public Loot_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner) { GoalWorldstates.Add(WorldStateSymbol.HasItem, true); //baseValue = persona.personalityModifer[Personality.GREED] * 0.33f; //var s = 1; }
protected Goal_Goap(GameObject owner, Planner_Goap planner) { this.planner = planner; this.owner = owner; //persona = owner.GetComponent<Persona>(); persona = owner.GetComponent <Goap_Controller>().Persona; GoalWorldstates = new WorldStateSet(); }
void Awake() { viewControl = GameObject.FindWithTag("GoapViewController").GetComponent <GoapViewController>(); blackBoard = GetComponent <BlackBoard>(); blackBoard.WorldStateVariableChanged += BlackBoard_WorldStateVariableChanged; SetPersona(); planner = new Planner_Goap(); playerActions = new List <Action_Goap> { new PickupItem_Action(gameObject), new MeeleAttack_Action(gameObject), new EnterPortal_Action(gameObject), new OpenChest_Action(gameObject), new Drink_Action(gameObject), new OpenDoor_Action(gameObject), new Explore_Action(gameObject), new Action_Goap(gameObject), }; playerGoals = new List <Goal_Goap> { new Loot_Goal(gameObject, planner), new KillEnemy_Goal(gameObject, planner), new Heal_Goal(gameObject, planner), new Explore_Goal(gameObject, planner), new Progress_Goal(gameObject, planner), new Win_Goal(gameObject, planner), }; foreach (Action_Goap action in playerActions) { playerActionLookup.Add(action.ID, action); action.OnActionFinished += Action_ActionCallback; } viewControl.UpdateWSVariables(playerWorldState); }
public KillEnemy_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner) { GoalWorldstates.Add(WorldStateSymbol.EnemyDead, true); }
public Explore_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner) { GoalWorldstates.Add(WorldStateSymbol.RoomExplored, true); }
public Win_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner) { GoalWorldstates.Add(WorldStateSymbol.CanWin, true); }
public Progress_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner) { GoalWorldstates.Add(WorldStateSymbol.Progress, true); }
public Heal_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner) { GoalWorldstates.Add(WorldStateSymbol.IsHealed, true); healthScale = owner.GetComponent <Player>().MaxHealth; }