private void CreateBehaviourTree() { behaviourTree = new BehaviourTreeEngine(false); rootSequence = behaviourTree.CreateSequenceNode("Root", false); selectorDoor = behaviourTree.CreateSelectorNode("Selector door"); sequenceDoor = behaviourTree.CreateSequenceNode("Sequence door", false); walkToDoor1 = behaviourTree.CreateLeafNode("Walk to door 1", WalkToDoor, ArriveToDoor); walkToDoor2 = behaviourTree.CreateLeafNode("Walk to door 2", WalkToDoor, ArriveToDoor); enterTheHouse = behaviourTree.CreateLeafNode("Enter the house", EnterTheHouse, HasEnteredTheHouse); openDoor1 = behaviourTree.CreateLeafNode("Open the door 1", OpenDoor, DoorOpened); openDoor2 = behaviourTree.CreateLeafNode("Open the door 2", OpenDoor, DoorOpened); unlockDoor = behaviourTree.CreateLeafNode("Find key", UnlockDoor, IsTheDoorUnlocked); smashDoor = behaviourTree.CreateLeafNode("Explode door", SmashDoor, DoorSmashed); rootSequence.AddChild(walkToDoor1); rootSequence.AddChild(selectorDoor); rootSequence.AddChild(enterTheHouse); selectorDoor.AddChild(openDoor1); selectorDoor.AddChild(sequenceDoor); selectorDoor.AddChild(smashDoor); sequenceDoor.AddChild(unlockDoor); sequenceDoor.AddChild(walkToDoor2); sequenceDoor.AddChild(openDoor2); behaviourTree.SetRootNode(rootSequence); }
protected override void InitTreeNode() { _NodeRoot = new SelectorNode(this); SelectorNode temp = _NodeRoot as SelectorNode; temp.AddChild(new MoveAction(this, temp)); temp.AddChild(new MoveAction(this, temp)); _CurNode = _NodeRoot; }
void SetUpBehaviorTree() { SequenceNode rootSequence = new SequenceNode("Root"); behaviorTree.AddRoot(rootSequence); InverterNode isDeadInverter = new InverterNode(); rootSequence.AddChild(isDeadInverter); ConditionalNode isDead = new DeathCondition <Miner>(this); isDeadInverter.AddChild(isDead); SelectorNode mainSelector = new SelectorNode("Main"); rootSequence.AddChild(mainSelector); SequenceNode miningSequence = new SequenceNode("Mining"); mainSelector.AddChild(miningSequence); SequenceNode depositingSequence = new SequenceNode("Depositing"); mainSelector.AddChild(depositingSequence); InverterNode isBagFullInverter = new InverterNode(); miningSequence.AddChild(isBagFullInverter); ConditionalNode isBagFull = new BagFullCondition <Miner>(this); isBagFullInverter.AddChild(isBagFull); LeafNode walkToMine = new WalkToAction <Miner>(this, targetMiningPoint.position, targetMiningPoint.gameObject.name); miningSequence.AddChild(walkToMine); LeafNode mine = new MineAction <Miner>(this, mineIntervals, resourceMinedPerInterval); miningSequence.AddChild(mine); LeafNode walkToBase = new WalkToAction <Miner>(this, targetDeployPoint.position, targetDeployPoint.gameObject.name); depositingSequence.AddChild(walkToBase); LeafNode deposit = new DepositAction <Miner>(this, depositDuration); depositingSequence.AddChild(deposit); }
public static BehaviorNode InitRootNode(BehaviorTree behaviorTree, AbstractActor unit, GameInstance game) { LanceDetectsEnemiesNode lanceDetectsEnemies0000 = new LanceDetectsEnemiesNode("lanceDetectsEnemies0000", behaviorTree, unit); FindDetectedEnemiesNode findDetectedEnemies0000 = new FindDetectedEnemiesNode("findDetectedEnemies0000", behaviorTree, unit); IsMovementAvailableForUnitNode movementAvailable0000 = new IsMovementAvailableForUnitNode("movementAvailable0000", behaviorTree, unit); BlockUntilPathfindingReadyNode blockUntilPathfindingReady0000 = new BlockUntilPathfindingReadyNode("blockUntilPathfindingReady0000", behaviorTree, unit); ClearMoveCandidatesNode