Example #1
0
        /// <summary>
        /// Use this for initialization
        /// </summary>
        public void Start()
        {
            _connector         = GetComponent <OCConnectorSingleton>() as OCConnectorSingleton;
            _feelingTextureMap = new Dictionary <string, UnityEngine.Texture2D>();

            System.Console.WriteLine(OCLogSymbol.DETAILEDINFO + gameObject.name + " is started.");
        }
        /// <summary>
        /// Use this for initialization
        /// </summary>
        public void Start()
        {
            _connector         = GetComponent <OCConnectorSingleton>() as OCConnectorSingleton;
            _feelingTextureMap = new Dictionary <string, UnityEngine.Texture2D>();

            OCLogger.Fine(gameObject.name + " is started.");
        }
Example #3
0
        //---------------------------------------------------------------------------
        #endregion
        #region Public Member Functions
        //---------------------------------------------------------------------------

        void Awake()
        {
            _config = OCConfig.Instance;

            // Initialize parameters below.
            _modeCounts = new int[3];
            _modeCounts[(int)AvatarMode.IDLE]   = 0;
            _modeCounts[(int)AvatarMode.SLEEP]  = 0;
            _modeCounts[(int)AvatarMode.ACTIVE] = 0;

            _millisecondsPerTick = _config.getLong("MILLISECONDS_PER_TICK");

            this.IDLE_ENERGY_DECREASE_RATE     = -_millisecondsPerTick / (MILLISECONDS_PER_DAY / _config.getInt("EAT_STOPS_PER_DAY"));
            this.SLEEP_ENERGY_INCREASE_RATE    = -IDLE_ENERGY_DECREASE_RATE * 5;
            this.STARVING_ENERGY_DECREASE_RATE = IDLE_ENERGY_DECREASE_RATE * 2;
            this.FITNESS_DECREASE_OUTSIDE_HOME = _config.getFloat("FITNESS_DECREASE_OUTSIDE_HOME");
            this.EAT_ENERGY_INCREASE           = _config.getFloat("EAT_ENERGY_INCREASE");
            this.EAT_POO_INCREASE      = _config.getFloat("EAT_POO_INCREASE");
            this.DRINK_THIRST_DECREASE = _config.getFloat("EAT_THIRST_DECREASE");
            this.DRINK_PEE_INCREASE    = _config.getFloat("DRINK_PEE_INCREASE");

            _energy      = _config.getFloat("INIT_ENERGY");
            _fitness     = _config.getFloat("INIT_FITNESS");
            _currentMode = AvatarMode.IDLE;

            //		this.AT_HOME_DISTANCE = config.getFloat("AT_HOME_DISTANCE");
            //		this.FITNESS_INCREASE_AT_HOME = config.getFloat("FITNESS_INCREASE_AT_HOME");
            //		this.at_home_flag = false;

            SetupBasicFactors();

            _connector = OCConnectorSingleton.Instance;
        }
	//---------------------------------------------------------------------------

	#endregion

	//---------------------------------------------------------------------------

	#region Private Member Functions

	//---------------------------------------------------------------------------
	
	/// <summary>
	/// Initializes this instance.  Set default values here.
	/// </summary>
	private void Initialize()
	{
		_connector = (OCConnectorSingleton)OCConnectorSingleton.Instance;
	}
	void OnGUI()
	{
		// left inset, bottom right 
		int inset = 3;
		int width = 200;
		Rect window = new Rect(inset, Screen.height - Screen.height / 3 - inset, width, Screen.height / 3);

		// TODO: Verify that action list is gone.
//		if(_selectedAvatar == null)
//		{
//			GUILayout.Window(2, window, ActionWindow, "Your Action List");
//		}
//		else
//		{
//			GUILayout.Window(2, window, ActionWindow, _selectedAvatar.gameObject.transform.name + "'s Action List");


