            evolving2
        };
        evolveState2.transitions = transitions;


        transitions = new List <Transition>()
        {
            touchStone1, sawAstone, pokemonInMyCover, arrivedFollowEnd, sawAhuman
        };
        followCoverPoint.transitions = transitions;

        transitions = new List <Transition>()
        {
            touchStone2, arrivedFollowEnd, pokemonInMyCover
        };
        followStone.transitions = transitions;



        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { wait, alert, followCoverPoint, followStone, evolveState1, evolveState2 };
        eeveeMachine = new StateMachine(states, wait);
    }
    public float radiusChange = 5f;//radio para asustarse y cambiar gas venenoso


    void Start()
    {
        //INICIALIZAMOS LA DATA DEL EXTERIOR
        kinRoselia      = roselia.kineticsAgent;
        steeringRoselia = roselia.steeringAgent;
        kineticsTrainer = trainer.kineticsAgent;
        kineticsRival   = rival.kineticsAgent;

        Kinetics[] targets = new Kinetics[2];
        targets[0] = kineticsTrainer;
        targets[1] = kineticsRival;


        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:

        ShowIcon        showSweet         = new ShowIcon(this.gameObject, "SweetGas");
        DisableIcon     disableSweet      = new DisableIcon(this.gameObject, "SweetGas");
        ShowIcon        showPoison        = new ShowIcon(this.gameObject, "PoisonGas");
        DisableIcon     disablePoison     = new DisableIcon(this.gameObject, "PoisonGas");
        ChangeSmellSent changeSmellPoison = new ChangeSmellSent(sendSmell, "Poison");
        ChangeSmellSent changeSmellSweet  = new ChangeSmellSent(sendSmell, "Sweet");
        SetTimer        setPoisonTimer;


        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado para seguir camino

        entryActions = new List <Action>()
        {
            showSweet, changeSmellSweet
        };
        actions     = new List <Action>();
        exitActions = new List <Action>()
        {
            disableSweet
        };

        State sweetGasState = new State(actions, entryActions, exitActions);

        entryActions = new List <Action>()
        {
            showPoison, changeSmellPoison
        };
        actions     = new List <Action>();
        exitActions = new List <Action>()
        {
            disablePoison
        };

        State poisonGasState = new State(actions, entryActions, exitActions);

        //3. CONDICIONES:

        // roselia solo usara veneno durante 30 segs
        TimeOut poisonTimer = new TimeOut(30f);

        setPoisonTimer = new SetTimer(poisonTimer);

        TooClose closeTrainer = new TooClose(kinRoselia, kineticsTrainer, radiusChange);
        TooClose closeRival   = new TooClose(kinRoselia, kineticsRival, radiusChange);

        OrCondition  anyTargetClose = new OrCondition(closeTrainer, closeRival);
        NotCondition noOneClose     = new NotCondition(anyTargetClose);


        //4. TRANSICIONES:

        List <Action> noActions = new List <Action>();
        List <Action> transitionActions;

        transitionActions = new List <Action>()
        {
            setPoisonTimer
        };
        Transition anyHumanClose = new Transition(anyTargetClose, transitionActions, poisonGasState);

        transitionActions = new List <Action>();
        Transition poisonTimeOut = new Transition(poisonTimer, transitionActions, sweetGasState);


        //4.1 AGREGAMOS TRANSICIONES A ESTADOS
        List <Transition> transitions = new List <Transition>()
        {
            anyHumanClose
        };

        sweetGasState.transitions = transitions;

        transitions = new List <Transition>()
        {
            poisonTimeOut
        };
        poisonGasState.transitions = transitions;


        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { sweetGasState, poisonGasState };
        roseliaMachine = new StateMachine(states, sweetGasState);
    }
    public float radiusRun   = 15f; //radio para huir

    void Start()
    {
        //INICIALIZAMOS LA DATA DEL EXTERIOR
        kinMeowth       = meowth.kineticsAgent;
        steeringMeowth  = meowth.steeringAgent;
        kineticsTarget  = target.kineticsAgent;
        kineticsTrainer = trainer.kineticsAgent;
        kineticsRival   = rival.kineticsAgent;

        // Centro de masa de glameow y meowth sera util pra cierta condicion
        Vector3 center = (kinMeowth.transform.position + kineticsTarget.transform.position) / 2;

        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:

        FollowTarget seekTarget  = new FollowTarget(steeringMeowth, kinMeowth, kineticsTarget, maxSeekAccel);
        FollowTarget seekWorried = new FollowTarget(steeringMeowth, kinMeowth, kineticsTarget, 100f);

        Kinetics[] targets = new Kinetics[2];
        targets[0] = kineticsTrainer;
        targets[1] = kineticsRival;
        RunFromTargets runFromTargets     = new RunFromTargets(steeringMeowth, kinMeowth, targets, maxSeekAccel * 5);
        StopMoving     stop               = new StopMoving(kinMeowth, steeringMeowth);
        UpdateMaxSpeed moreMaxSpeed       = new UpdateMaxSpeed(meowth, meowth.maxspeed * 5); // esto ayudara a aumentar la maxspeed
        UpdateMaxSpeed speedBackToNormal  = new UpdateMaxSpeed(meowth, meowth.maxspeed);     // esto guarda la maxspeed original para volverla a poner asi
        ShowIcon       showHeart          = new ShowIcon(this.gameObject, "Heart");
        DisableIcon    disableHeart       = new DisableIcon(this.gameObject, "Heart");
        ShowIcon       showSweat          = new ShowIcon(this.gameObject, "Sweat");
        DisableIcon    disableSweat       = new DisableIcon(this.gameObject, "Sweat");
        ShowIcon       showExclamation    = new ShowIcon(this.gameObject, "Exclamation");
        DisableIcon    disableExclamation = new DisableIcon(this.gameObject, "Exclamation");



        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado para perseguir enamorado (glameow)

        entryActions = new List <Action>()
        {
            showHeart
        };                                            //al entrar al estado ponemos un corazon
        actions = new List <Action>()
        {
            seekTarget
        };                                       //durante el estado perseguimos al enamorado
        exitActions = new List <Action>()
        {
            disableHeart
        };                                             //al salir quitamos el corazon

        State stalkTarget = new State(actions, entryActions, exitActions);


        //2.b estado para alertarse de entrenador cercano

        entryActions = new List <Action>()
        {
            showExclamation, stop
        };                                                       //al entrar al estado debemos mostrar un signo de exclamacion
        actions     = new List <Action>();
        exitActions = new List <Action>()
        {
            disableExclamation
        };                                                  //al salir quitamos el signo


        State alert = new State(actions, entryActions, exitActions);

        //2,c estado para perseguir sin corazon
        entryActions = new List <Action>();//al entrar al estado ponemos un corazon
        actions      = new List <Action>()
        {
            seekTarget
        };                                 //durante el estado perseguimos al enamorado
        exitActions = new List <Action>(); //al salir quitamos el corazon

        State stalk = new State(actions, entryActions, exitActions);


        //2.d estado para huir del entrenador

        entryActions = new List <Action>()
        {
            moreMaxSpeed
        };
        actions = new List <Action>()
        {
            runFromTargets
        };
        exitActions = new List <Action>()
        {
            speedBackToNormal
        };


        State runAway = new State(actions, entryActions, exitActions);

        //2.e estado para preocuparse por alguien y seguirlo preocupado


        entryActions = new List <Action>()
        {
            showSweat, disableHeart, disableExclamation
        };
        actions = new List <Action>()
        {
            seekWorried
        };
        exitActions = new List <Action>()
        {
            disableSweat
        };

        State worry = new State(actions, entryActions, exitActions);


        //3. CONDICIONES:

        TooCloseToPoint closeCenterTrainer = new TooCloseToPoint(center, kineticsTrainer, radiusAlert);
        TooClose        closeTrainer       = new TooClose(kinMeowth, kineticsTrainer, radiusAlert);
        TooClose        veryCloseTrainer   = new TooClose(kinMeowth, kineticsTrainer, radiusRun);
        TooCloseToPoint closeCenterRival   = new TooCloseToPoint(center, kineticsRival, radiusAlert);
        TooClose        closeRival         = new TooClose(kinMeowth, kineticsRival, radiusAlert);
        TooClose        veryCloseRival     = new TooClose(kinMeowth, kineticsRival, radiusRun);


        //Estas son las que de verdad necesitamos
        OrCondition  anyTargetCloseCenter = new OrCondition(closeCenterRival, closeCenterTrainer);
        OrCondition  anyTargetClose       = new OrCondition(closeTrainer, closeRival);
        OrCondition  anyTargetVeryClose   = new OrCondition(veryCloseRival, veryCloseTrainer);
        NotCondition noOneClose           = new NotCondition(anyTargetClose);
        NotCondition noOneVeryClose       = new NotCondition(anyTargetVeryClose);