clearMoveCandidates0000 = new ClearMoveCandidatesNode("clearMoveCandidates0000", behaviorTree, unit); GenerateMoveCandidatesNode generateMoveCandidates0000 = new GenerateMoveCandidatesNode("generateMoveCandidates0000", behaviorTree, unit); SortMoveCandidatesByDecreasingDistanceToHostilesNode sortMoveCandidatesByDecreasingDistanceToHostiles0000 = new SortMoveCandidatesByDecreasingDistanceToHostilesNode("sortMoveCandidatesByDecreasingDistanceToHostiles0000", behaviorTree, unit); FilterMoveCandidatesByLowestLOSToHostilesNode filterMoveCandidatesByLowestLOSToHostiles0000 = new FilterMoveCandidatesByLowestLOSToHostilesNode("filterMoveCandidatesByLowestLOSToHostiles0000", behaviorTree, unit); MoveTowardsHighestPriorityMoveCandidateNode moveTowardsHighestPriorityMoveCandidate0000 = new MoveTowardsHighestPriorityMoveCandidateNode("moveTowardsHighestPriorityMoveCandidate0000", behaviorTree, unit, false); SequenceNode run_away = new SequenceNode("run_away", behaviorTree, unit); run_away.AddChild(lanceDetectsEnemies0000); run_away.AddChild(findDetectedEnemies0000); run_away.AddChild(movementAvailable0000); run_away.AddChild(blockUntilPathfindingReady0000); run_away.AddChild(clearMoveCandidates0000); run_away.AddChild(generateMoveCandidates0000); run_away.AddChild(sortMoveCandidatesByDecreasingDistanceToHostiles0000); run_away.AddChild(filterMoveCandidatesByLowestLOSToHostiles0000); run_away.AddChild(moveTowardsHighestPriorityMoveCandidate0000); BraceNode brace0000 = new BraceNode("brace0000", behaviorTree, unit); SelectorNode flee_AI_root = new SelectorNode("flee_AI_root", behaviorTree, unit); flee_AI_root.AddChild(run_away); flee_AI_root.AddChild(brace0000); return(flee_AI_root); }
public void Selector_Node_Stays_Running_When_A_Child_Is_Running() { var mock = Substitute.For <BTNode>(); mock.Update().Returns(NodeState.Running); SelectorNode seq = new SelectorNode(); seq.AddChild(mock); Assert.IsTrue(seq.Update() == NodeState.Running); }
private void CreateBehaviourTree() { behaviourTree = new BehaviourTreeEngine(false); LeafNode throwRod = behaviourTree.CreateLeafNode("Throw rod", ThrowRod, RodThrown); LeafNode catchSomething = behaviourTree.CreateLeafNode("Catch something", Catch, SomethingCatched); LeafNode returnToWater = behaviourTree.CreateLeafNode("Return to water", () => Invoke("ReturnToWater", 2), ReturnedToWater); LeafNode storeInBasket = behaviourTree.CreateLeafNode("Store in the basket", () => Invoke("StoreBasket", 2), StoredInBasket); TimerDecoratorNode timerNode = behaviourTree.CreateTimerNode("Timer node", catchSomething, 3); SelectorNode selectorNode = behaviourTree.CreateSelectorNode("Selector node"); selectorNode.AddChild(returnToWater); selectorNode.AddChild(storeInBasket); SequenceNode sequenceNode = behaviourTree.CreateSequenceNode("Sequence node", false); sequenceNode.AddChild(throwRod); sequenceNode.AddChild(timerNode); sequenceNode.AddChild(selectorNode); LoopDecoratorNode rootNode = behaviourTree.CreateLoopNode("Root node", sequenceNode); behaviourTree.SetRootNode(rootNode); }