			// Psi (feeling, demand etc.) panel controlling section
			// TODO: Figure out when / if to display the emotion panel.
//		if(_selectedAvatar.tag == "OCA")
//		{
//			if (_connector == null)
//				_connector = OCConnectorSingleton.Instance;
//			
//			if(_connector != null)
//			{
//				ShowPsiPanel();
//			}
//			// If the avatar has no connector it's a puppet Avatar controlled by the console only
//			if(_panelSkin != null)
//			{
//				GUI.skin = _panelSkin;
//			}
//		}
//		else
//		{
//			HidePsiPanel();
//			_connector = null;
//		}
			
			if (_connector == null)
				_connector = OCConnectorSingleton.Instance;
			
			if(_connector != null)
			{
				if (_connector.IsEstablished)
					ShowPsiPanel();
			}
			// If the avatar has no connector it's a puppet Avatar controlled by the console only
			if(panelSkin != null)
			{
				GUI.skin = panelSkin;
			}
            
			if(_showPsiPanel)
			{
				if(_connector != null)
				{
					float theWidth = Screen.width * 0.25f;
					float theHeight = Screen.height / 3;
					_panel = new Rect(Screen.width - theWidth - inset, Screen.height - theHeight - inset, theWidth, theHeight);
					GUILayout.Window(3, _panel, PsiPanel, _connector.Name + "'s Psi States Panel",
                                     GUILayout.MinWidth(theWidth), GUILayout.MinHeight(theHeight));
				}
			}
            
//  	}// if

		// TODO: Reenable this once it is clear what it does.
//		WorldGameObject world = GameObject.Find("World").GetComponent<WorldGameObject>();
//		GUIStyle theStyle = new GUIStyle();
//		theStyle.normal.background = world.storedBlockTexture;
//		GUI.Box(new Rect(8, 8, 40, 40), "");
//		GUI.Box(new Rect(12, 12, 32, 32), "", theStyle);
		
		// the force is looping between minForce and maxForce, util the mouse button released
//		if(_isShowingForcePanel)
//		{
//			float currentTime = Time.time;
//			float deltaForce = (currentTime - _lastTimeRenderForcePanel) * MAX_FORCE;
//			if(_isForceIncrease)
//			{
//				_currentForce += deltaForce;
//				if(_currentForce > MAX_FORCE)
//				{
//					_currentForce = MAX_FORCE;
//					_isForceIncrease = false;
//				}
//			}
//			else
//			{
//				_currentForce -= deltaForce;
//				if(_currentForce < MIN_FORCE)
//				{
//					_currentForce = MIN_FORCE;
//					_isForceIncrease = true;
//				}
//			}
//
//			DisplayForcePanel(_currentForce);
//			
//			_lastTimeRenderForcePanel = currentTime;
//		}
	}
	/// <summary>
	/// Use this for initialization
	/// </summary>
	public void Start()
	{
		_connector = GetComponent<OCConnectorSingleton>() as OCConnectorSingleton;
		_feelingTextureMap = new Dictionary<string, UnityEngine.Texture2D>();

		OCLogger.Fine(gameObject.name + " is started.");
	}
		//---------------------------------------------------------------------------
		#endregion
		#region Public Member Functions
		//---------------------------------------------------------------------------

		void Awake()
		{
			_config = OCConfig.Instance;

			// Initialize parameters below.
			_modeCounts = new int[3];
			_modeCounts[(int)AvatarMode.IDLE] = 0;
			_modeCounts[(int)AvatarMode.SLEEP] = 0;
			_modeCounts[(int)AvatarMode.ACTIVE] = 0;

			_millisecondsPerTick = _config.getLong("MILLISECONDS_PER_TICK");
			
			this.IDLE_ENERGY_DECREASE_RATE = - _millisecondsPerTick / (MILLISECONDS_PER_DAY / _config.getInt("EAT_STOPS_PER_DAY"));
			this.SLEEP_ENERGY_INCREASE_RATE = - IDLE_ENERGY_DECREASE_RATE * 5;
			this.STARVING_ENERGY_DECREASE_RATE = IDLE_ENERGY_DECREASE_RATE * 2;
			this.FITNESS_DECREASE_OUTSIDE_HOME = _config.getFloat("FITNESS_DECREASE_OUTSIDE_HOME");
			this.EAT_ENERGY_INCREASE = _config.getFloat("EAT_ENERGY_INCREASE");
			this.EAT_POO_INCREASE = _config.getFloat("EAT_POO_INCREASE");
			this.DRINK_THIRST_DECREASE = _config.getFloat("EAT_THIRST_DECREASE");
			this.DRINK_PEE_INCREASE = _config.getFloat("DRINK_PEE_INCREASE");