        WasCaught targetCaught = new WasCaught(kineticsTarget);


        List <Action> noActions = new List <Action>();
        //4. TRANSICIONES:
        Transition anyHumanCloseCenter = new Transition(anyTargetCloseCenter, noActions, alert);
        Transition anyHumanClose       = new Transition(anyTargetClose, noActions, alert);
        Transition noHumanClose        = new Transition(noOneClose, noActions, stalk);
        Transition anyHumanVeryClose   = new Transition(anyTargetVeryClose, noActions, runAway);
        Transition noHumanVeryClose    = new Transition(noOneVeryClose, noActions, alert);
        Transition targetWasCaught     = new Transition(targetCaught, noActions, worry);

        //4.1 AGREGAMOS TRANSICIONES A ESTADOS
        List <Transition> transitions = new List <Transition>()
        {
            anyHumanCloseCenter, targetWasCaught
        };

        stalkTarget.transitions = transitions;

        transitions = new List <Transition>()
        {
            noHumanClose, anyHumanVeryClose, targetWasCaught
        };
        alert.transitions = transitions;

        transitions = new List <Transition>()
        {
            anyHumanClose, targetWasCaught
        };
        stalk.transitions = transitions;

        transitions = new List <Transition>()
        {
            noHumanVeryClose, targetWasCaught
        };
        runAway.transitions = transitions;

        worry.transitions = new List <Transition>();//es un sumidero

        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { stalkTarget, alert, stalk, runAway, worry };
        meowthMachine = new StateMachine(states, stalkTarget);
    }
Example #5
0
    // Start is called before the first frame update
    void Start()
    {
        //DATOS EXTERNOS
        smellSensor     = smellSensorScript.sensor;
        soundSensor     = soundSensorScript.sensor;
        kinTrainer      = trainerStaticData.kineticsAgent;
        steeringTrainer = trainerStaticData.steeringAgent;

        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:
        ShowIcon    showPoisoned    = new ShowIcon(this.gameObject, "Poisoned");
        DisableIcon disablePoisoned = new DisableIcon(this.gameObject, "Poisoned");
        ShowIcon    showSleep       = new ShowIcon(this.gameObject, "Sleeping");
        DisableIcon disableSleep    = new DisableIcon(this.gameObject, "Sleeping");
        SetTimer    setPoisonClock;
        SetTimer    setSleepClock;
        ResetSensor resetSmellSensor = new ResetSensor(smellSensor);
        ResetSensor resetSoundSensor = new ResetSensor(soundSensor);

        List <ResetSensor> resets = new List <ResetSensor>()
        {
            resetSmellSensor, resetSoundSensor
        };
        ResetSensorList resetAllSensor = new ResetSensorList(resets);

        UpdateMaxSpeed  setOriginalSpeed      = new UpdateMaxSpeed(trainerStaticData, trainerStaticData.maxspeed);
        UpdateMaxSpeed  setSlowSpeed          = new UpdateMaxSpeed(trainerStaticData, poisonedSpeed);
        UpdateMaxSpeed  setZeroSpeed          = new UpdateMaxSpeed(trainerStaticData, 0f);
        SetAngularSpeed setAngularToZero      = new SetAngularSpeed(kinTrainer, 0f);
        SetAngularAccel setAngularAccelToZero = new SetAngularAccel(steeringTrainer, 0f);


        //accion para deshabilitar todos scripts de interes mientras dormimos
        List <DisableScript> disables = new List <DisableScript>();

        foreach (var script in scriptsToDisable)
        {
            disables.Add(new DisableScript(script));
        }
        DisableScriptList disableScripts = new DisableScriptList(disables);

        //accion para habilitar todos los script de interes si despertamos
        List <EnableScript> enables = new List <EnableScript>();

        foreach (var script in scriptsToDisable)
        {
            enables.Add(new EnableScript(script));
        }
        EnableScriptList enableScripts = new EnableScriptList(enables);


        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado donde estamos sanos

        entryActions = new List <Action>(); //al entrar al estado ponemos un corazon
        actions      = new List <Action>(); //durante el estado perseguimos al enamorado
        exitActions  = new List <Action>(); //al salir quitamos el corazon

        State healthyState = new State(actions, entryActions, exitActions);