public static BehaviorNode InitRootNode(BehaviorTree behaviorTree, AbstractActor unit, GameInstance game) { IsAttackAvailableForUnitNode attackAvailable0000 = new IsAttackAvailableForUnitNode("attackAvailable0000", behaviorTree, unit); FindPlayerTutorialTargetNode findPlayerTutorialTarget0000 = new FindPlayerTutorialTargetNode("findPlayerTutorialTarget0000", behaviorTree, unit); ShootTrainingWeaponsAtTargetNode shootTrainingWeaponsAtTarget0000 = new ShootTrainingWeaponsAtTargetNode("shootTrainingWeaponsAtTarget0000", behaviorTree, unit); SequenceNode attack_sequence = new SequenceNode("attack_sequence", behaviorTree, unit); attack_sequence.AddChild(attackAvailable0000); attack_sequence.AddChild(findPlayerTutorialTarget0000); attack_sequence.AddChild(shootTrainingWeaponsAtTarget0000); BraceNode brace0000 = new BraceNode("brace0000", behaviorTree, unit); SelectorNode selector0000 = new SelectorNode("selector0000", behaviorTree, unit); selector0000.AddChild(attack_sequence); selector0000.AddChild(brace0000); return(selector0000); }
public static BehaviorNode InitRootNode(BehaviorTree behaviorTree, AbstractActor unit, GameInstance game) { UnitHasRouteNode unitHasRoute0000 = new UnitHasRouteNode("unitHasRoute0000", behaviorTree, unit); LanceHasStartedRouteNode lanceHasStartedRoute0000 = new LanceHasStartedRouteNode("lanceHasStartedRoute0000", behaviorTree, unit); LanceStartRouteNode lanceStartRoute0000 = new LanceStartRouteNode("lanceStartRoute0000", behaviorTree, unit); SelectorNode selector0000 = new SelectorNode("selector0000", behaviorTree, unit); selector0000.AddChild(lanceHasStartedRoute0000); selector0000.AddChild(lanceStartRoute0000); LanceHasCompletedRouteNode lanceHasCompletedRoute0000 = new LanceHasCompletedRouteNode("lanceHasCompletedRoute0000", behaviorTree, unit); InverterNode inverter0000 = new InverterNode("inverter0000", behaviorTree, unit); inverter0000.AddChild(lanceHasCompletedRoute0000); MoveAlongRouteNode moveAlongRoute0000 = new MoveAlongRouteNode("moveAlongRoute0000", behaviorTree, unit); SequenceNode incrementally_patrol = new SequenceNode("incrementally_patrol", behaviorTree, unit); incrementally_patrol.AddChild(unitHasRoute0000); incrementally_patrol.AddChild(selector0000); incrementally_patrol.AddChild(inverter0000); incrementally_patrol.AddChild(moveAlongRoute0000); BraceNode brace0000 = new BraceNode("brace0000", behaviorTree, unit); SelectorNode route_AI_root = new SelectorNode("route_AI_root", behaviorTree, unit); route_AI_root.AddChild(incrementally_patrol); route_AI_root.AddChild(brace0000); return(route_AI_root); }
public void runs_the_first_node_if_it_succeeds() { Init(); var time = new MyTimeData(); var mockChild1 = new Mock <IMyBehaviourTreeNode>(); mockChild1 .Setup(m => m.Tick(time)) .Returns(MyBehaviourTreeStatus.Success); var mockChild2 = new Mock <IMyBehaviourTreeNode>(); testObject.AddChild(mockChild1.Object); testObject.AddChild(mockChild2.Object); Assert.Equal(MyBehaviourTreeStatus.Success, testObject.Tick(time)); mockChild1.Verify(m => m.Tick(time), Times.Once()); mockChild2.Verify(m => m.Tick(time), Times.Never()); }
public void Selector_Properly_Resets_After_Finishing(NodeState finishState) { SelectorNode seq = new SelectorNode(); int finishIdx = finishState == NodeState.Failure ? 2 : 1; for (int i = 0; i < 3; i++) { var mock = Substitute.For <BTNode>(); mock.Update().Returns(i == finishIdx ? finishState : NodeState.Failure); seq.AddChild(mock); } // if it runs correctly after the second time, it has been properly reset for (int j = 0; j < 2; j++) { for (int i = 0; i <= finishIdx; i++) { var expected = i == finishIdx ? finishState : NodeState.Running; Assert.IsTrue(seq.Update() == expected); } } }