			_energy = _config.getFloat("INIT_ENERGY");
			_fitness = _config.getFloat("INIT_FITNESS");
			_currentMode = AvatarMode.IDLE;

			//		this.AT_HOME_DISTANCE = config.getFloat("AT_HOME_DISTANCE");
			//		this.FITNESS_INCREASE_AT_HOME = config.getFloat("FITNESS_INCREASE_AT_HOME");
			//		this.at_home_flag = false;

			SetupBasicFactors();

			_connector = OCConnectorSingleton.Instance;
		}
        private IEnumerator LoadAgent(string agentName)
        {
            UnityEngine.GameObject agentClone;

            UnityEngine.GameObject playerObject = GameObject.FindGameObjectWithTag("Player");
            if (playerObject == null)
            {
                Debug.Log("No object tagged with player.");
                yield return("No object tagged with player.");
            }

            // Record the player's position and make the OCAvatar spawn near it.
            UnityEngine.Vector3 playerPos = playerObject.transform.position;

            //Debug.Log ("PlayerPos = [" + playerPos.x + ", " + playerPos.y + ", " + playerPos.z + "]");

            // Calculate the player's forward direction
            UnityEngine.Vector3 eulerAngle = playerObject.transform.rotation.eulerAngles;

            //Debug.Log ("eulerAngle = [" + eulerAngle.x + ", " + eulerAngle.y + ", " + eulerAngle.z + "]");

            float zFront = 3.0f * (float)Math.Cos((eulerAngle.y / 180) * Math.PI);
            float xFront = 3.0f * (float)Math.Sin((eulerAngle.y / 180) * Math.PI);

            UnityEngine.Vector3 spawnPosition = new UnityEngine.Vector3(playerPos.x + xFront, playerPos.y + 2, playerPos.z + zFront);
            spawnPosition.x = (float)((int)spawnPosition.x);
            spawnPosition.y = (float)((int)spawnPosition.y);
            spawnPosition.z = (float)((int)spawnPosition.z);

            //Debug.Log ("spawnPosition = [" + spawnPosition.x + ", " + spawnPosition.y + ", " + spawnPosition.z + "]");

            // Instantiate an OCAvatar in front of the player.

            //Debug.Log ("_NPCAgent is" + (_NPCAgent == null ? " null " : " not null"));

            agentClone = (GameObject)UnityEngine.Object.Instantiate(_NPCAgent, spawnPosition, Quaternion.identity);
            agentClone.transform.parent = GameObject.Find("Characters").transform;
            OCActionController agiAC = agiAC = agentClone.GetComponent <OCActionController>();

            agiAC.DefaultEndTarget   = GameObject.Find("EndPointStub");
            agiAC.DefaultStartTarget = GameObject.Find("StartPointStub");

            //Debug.Log ("agentClone is" + (agentClone == null ? " null " : " not null"));

            OCConnectorSingleton connector = OCConnectorSingleton.Instance;

            UnityEngine.Debug.Log("The GUID of our OCC instance in LoadAgent is " + connector.VerificationGuid);

            //Debug.Log ("connector is" + (connector == null ? " null " : " not null"));

            if (agentName == "")
            {
                agentName = CreateRandomAgentName();
            }

            //Debug.Log("We shall name him '" + agentName + "'");

            agentClone.name = agentName;

//			if (agentClone != null) {
//				if (!OCARepository.AddOCA (agentClone)) {
//					// An avatar with given name is already there.
//					yield break;
//				}
//				Debug.Log ("Add avatar[" + agentName + "] to avatar map.");
//			}

            // Get the player id as the master id of the avatar.
            // TODO Currently we use the tag "player". However, when there are multiple
            // players in the world, we need to figure out a way to identify.
            string masterId   = playerObject.GetInstanceID().ToString();
            string masterName = playerObject.name;

            // TODO Set agentType and agentTraits in the future.
            // leave agentType and agentTraits to null just for test.
            connector.Init(agentName, null, null, masterId, masterName);

            yield return(StartCoroutine(connector.ConnectOAC()));

            if (!connector.IsInitialized)
            {
                // OAC is not loaded normally, destroy the avatar instance.
                Debug.LogError("Cannot connect to the OAC, avatar loading failed.");
                connector.SaveAndExit();
                Destroy(agentClone);
                yield break;
            }
        }
Example #9
0
        //---------------------------------------------------------------------------