        //2.b estado donde estamos envenenados

        entryActions = new List <Action>()
        {
            showPoisoned, setSlowSpeed
        };                                 //al entrar al estado ponemos un corazon
        actions     = new List <Action>(); //durante el estado perseguimos al enamorado
        exitActions = new List <Action>()
        {
            disablePoisoned, resetAllSensor, setOriginalSpeed
        };                                                                                  //al salir quitamos el corazon

        State poisonedState = new State(actions, entryActions, exitActions);

        //2.c estado donde estamos dormidos

        entryActions = new List <Action>()
        {
            showSleep, setZeroSpeed, disableScripts, setAngularAccelToZero, setAngularToZero
        };                             //al entrar al estado ponemos un corazon
        actions = new List <Action>(); //durante el estado perseguimos al enamorado
        //al salir debemos:
        // quitar el icono de dormir, resetear el sensor de sonido, reset el sensor de aroma porque puede haber un sweet
        // volver a habilitar lo que se deba
        exitActions = new List <Action>()
        {
            disableSleep, resetAllSensor, setOriginalSpeed, enableScripts
        };                                                                                              //al salir quitamos el corazon

        State sleepState = new State(actions, entryActions, exitActions);

        //3. CONDICIONES:
        SmelledSomething smelledPoison = new SmelledSomething(smellSensor, "Poison");
        SmelledSomething smelledSweet  = new SmelledSomething(smellSensor, "Sweet");
        HeardSleepSong   heardSong     = new HeardSleepSong(soundSensor);
        TimeOut          poisonClock   = new TimeOut(poisonTimer);

        setPoisonClock = new SetTimer(poisonClock);
        TimeOut sleepClock = new TimeOut(sleepTimer);

        setSleepClock = new SetTimer(sleepClock);



        //4. TRANSICIONES:

        List <Action> noActions = new List <Action>();
        List <Action> transitionActions;


        transitionActions = new List <Action>()
        {
            setPoisonClock
        };
        Transition gotPoisoned   = new Transition(smelledPoison, transitionActions, poisonedState);
        Transition poisonTimeOut = new Transition(poisonClock, noActions, healthyState);
        Transition sweetScent    = new Transition(smelledSweet, noActions, healthyState);

        transitionActions = new List <Action>()
        {
            setSleepClock
        };
        Transition gotSlept     = new Transition(heardSong, transitionActions, sleepState);
        Transition sleepTimeOut = new Transition(sleepClock, noActions, healthyState);



        //4.1 AGREGAMOS TRANSICIONES A ESTADOS
        List <Transition> transitions;

        transitions = new List <Transition>()
        {
            gotPoisoned, gotSlept
        };;
        healthyState.transitions = transitions;

        poisonedState.transitions = new List <Transition>()
        {
            poisonTimeOut, sweetScent
        };

        sleepState.transitions = new List <Transition>()
        {
            sleepTimeOut, sweetScent
        };

        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { healthyState, poisonedState, sleepState };
        trainerStatusMachine = new StateMachine(states, healthyState);
    }
Example #6
0
    void Start()
    {
        //INICIALIZAMOS LA DATA DEL EXTERIOR
        kinDugtrio      = dugtrio.kineticsAgent;
        steeringDugtrio = dugtrio.steeringAgent;
        kineticsTrainer = trainer.kineticsAgent;
        kineticsRival   = rival.kineticsAgent;
        graph           = graphComponent.graph;
        aStar           = new PathFindAStar(graph, null, null, null, walkable);
        seek            = new Seek(kinDugtrio, kinDugtrio, dugtrio.maxspeed);

        Kinetics[] targets = new Kinetics[2];
        targets[0] = kineticsTrainer;
        targets[1] = kineticsRival;

        //obstaculos
        GameObject[]    obstacles     = GameObject.FindGameObjectsWithTag("Obstacle");
        obstacle_data[] obstaclesData = new obstacle_data[obstacles.Length];

        for (int k = 0; k < obstacles.Length; k++)
        {
            obstaclesData[k] = obstacles[k].GetComponent <obstacle_data>();
        }

        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:

        UpdateAStarRandom         updateAStar  = new UpdateAStarRandom(aStar, graph, kinDugtrio, null, walkable);
        ShowIcon                  showHole     = new ShowIcon(this.gameObject, "Digging");
        DisableIcon               disableHole  = new DisableIcon(this.gameObject, "Digging");
        FollowPathOfPoints        followPath   = new FollowPathOfPoints(steeringDugtrio, seek, null, true);
        UpdateFollowPathWithAstar updateFollow = new UpdateFollowPathWithAstar(followPath, aStar, obstaclesData);
        MoveOnZ underground    = new MoveOnZ(transform, undergroundCoord);
        MoveOnZ getOutOfGround = new MoveOnZ(transform, 0f);

        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado para seguir camino

        entryActions = new List <Action>()
        {
        };
        actions = new List <Action>()
        {
            followPath
        };                                       //durante el estado seguimos el camino
        exitActions = new List <Action>()
        {
        };

        State followPathState = new State(actions, entryActions, exitActions);

        //3. CONDICIONES:

        TooClose          closeTrainer   = new TooClose(kinDugtrio, kineticsTrainer, radiusHide);
        TooClose          closeRival     = new TooClose(kinDugtrio, kineticsRival, radiusHide);
        ArrivedToPosition arrived        = new ArrivedToPosition(new Vector3(), transform, 10f);
        AmIUnderground    amIunderground = new AmIUnderground(transform);

        updateAStar.arrived = arrived;

        OrCondition  anyTargetClose        = new OrCondition(closeTrainer, closeRival);
        NotCondition noOneClose            = new NotCondition(anyTargetClose);
        NotCondition notUnderground        = new NotCondition(amIunderground);
        AndCondition closeAndNotUndeground = new AndCondition(anyTargetClose, notUnderground);
        AndCondition notCloseAndUndeground = new AndCondition(noOneClose, amIunderground);


        List <Action> noActions = new List <Action>();
        List <Action> transitionActions;

        //4. TRANSICIONES:
        transitionActions = new List <Action>()
        {
            showHole, underground
        };
        Transition anyHumanClose = new Transition(closeAndNotUndeground, transitionActions, followPathState);

        transitionActions = new List <Action>()
        {
            disableHole, getOutOfGround
        };
        Transition noHumanClose = new Transition(notCloseAndUndeground, transitionActions, followPathState);

        transitionActions = new List <Action>()
        {
            updateAStar, updateFollow
        };
        Transition pathEnd = new Transition(arrived, transitionActions, followPathState);



        //4.1 AGREGAMOS TRANSICIONES A ESTADOS
        List <Transition> transitions = new List <Transition>()
        {
            anyHumanClose, noHumanClose, pathEnd
        };

        followPathState.transitions = transitions;


        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { followPathState };
        dugtrioMachine = new StateMachine(states, followPathState);
        updateAStar.DoAction();//esto es para inicializar el primer camino
        updateFollow.DoAction();
    }
    void Start()
    {
        //INICIALIZAMOS LA DATA DEL EXTERIOR
        kinOctillery       = octillery.kineticsAgent;
        steeringOctillery  = octillery.steeringAgent;
        defaulAngularSpeed = kinOctillery.rotation;
        kineticsTrainer    = trainer.kineticsAgent;
        kineticsRival      = rival.kineticsAgent;
        sightSensor        = sightSensorScript.sensor;

        Kinetics[] targets = new Kinetics[2];
        targets[0] = kineticsTrainer;
        targets[1] = kineticsRival;

        //obstacles
        List <Transform> obstacles_list = new List <Transform>();

        GameObject[] obstaclesGo = GameObject.FindGameObjectsWithTag("Obstacle");
        for (int i = 0; i < obstaclesGo.Length; i++)
        {
            obstacles_list.Add(obstaclesGo[i].GetComponent <Transform>());
        }

        obstacles = obstacles_list.ToArray();


        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:

        ShowIcon         showExclamation       = new ShowIcon(this.gameObject, "Exclamation");
        DisableIcon      disableExclamation    = new DisableIcon(this.gameObject, "Exclamation");
        SetAngularSpeed  setAngularToZero      = new SetAngularSpeed(kinOctillery, 0f);
        SetAngularSpeed  setAngularToDefault   = new SetAngularSpeed(kinOctillery, defaulAngularSpeed);
        SetAngularAccel  setAngularAccelToZero = new SetAngularAccel(steeringOctillery, 0f);
        ResetSensor      resetSightSensor      = new ResetSensor(sightSensor);
        FaceToSeenTarget faceTarget            = new FaceToSeenTarget(sightSensor, kinOctillery, steeringOctillery);
        ShootInk         shootInkToTarget      = new ShootInk(transform, inkBallPrefab, inkSpeed, inkScreen, sightSensor, targets, obstacles);


