Example #1
0
        /// <summary>
        /// Preforms the action if the agent is in range
        /// </summary>
        private void CreatePerformActionState()
        {
            prefromActionState = (fsm, gameObj) =>
            {
                // perform the action

                if (!HasActionPlan())
                {
                    // no actions to perform
                    Debug.Log("<color=red>Done actions</color>");
                    fsm.PopState();
                    fsm.PushState(idleState);
                    dataProvider.ActionFinished();
                    return;
                }

                GOAPAction action = currentActions.Peek();
                if (action.IsDone())
                {
                    // the action is done. Remove it so we can perform the next one
                    currentActions.Dequeue();
                }

                if (HasActionPlan())
                {
                    // perform the next action
                    action = currentActions.Peek();
                    bool inRange = action.RequiresInRange() ? action.IsInRange() : true;

                    if (inRange)
                    {
                        // we are in range, so perform the action
                        bool success = action.Preform(gameObj);

                        if (!success)
                        {
                            // action failed, we need to plan again
                            fsm.PopState();
                            fsm.PushState(idleState);
                            Debug.LogWarning(gameObj.name + " could not prefrom the action, " + action + ". The agent (" + gameObject.name + ") is now going to abort plan.");
                            dataProvider.PlanAborted(action);
                        }
                    }
                    else
                    {
                        // we need to move there first
                        // push moveTo state
                        fsm.PushState(moveToState);
                    }
                }
                else
                {
                    // no actions left, move to Plan state
                    fsm.PopState();
                    fsm.PushState(idleState);
                    dataProvider.ActionFinished();
                }
            };
        }
Example #2
0
        public virtual bool MoveAgent(GOAPAction nextAction)
        {
            if (PathToTarget == null || !PathToTarget.Finished || PathToTarget.State != PathState.Ready)
            {
                if (PathToTarget == null)
                {
                    PathToTarget = Path.Calculate(Map.Instance.AStarNetwork, transform.position, nextAction.Targets.Select(t => new Vector3I(t)).ToList(), true);
                }
                if (PathToTarget != null && PathToTarget.State == PathState.Invalid)
                {
                    PathToTarget.Dispose();
                    PathToTarget = null;
                }
                return(false);
            }

            if (nextAction.IsInRange(_agent))
            {
                return(true);
            }

            if (_currentNode == null)
            {
                _currentNode = PathToTarget.GetNode(0);
                if (_currentNode == null)
                {
                    PathToTarget = null;
                    return(true);
                }
                _pathIndex = 0;
            }
            PathToTarget.Visualize(Color.red, _pathIndex);
            var moveDist = MoveSpeed * Time.deltaTime;

            while (moveDist > 0)
            {
                if ((transform.position - _currentNode.Position).magnitude > moveDist)
                {
                    transform.Translate((_currentNode.Position - transform.position).normalized * moveDist, Space.Self);
                    transform.Find("Scale").LookAt(_currentNode.Position);
                    return(false);
                }
                else
                {
                    moveDist          -= (transform.position - _currentNode.Position).magnitude;
                    transform.position = _currentNode.Position;
                    _currentNode       = PathToTarget.GetNode(++_pathIndex);
                    if (_currentNode == null)
                    {
                        PathToTarget = null;
                        return(false);
                    }
                }
            }
            return(true);
        }
Example #3
0
    /// <summary>
    /// Create the perform action state.
    /// </summary>
    private void CreatePerformActionState()
    {
        m_PerformActionState = (fsm, gameObject) =>
        {
            // If the agent has no plan, go to the idle state and say we are doing nothing.
            if (!HasActionPlan())
            {
                fsm.RemoveState();
                fsm.AddState(m_IdleState);
                m_DataProvider.ActionsFinished();
                return;
            }

            GOAPAction action = m_CurrentActions.Peek();

            if (action.IsDone())
            {
                m_CurrentActions.Dequeue();
            }

            // If the agent has a plan.
            if (HasActionPlan())
            {
                action = m_CurrentActions.Peek();
                // Check if in range of action.
                bool inRange = action.RequiresInRange() ? action.IsInRange() : true;

                // If we are in range for the action.
                if (inRange)
                {
                    // Check if the agent was able to perform the action.
                    bool success = action.Perform(gameObject);

                    // If not, abort plan and go back to idle.
                    if (!success)
                    {
                        fsm.RemoveState();
                        fsm.AddState(m_IdleState);
                        m_DataProvider.PlanAborted(action);
                    }
                }
                // If not in range, start moving towards target.
                else
                {
                    fsm.AddState(m_MoveToState);
                }
            }
        };
    }