        #endregion

        //---------------------------------------------------------------------------

        #region Private Member Functions

        //---------------------------------------------------------------------------

        /// <summary>
        /// Initializes this instance.  Set default values here.
        /// </summary>
        private void Initialize()
        {
            _connector = (OCConnectorSingleton)OCConnectorSingleton.Instance;
        }
Example #10
0
        void OnGUI()
        {
            // left inset, bottom right
            int inset = 3;

            //int width = 200;
            //Rect window = new Rect(inset, Screen.height - Screen.height / 3 - inset, width, Screen.height / 3);

            // DEPRECATED: Verify that action list is gone.
//		if(_selectedAvatar == null)
//		{
//			GUILayout.Window(2, window, ActionWindow, "Your Action List");
//		}
//		else
//		{
//			GUILayout.Window(2, window, ActionWindow, _selectedAvatar.gameObject.transform.name + "'s Action List");


            // Psi (feeling, demand etc.) panel controlling section
            // DEPRECATED: Figure out when / if to display the emotion panel.
//		if(_selectedAvatar.tag == "OCA")
//		{
//			if (_connector == null)
//				_connector = OCConnectorSingleton.Instance;
//
//			if(_connector != null)
//			{
//				ShowPsiPanel();
//			}
//			// If the avatar has no connector it's a puppet Avatar controlled by the console only
//			if(_panelSkin != null)
//			{
//				GUI.skin = _panelSkin;
//			}
//		}
//		else
//		{
//			HidePsiPanel();
//			_connector = null;
//		}

            if (_connector == null)
            {
                _connector = OCConnectorSingleton.Instance;
            }

            if (_connector != null)
            {
                if (_connector.IsEstablished)
                {
                    ShowPsiPanel();
                }
            }
            // If the avatar has no connector it's a puppet Avatar controlled by the console only
            if (panelSkin != null)
            {
                GUI.skin = panelSkin;
            }

            if (_showPsiPanel)
            {
                if (_connector != null)
                {
                    float theWidth  = Screen.width * 0.25f;
                    float theHeight = Screen.height / 3;
                    _panel = new Rect(Screen.width - theWidth - inset, Screen.height - theHeight - inset, theWidth, theHeight);
                    GUILayout.Window(3, _panel, PsiPanel, _connector.Name + "'s Psi States Panel",
                                     GUILayout.MinWidth(theWidth), GUILayout.MinHeight(theHeight));
                }
            }

//      }// if

            // DEPRECATED: Reenable this once it is clear what it does.
//		WorldGameObject world = GameObject.Find("World").GetComponent<WorldGameObject>();
//		GUIStyle theStyle = new GUIStyle();
//		theStyle.normal.background = world.storedBlockTexture;
//		GUI.Box(new Rect(8, 8, 40, 40), "");
//		GUI.Box(new Rect(12, 12, 32, 32), "", theStyle);

            // the force is looping between minForce and maxForce, util the mouse button released
//		if(_isShowingForcePanel)
//		{
//			float currentTime = Time.time;
//			float deltaForce = (currentTime - _lastTimeRenderForcePanel) * MAX_FORCE;
//			if(_isForceIncrease)
//			{
//				_currentForce += deltaForce;
//				if(_currentForce > MAX_FORCE)
//				{
//					_currentForce = MAX_FORCE;
//					_isForceIncrease = false;
//				}
//			}
//			else
//			{
//				_currentForce -= deltaForce;
//				if(_currentForce < MIN_FORCE)
//				{
//					_currentForce = MIN_FORCE;
//					_isForceIncrease = true;
//				}
//			}
//
//			DisplayForcePanel(_currentForce);
//
//			_lastTimeRenderForcePanel = currentTime;
//		}
        }
        public OCObjectMapInfo(UnityEngine.GameObject gameObject)
        {
            UnityEngine.Debug.Log("OCObjectMapInfo::OCObjectMapInfo, passed object is of type: " + gameObject.GetType().ToString() + ", and name " + gameObject.name);

            _id = gameObject.GetInstanceID().ToString();