public void Sequence_Node_Succeds_When_One_Child_Succeeds(int childsCount, int successAt) { SelectorNode seq = new SelectorNode(); for (int i = 0; i < childsCount; i++) { var mock = Substitute.For <BTNode>(); mock.Update().Returns(i == successAt ? NodeState.Success : NodeState.Failure); seq.AddChild(mock); } for (int i = 0; i <= successAt; i++) { if (i == successAt) { Assert.IsTrue(seq.Update() == NodeState.Success); } else { Assert.IsTrue(seq.Update() == NodeState.Running); } } }
public void Selector_Node_Fails_If_All_Of_Its_Children_Fails(int childsCount) { SelectorNode seq = new SelectorNode(); for (int i = 0; i < childsCount; i++) { var mock = Substitute.For <BTNode>(); mock.Update().Returns(NodeState.Failure); seq.AddChild(mock); } for (int i = 0; i < childsCount; i++) { if (i == childsCount - 1) { Assert.IsTrue(seq.Update() == NodeState.Failure); } else { Assert.IsTrue(seq.Update() == NodeState.Running); } } }
public static BehaviorNode InitRootNode(BehaviorTree behaviorTree, AbstractActor unit, GameInstance game) { LanceHasLOSNode lanceHasLOS0000 = new LanceHasLOSNode("lanceHasLOS0000", behaviorTree, unit); FindVisibleEnemiesNode findVisibleEnemies0000 = new FindVisibleEnemiesNode("findVisibleEnemies0000", behaviorTree, unit); IsMovementAvailableForUnitNode movementAvailable0000 = new IsMovementAvailableForUnitNode("movementAvailable0000", behaviorTree, unit); SortEnemiesByThreatNode sortEnemiesByThreat0000 = new SortEnemiesByThreatNode("sortEnemiesByThreat0000", behaviorTree, unit); MoveTowardsHighestPriorityEnemyNode moveTowardsHighestPriorityEnemy0000 = new MoveTowardsHighestPriorityEnemyNode("moveTowardsHighestPriorityEnemy0000", behaviorTree, unit); SequenceNode canMove = new SequenceNode("canMove", behaviorTree, unit); canMove.AddChild(movementAvailable0000); canMove.AddChild(sortEnemiesByThreat0000); canMove.AddChild(moveTowardsHighestPriorityEnemy0000); IsAttackAvailableForUnitNode attackAvailable0000 = new IsAttackAvailableForUnitNode("attackAvailable0000", behaviorTree, unit); SortEnemiesByEffectivenessNode sortEnemiesByEffectiveness0000 = new SortEnemiesByEffectivenessNode("sortEnemiesByEffectiveness0000", behaviorTree, unit); ShootAtHighestPriorityEnemyNode shootAtHighestPriorityEnemy0000 = new ShootAtHighestPriorityEnemyNode("shootAtHighestPriorityEnemy0000", behaviorTree, unit); SequenceNode canAttack = new SequenceNode("canAttack", behaviorTree, unit); canAttack.AddChild(attackAvailable0000); canAttack.AddChild(sortEnemiesByEffectiveness0000); canAttack.AddChild(shootAtHighestPriorityEnemy0000); SelectorNode selector0000 = new SelectorNode("selector0000", behaviorTree, unit); selector0000.AddChild(canMove); selector0000.AddChild(canAttack); SequenceNode free_engage = new SequenceNode("free_engage", behaviorTree, unit); free_engage.AddChild(lanceHasLOS0000); free_engage.AddChild(findVisibleEnemies0000); free_engage.AddChild(selector0000); IsMovementAvailableForUnitNode movementAvailable0001 = new IsMovementAvailableForUnitNode("movementAvailable0001", behaviorTree, unit); FindPreviouslySeenEnemiesNode findPreviouslySeenEnemies0000 = new FindPreviouslySeenEnemiesNode("findPreviouslySeenEnemies0000", behaviorTree, unit); SortEnemiesByProximityNode sortEnemiesByProximity0000 = new SortEnemiesByProximityNode("sortEnemiesByProximity0000", behaviorTree, unit); MoveTowardsHighestPriorityEnemyNode moveTowardsHighestPriorityEnemy0001 = new MoveTowardsHighestPriorityEnemyNode("moveTowardsHighestPriorityEnemy0001", behaviorTree, unit); SequenceNode hunt_previously_seen = new