        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado para seguir camino

        entryActions = new List <Action>()
        {
            setAngularToDefault, setAngularAccelToZero
        };
        actions     = new List <Action>();
        exitActions = new List <Action>();

        State guardState = new State(actions, entryActions, exitActions);

        entryActions = new List <Action>()
        {
            showExclamation, setAngularToZero
        };
        actions = new List <Action>()
        {
            faceTarget, shootInkToTarget
        };
        exitActions = new List <Action>()
        {
            disableExclamation
        };

        State shootState = new State(actions, entryActions, exitActions);

        //3. CONDICIONES:

        // octillery solo disparara si ve un humano
        SawSomething sawHuman = new SawSomething(sightSensor, "Human");

        // octillery solo entrara en guardia de nuevo si no hay humanos en su cono de vision
        NoInSightCone noHumanInCone = new NoInSightCone(sightSensor);


        //4. TRANSICIONES:

        List <Action> noActions = new List <Action>();
        List <Action> transitionsActions;


        transitionsActions = new List <Action>()
        {
            resetSightSensor
        };
        Transition noHumanInConeSight = new Transition(noHumanInCone, transitionsActions, guardState);

        Transition humanSeen = new Transition(sawHuman, noActions, shootState);


        //4.1 AGREGAMOS TRANSICIONES A ESTADOS
        List <Transition> transitions = new List <Transition>()
        {
            humanSeen
        };

        guardState.transitions = transitions;

        transitions = new List <Transition>()
        {
            noHumanInConeSight
        };
        shootState.transitions = transitions;


        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { guardState, shootState };
        octilleryMachine = new StateMachine(states, guardState);
    }
    public Transform[] allEevees;   //necesitamos saber donde estan todos los eevee


    void Start()
    {
        //INICIALIZAMOS LA DATA DEL EXTERIOR
        kineticsAgent   = agent.kineticsAgent;
        steeringAgent   = agent.steeringAgent;
        kineticsTrainer = trainer.kineticsAgent;
        kineticsRival   = rival.kineticsAgent;

        Vector3 center = Vector3.zero;// Necesitamos el centro de masa de los eevee

        for (int k = 0; k < allEevees.Length; k++)
        {
            center += allEevees[k].transform.position;
        }

        center = center / allEevees.Length; // Centro de masas

        //piedras
        stones = GameObject.FindGameObjectsWithTag("Stone");


        Stack <GameObject> stonesStack = new Stack <GameObject>(stones);


        //Inicializamos grafo y A*
        graph = graphComponent.graph;
        aStar = new PathFindAStar(graph, null, null, null, walkable);

        //Inicializamos seek
        seek = new Seek(kineticsAgent, kineticsAgent, maxAccel);

        //obstaculos
        GameObject[]    obstacles     = GameObject.FindGameObjectsWithTag("Obstacle");
        obstacle_data[] obstaclesData = new obstacle_data[obstacles.Length];

        for (int k = 0; k < obstacles.Length; k++)
        {
            obstaclesData[k] = obstacles[k].GetComponent <obstacle_data>();
        }



        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:

        UpdateAStarGameObject     updateAStar  = new UpdateAStarGameObject(stonesStack, aStar, graph, kineticsAgent, walkable);
        FollowPathOfPoints        followPath   = new FollowPathOfPoints(steeringAgent, seek, null, false);
        PopGameObject             popStone     = new PopGameObject(stonesStack);
        DestroyGameObject         destroyStone = new DestroyGameObject(stonesStack);
        UpdateFollowPathWithAstar updateFollow = new UpdateFollowPathWithAstar(followPath, aStar, obstaclesData);
        UpdateAStarTarget         updateAStar2 = new UpdateAStarTarget(aStar, graph, kineticsAgent, graph.GetNode(550), walkable);
        StopMoving         stop               = new StopMoving(kineticsAgent, steeringAgent);
        RunSprite          showRunSprite      = new RunSprite(pokemonData);
        Evolve             evolve             = new Evolve(pokemonData, "Sun", updateAStar, updateAStar2, aStar);
        updateEvolveMethod updateEvolve       = new updateEvolveMethod(evolve, stonesStack);
        ShowIcon           showExclamation    = new ShowIcon(this.gameObject, "Exclamation");
        DisableIcon        disableExclamation = new DisableIcon(this.gameObject, "Exclamation");
        ShowIcon           showSweat          = new ShowIcon(this.gameObject, "Sweat");
        DisableIcon        disableSweat       = new DisableIcon(this.gameObject, "Sweat");