//			// Get id of a game object
//			_id = gameObject.GetInstanceID ().ToString ();
            // Get name
            _name = gameObject.name;
            // TODO: By default, we are using object type.
            _type = OCEmbodimentXMLTags.ORDINARY_OBJECT_TYPE;

            // Convert from unity coordinate to OAC coordinate.

            this.position = Utility.VectorUtil.ConvertToOpenCogCoord(gameObject.transform.position);
            // Get rotation
            _rotation = new Utility.Rotation(gameObject.transform.rotation);
            // Calculate the velocity later
            _velocity = UnityEngine.Vector3.zero;

            // Get size
            if (gameObject.collider != null)
            {
                // Get size information from collider.
                _width  = gameObject.collider.bounds.size.z;
                _height = gameObject.collider.bounds.size.y;
                _length = gameObject.collider.bounds.size.x;
            }
            else
            {
                OCLogger.Warn("No collider for gameobject " + gameObject.name + ", assuming a point.");

                // Set default value of the size.
                _width  = 0.1f;
                _height = 0.1f;
                _length = 0.1f;
            }

            if (gameObject.tag == "OCAGI")
            {
                // This is an OC avatar, we will use the brain id instead of unity id.
                OCConnectorSingleton connector = OCConnectorSingleton.Instance;

                if (connector != null)
                {
                    _id   = connector.BrainID;
                    _type = OCEmbodimentXMLTags.PET_OBJECT_TYPE;
                }

                UnityEngine.Debug.Log("Just made an OCObjectMapInfo stating the AGI is at [" + this.position.x + ", " + this.position.y + ", " + this.position.z + "]");
            }
            else if (gameObject.tag == "OCNPC")
            {
                // This is a human player avatar.
                _type   = OCEmbodimentXMLTags.AVATAR_OBJECT_TYPE;
                _length = OCObjectMapInfo.DEFAULT_AVATAR_LENGTH;
                _width  = OCObjectMapInfo.DEFAULT_AVATAR_WIDTH;
                _height = OCObjectMapInfo.DEFAULT_AVATAR_HEIGHT;
            }

            if (gameObject.tag == "OCNPC" || gameObject.tag == "OCAGI" || gameObject.tag == "Player")
            {
                if (_height > 1.1f)                 // just to make sure that the center point of the character will not be in the block where the feet are
                {
                    this.position = new UnityEngine.Vector3(this.position.x, this.position.y, this.position.z + 1.0f);
                }
            }


            if (gameObject.name == "Hearth")
            {
                this.AddProperty("petHome", "TRUE", System.Type.GetType("System.Boolean"));
            }

            // Get weight
            if (gameObject.rigidbody != null)
            {
                _weight = gameObject.rigidbody.mass;
            }
            else
            {
                _weight = 0.0f;
            }

            if (gameObject.GetComponent <OpenCog.Extensions.OCConsumableData>() != null)
            {
                UnityEngine.Debug.Log("Adding edible and foodbowl tags to '" + gameObject.name + "' with ID " + gameObject.GetInstanceID());
                this.AddProperty("edible", "TRUE", System.Type.GetType("System.Boolean"));
                this.AddProperty("pickupable", "TRUE", System.Type.GetType("System.Boolean"));
                this.AddProperty("holder", "none", System.Type.GetType("System.String"));
            }

            // Get a property manager instance
            // TODO: may need to re-enable this for other object types.
//			OCPropertyManager manager = gameObject.GetComponent<OCPropertyManager> () as OCPropertyManager;
//			if (manager != null) {
//				// Copy all OC properties from the manager, if any.
//				foreach (OpenCog.Serialization.OCPropertyField ocp in manager.propertyList) {
//					this.AddProperty (ocp.Key, ocp.value, ocp.valueType);
//				}
//			}

            this.AddProperty("visibility-status", "visible", System.Type.GetType("System.String"));
            this.AddProperty("detector", "true", System.Type.GetType("System.Boolean"));

            string gameObjectName = gameObject.name;

            if (gameObjectName.Contains("("))
            {
                gameObjectName = gameObjectName.Remove(gameObjectName.IndexOf('('));
            }



            // For Einstein puzzle
            if (gameObject.name.Contains("_man"))
            {
                _id = _name;
                this.AddProperty("class", "people", System.Type.GetType("System.String"));
            }
            else
            {
                this.AddProperty("class", gameObjectName, System.Type.GetType("System.String"));
            }
        }
Example #12
0
            //DEPRECATED: This was useful once;
            //if (!OCARepository.AddOCA (agentClone)) {

