Example #1
0
    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;
    }
Example #2
0
 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();
 }
Example #3
0
    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);
 }
Example #6
0
 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);
 }
Example #8
0
 public Heal_Goal(GameObject owner, Planner_Goap planner) : base(owner, planner)
 {
     GoalWorldstates.Add(WorldStateSymbol.IsHealed, true);
     healthScale = owner.GetComponent <Player>().MaxHealth;
 }