        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado para esperar sin hacer nada
        entryActions = new List <Action>()
        {
            stop
        };                                       //al entrar al estado debemos parar
        actions     = new List <Action>();
        exitActions = new List <Action>();

        State wait = new State(actions, entryActions, exitActions);


        //2.b estado para sorprenderse
        entryActions = new List <Action>()
        {
            showExclamation
        };                                                  //al entrar al estado debemos sorprendernos
        actions     = new List <Action>();
        exitActions = new List <Action>()
        {
            disableExclamation
        };                                                   //al salir dejamos de sorprendernos

        State alert = new State(actions, entryActions, exitActions);

        //2.c estado para perseguir piedra
        entryActions = new List <Action>()
        {
            updateAStar, updateFollow, showSweat
        };                                                                       //al entrar al estado debemos actualizar el a* y luego el camino
        actions = new List <Action>()
        {
            followPath
        };                                 //durante la accion seguimos el camino
        exitActions = new List <Action>(); //al salir no hacemos nada

        State followStone = new State(actions, entryActions, exitActions);

        //2.d estado para perseguir punto de encuentro
        entryActions = new List <Action>()
        {
            updateAStar2, updateFollow
        };                                                             //al entrar al estado debemos actualizar el a* y luego el camino
        actions = new List <Action>()
        {
            followPath
        };                                 //durante la accion seguimos el camino
        exitActions = new List <Action>(); //al salir no hacemos nada

        State followReunionPoint = new State(actions, entryActions, exitActions);

        //3. CONDICIONES:

        TooCloseToPoint closeTrainer     = new TooCloseToPoint(center, kineticsTrainer, radiusAlert);
        TooCloseToPoint veryCloseTrainer = new TooCloseToPoint(center, kineticsTrainer, radiusRun);
        TooCloseToPoint closeRival       = new TooCloseToPoint(center, kineticsRival, radiusAlert);
        TooCloseToPoint veryCloseRival   = new TooCloseToPoint(center, kineticsRival, radiusRun);

        //Estas son las que de verdad necesitamos
        OrCondition  anyTargetClose     = new OrCondition(closeTrainer, closeRival);
        OrCondition  anyTargetVeryClose = new OrCondition(veryCloseRival, veryCloseTrainer);
        NotCondition noOneClose         = new NotCondition(anyTargetClose);
        NotCondition noOneVeryClose     = new NotCondition(anyTargetVeryClose);

        GameObjectGone    stoneGone      = new GameObjectGone(stonesStack);                //si una piedra es obtenida por alguien mas
        AllGameObjectGone allStoneGone   = new AllGameObjectGone(stonesStack);             //si se acaban las piedras
        ArrivedToStone    arrivedToStone = new ArrivedToStone(stonesStack, transform, 2f); //si alcanzamos una piedra



        //4. TRANSICIONES:

        Transition closeHuman     = new Transition(anyTargetClose, new List <Action>(), alert);
        Transition noHumanClose   = new Transition(noOneClose, new List <Action>(), wait);
        Transition veryCloseHuman = new Transition(anyTargetVeryClose, new List <Action>()
        {
            showRunSprite
        }, followStone);
        Transition stoneLost = new Transition(stoneGone, new List <Action> {
            popStone
        }, followStone);
        Transition allStonesLost = new Transition(allStoneGone, new List <Action> {
            evolve, disableSweat
        }, followReunionPoint);
        Transition reachStone = new Transition(arrivedToStone, new List <Action> {
            updateEvolve, evolve, destroyStone, popStone, disableSweat
        }, followReunionPoint);



        //4.1 AGREGAMOS TRANSICIONES A ESTADOS

        List <Transition> transitions;

        transitions = new List <Transition>()
        {
            closeHuman
        };
        wait.transitions = transitions;

        transitions = new List <Transition>()
        {
            veryCloseHuman, noHumanClose
        };
        alert.transitions = transitions;

        transitions = new List <Transition>()
        {
            allStonesLost, stoneLost, reachStone
        };
        followStone.transitions = transitions;

        followReunionPoint.transitions = new List <Transition>();



        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { wait, alert, followStone, followReunionPoint };
        eeveeMachine = new StateMachine(states, wait);
    }