            // Note, lambda expressions (ie myLamb = (x) => successBool = (bool)(x == "true")) are *terrifying* to look at
            // and can use up a lot of memory, but they're really good for returning values from IEnumerators/coroutines;
            // especially ones we don't expect will be called frquently

            /// <summary>
            /// Allows entities to be loaded to the screen at any point while the game is running
            /// </summary>
            /// <returns>Failure, success, or a coroutine concerned with making a connection to the embodiment.</returns>
            /// <param name="spawnPosition">The position at which to instantiate the agent.</param>
            /// <param name="agentPrefab">The prefab to instantiate.</param>
            /// <param name="agentName">The name of the agent to instantiate.</param>
            /// <param name="masterName">The owner of the instance</param>
            /// <param name="masterId">The id of the instance</param>
            /// <param name="report">An Action that can be constructed easily with a lambda expression which will report back the string "true" if it successfully
            ///  created the agent and the string "false" if it was unsuccessful in creating the agent.</param>
            public IEnumerator AtRunTime(UnityEngine.Vector3 spawnPosition, GameObject agentPrefab, string agentName = "", string masterName = "", string masterId = "",
                                         System.Action <string> report = null)             //The lambda expression enter-er gets its own line, because it's SCARY!
            {
                //get the spawn position in terms of the grid
                spawnPosition.x = (float)((int)spawnPosition.x);
                spawnPosition.y = (float)((int)spawnPosition.y);
                spawnPosition.z = (float)((int)spawnPosition.z);

                //Debug.Log ("_NPCAgent is" + (_NPCAgent == null ? " null " : " not null"));

                //instantiate the game object, specified by NPCAgent at  point spawn position and rotated as per the identity Quaternion (that is, not at all)
                UnityEngine.GameObject agentClone = (GameObject)UnityEngine.Object.Instantiate(agentPrefab, spawnPosition, Quaternion.identity);

                //All agents belong to the Characters parent game object.
                agentClone.transform.parent = GameObject.Find("Characters").transform;

                //the _NPCAgent should have come with an OCActionController
                OCActionController agiAC = agentClone.GetComponent <OCActionController>();

                //
                agiAC.DefaultEndTarget   = GameObject.Find("EndPointStub");
                agiAC.DefaultStartTarget = GameObject.Find("StartPointStub");

                //Debug.Log ("agentClone is" + (agentClone == null ? " null " : " not null"));

                OCConnectorSingleton connector = OCConnectorSingleton.Instance;

                //Debug.Log ("connector is" + (connector == null ? " null " : " not null"));

                //Ensure our agent is properly named
                if (agentName == "")
                {
                    agentName = CreateRandomAgentName();
                }
                agentClone.name = agentName;


                //initialize the connector
                connector.InitAvatar(agentName, null, null, masterId, masterName);

                //and try to connect
                yield return(StartCoroutine(connector.ConnectOAC()));

                //if we failed to initialize the connector
                if (!connector.IsInitialized)
                {
                    // OAC is not loaded normally, destroy the avatar instance.
                    Debug.LogError(OCLogSymbol.ERROR + "Could not connect to Embodiment");
                    System.Console.WriteLine(OCLogSymbol.DETAILEDINFO + "LoadMethods.AtRunTime is reporting !connector.Initialize. Cannot connect to the OAC, avatar loading failed.");
                    connector.SaveAndExit();
                    Destroy(agentClone);

                    if (report != null)
                    {
                        report("false");
                    }
                }
                else
                {
                    Debug.Log(OCLogSymbol.CLEARED + "LoadMethods.AtRunTime is reporting connector.Initialized");
                    if (report != null)
                    {
                        report("true");
                    }
                }

                yield break;
            }
	/// <summary>
	/// Use this for initialization
	/// </summary>
	public void Start()
	{
		_connector = GetComponent<OCConnectorSingleton>() as OCConnectorSingleton;
		_feelingTextureMap = new Dictionary<string, UnityEngine.Texture2D>();

		System.Console.WriteLine(OCLogSymbol.DETAILEDINFO +gameObject.name + " is started.");
	}