SequenceNode("hunt_previously_seen", behaviorTree, unit); hunt_previously_seen.AddChild(movementAvailable0001); hunt_previously_seen.AddChild(findPreviouslySeenEnemies0000); hunt_previously_seen.AddChild(sortEnemiesByProximity0000); hunt_previously_seen.AddChild(moveTowardsHighestPriorityEnemy0001); SelectorNode selector0001 = new SelectorNode("selector0001", behaviorTree, unit); selector0001.AddChild(hunt_previously_seen); FailNode fail0000 = new FailNode("fail0000", behaviorTree, unit); SelectorNode patrol = new SelectorNode("patrol", behaviorTree, unit); patrol.AddChild(fail0000); BraceNode brace0000 = new BraceNode("brace0000", behaviorTree, unit); SelectorNode dumb_AI_root = new SelectorNode("dumb_AI_root", behaviorTree, unit); dumb_AI_root.AddChild(free_engage); dumb_AI_root.AddChild(selector0001); dumb_AI_root.AddChild(patrol); dumb_AI_root.AddChild(brace0000); return(dumb_AI_root); }
void Start() { _behaviorTreeController = new BehaviorTreeController(); // rootとなるSequencer SequencerNode rootNode = new SequencerNode(); rootNode.name = "rootノード"; // 出発 ActionNode departure = new ActionNode(); departure.name = "出発する"; departure.SetRunningFunc(() => { Debug.LogError("出発"); return(NodeStatus.SUCCESS); }); // HP確認のDecorator DecoratorNode confirmationHp = new DecoratorNode(); confirmationHp.name = "HP確認するのDecorator"; confirmationHp.SetConditionFunc(() => { return(_myHp >= 100 ? NodeStatus.SUCCESS : NodeStatus.FAILURE); }); // 敵に寄る ActionNode enemyApproach = new ActionNode(); enemyApproach.name = "敵に寄るアクションノード"; enemyApproach.SetRunningFunc(() => { Debug.LogError("敵に寄る"); return(NodeStatus.SUCCESS); }); // HP確認のDecoratorの子供登録 confirmationHp.AddChild(enemyApproach); // 友達2人を呼ぶParallelNode ParallelNode callFriendAB = new ParallelNode(); callFriendAB.name = "友達2人を呼ぶParallelNode"; // 友達A ActionNode friendA = new ActionNode(); friendA.name = "友達Aを呼ぶ"; friendA.SetRunningFunc(() => { Debug.LogError("友達A"); return(NodeStatus.SUCCESS); }); // 友達B ActionNode friendB = new ActionNode(); friendB.name = "友達Bを呼ぶ"; friendB.SetRunningFunc(() => { Debug.LogError("友達B"); return(NodeStatus.SUCCESS); }); // 友達2人を呼ぶParallelNodeの子供登録 callFriendAB.AddChild(friendA); callFriendAB.AddChild(friendB); // スキルを繰り返し行うRepeaterNode RepeaterNode skillRepeater = new RepeaterNode(); skillRepeater.name = "スキルを繰り返し行うRepeaterNode"; // スキルを選択するSelector SelectorNode selectSkill = new SelectorNode(); selectSkill.name = "スキルを選択するSelector"; // スキルAの発動を確認するDecorator DecoratorNode triggerSkillA = new DecoratorNode(); triggerSkillA.name = "スキルAの発動を確認するDecorator"; triggerSkillA.SetConditionFunc(() => { int probability = Mathf.Clamp(probabilitySkillA, 0, 100); int random = Random.Range(0, 100); return(probability > random ? NodeStatus.SUCCESS : NodeStatus.FAILURE); }); // スキルA ActionNode skillA = new ActionNode(); skillA.name = "skillA"; skillA.SetRunningFunc(() => { Debug.LogError("skillA"); _enemyHp -= 50; return(NodeStatus.SUCCESS); }); // スキルAの発動を確認するDecoratorの子供登録 triggerSkillA.AddChild(skillA); // スキルB ActionNode skillB = new ActionNode(); skillB.name = "skillB"; skillB.SetRunningFunc(() => { Debug.LogError("skillB"); _enemyHp -= 60; return(NodeStatus.SUCCESS); }); // スキルを選択するSelectorの子供登録 selectSkill.AddChild(triggerSkillA); selectSkill.AddChild(skillB); // スキルを繰り返し行うRepeaterNodeの子供登録 skillRepeater._repeatNum = 2; skillRepeater.AddChild(selectSkill); // 敵の生存を確認するSelector SelectorNode enemySurvial = new SelectorNode(); enemySurvial.name = "敵の生存を確認するSelector"; // 敵が死んでいるか確認するDecorator DecoratorNode enemyDied = new DecoratorNode(); enemyDied.name = "敵が死んでいるか確認するDecorator"; enemyDied.SetConditionFunc(() => { return(_enemyHp <= 0 ? NodeStatus.SUCCESS : NodeStatus.FAILURE); }); // 敵が死んでいる ActionNode died = new ActionNode(); died.name = "敵が死んでいる"; died.SetRunningFunc(() => { Debug.LogError("End1"); Debug.LogError("EnemyHp : " + _enemyHp); return(NodeStatus.SUCCESS); }); // 敵が死んでいるか確認するDecoratorの子供登録 enemyDied.AddChild(died); // 敵が生きているか確認するDecorator DecoratorNode enemyAlive = new DecoratorNode(); enemyAlive.name = "敵が生きているか確認するDecorator"; enemyAlive.SetConditionFunc(() => { return(_enemyHp > 0 ? NodeStatus.SUCCESS : NodeStatus.FAILURE); }); // 敵が生きている ActionNode alive = new ActionNode(); alive.name = "敵が生きている"; alive.SetRunningFunc(() => { Debug.LogError("End2"); Debug.LogError("EnemyHp : " + _enemyHp); return(NodeStatus.SUCCESS); }); // 敵が生きているか確認するDecoratorの子供登録 enemyAlive.AddChild(alive); // 敵の生存を確認するSelectorの子供登録 enemySurvial.AddChild(enemyDied); enemySurvial.AddChild(enemyAlive); // rootノードの子供登録 rootNode.AddChild(departure); rootNode.AddChild(confirmationHp); rootNode.AddChild(callFriendAB); rootNode.AddChild(skillRepeater); rootNode.AddChild(enemySurvial); // ツリー実行 _behaviorTreeController.Initialize(rootNode); _behaviorTreeController.OnStart(); }
public static BehaviorNode InitRootNode(BehaviorTree behaviorTree, AbstractActor unit, GameInstance game) { IsShutDownNode isShutdown0000 = new IsShutDownNode("isShutdown0000", behaviorTree, unit); MechStartUpNode mechStartUp0000 = new MechStartUpNode("mechStartUp0000", behaviorTree, unit); SequenceNode if_shutdown__restart = new SequenceNode("if_shutdown__restart", behaviorTree, unit); if_shutdown__restart.AddChild(isShutdown0000); if_shutdown__restart.AddChild(mechStartUp0000); IsMovementAvailableForUnitNode movementAvailable0000 = new IsMovementAvailableForUnitNode("movementAvailable0000", behaviorTree, unit); IsProneNode isProne0000 = new IsProneNode("isProne0000", behaviorTree, unit); StandNode stand0000 = new StandNode("stand0000", behaviorTree, unit); SequenceNode if_prone__stand_up = new SequenceNode("if_prone__stand_up", behaviorTree, unit); if_prone__stand_up.AddChild(movementAvailable0000); if_prone__stand_up.AddChild(isProne0000); if_prone__stand_up.AddChild(stand0000); IsMovementAvailableForUnitNode movementAvailable0001 = new IsMovementAvailableForUnitNode("movementAvailable0001", behaviorTree, unit); HasSensorLockAbilityNode hasSensorLockAbility0000 = new HasSensorLockAbilityNode("hasSensorLockAbility0000", behaviorTree, unit); HasSensorLockTargetNode hasSensorLockTarget0000 = new HasSensorLockTargetNode("hasSensorLockTarget0000", behaviorTree, unit); SortEnemiesBySensorLockQualityNode sortEnemiesBySensorLockQuality0000 = new SortEnemiesBySensorLockQualityNode("sortEnemiesBySensorLockQuality0000", behaviorTree, unit); RecordHighestPriorityEnemyAsSensorLockTargetNode recordHighestPriorityEnemyAsSensorLockTarget0000 = new RecordHighestPriorityEnemyAsSensorLockTargetNode("recordHighestPriorityEnemyAsSensorLockTarget0000", behaviorTree, unit); SequenceNode sensor_lock_success = new SequenceNode("sensor_lock_success", behaviorTree, unit); sensor_lock_success.AddChild(hasSensorLockAbility0000); sensor_lock_success.AddChild(hasSensorLockTarget0000); sensor_lock_success.AddChild(sortEnemiesBySensorLockQuality0000); sensor_lock_success.AddChild(recordHighestPriorityEnemyAsSensorLockTarget0000); ClearSensorLockNode clearSensorLock0000 = new ClearSensorLockNode("clearSensorLock0000", behaviorTree, unit); SelectorNode selector0000 = new SelectorNode("selector0000", behaviorTree, unit); selector0000.AddChild(sensor_lock_success); selector0000.AddChild(clearSensorLock0000); SequenceNode evalSensorLock = new SequenceNode("evalSensorLock", behaviorTree, unit); evalSensorLock.AddChild(selector0000); SuccessDecoratorNode maybe_sensor_lock = new SuccessDecoratorNode("maybe_sensor_lock", behaviorTree, unit); maybe_sensor_lock.AddChild(evalSensorLock); UnitHasRouteNode unitHasRoute0000 = new UnitHasRouteNode("unitHasRoute0000", behaviorTree, unit); LanceHasCompletedRouteNode lanceHasCompletedRoute0000 = new LanceHasCompletedRouteNode("lanceHasCompletedRoute0000", behaviorTree, unit); InverterNode inverter0000 = new InverterNode("inverter0000", behaviorTree, unit); inverter0000.AddChild(lanceHasCompletedRoute0000); LanceHasStartedRouteNode lanceHasStartedRoute0000 = new LanceHasStartedRouteNode("lanceHasStartedRoute0000", behaviorTree, unit); LanceStartRouteNode lanceStartRoute0000 = new LanceStartRouteNode("lanceStartRoute0000", behaviorTree, unit); SelectorNode selector0001 = new SelectorNode("selector0001", behaviorTree, unit); selector0001.AddChild(lanceHasStartedRoute0000); selector0001.AddChild(lanceStartRoute0000); BlockUntilPathfindingReadyNode blockUntilPathfindingReady0000 = new BlockUntilPathfindingReadyNode("blockUntilPathfindingReady0000", behaviorTree, unit); MoveAlongRouteNode moveAlongRoute0000 = new MoveAlongRouteNode("moveAlongRoute0000", behaviorTree, unit); SequenceNode move_along_route = new SequenceNode("move_along_route", behaviorTree, unit); move_along_route.AddChild(movementAvailable0001); move_along_route.AddChild(maybe_sensor_lock); move_along_route.AddChild(unitHasRoute0000); move_along_route.AddChild(inverter0000); move_along_route.AddChild(selector0001); move_along_route.AddChild(blockUntilPathfindingReady0000); move_along_route.AddChild(moveAlongRoute0000); HasSensorLockAbilityNode hasSensorLockAbility0001 = new HasSensorLockAbilityNode("hasSensorLockAbility0001", behaviorTree, unit); HasRecordedSensorLockTargetNode hasRecordedSensorLockTarget0000 = new HasRecordedSensorLockTargetNode("hasRecordedSensorLockTarget0000", behaviorTree, unit); SetMoodNode setMood0000 = new SetMoodNode("setMood0000", behaviorTree, unit, AIMood.Aggressive); SensorLockRecordedSensorLockTargetNode sensorLockRecordedSensorLockTarget0000 = new SensorLockRecordedSensorLockTargetNode("sensorLockRecordedSensorLockTarget0000", behaviorTree, unit); SequenceNode choseToSensorLock = new SequenceNode("choseToSensorLock", behaviorTree, unit); choseToSensorLock.AddChild(hasSensorLockAbility0001); choseToSensorLock.AddChild(hasRecordedSensorLockTarget0000); choseToSensorLock.AddChild(setMood0000); choseToSensorLock.AddChild(sensorLockRecordedSensorLockTarget0000); LanceDetectsEnemiesNode lanceDetectsEnemies0000 = new LanceDetectsEnemiesNode("lanceDetectsEnemies0000", behaviorTree, unit); FindDetectedEnemiesNode findDetectedEnemies0000 = new FindDetectedEnemiesNode("findDetectedEnemies0000", behaviorTree, unit); IsAttackAvailableForUnitNode attackAvailable0000 = new IsAttackAvailableForUnitNode("attackAvailable0000", behaviorTree, unit); SortEnemiesByThreatNode sortEnemiesByThreat0000 = new SortEnemiesByThreatNode("sortEnemiesByThreat0000", behaviorTree, unit); UseNormalToHitThreshold useNormalToHitThreshold0000 = new UseNormalToHitThreshold("useNormalToHitThreshold0000", behaviorTree, unit); WasTargetedRecentlyNode wasTargetedRecently0000 = new WasTargetedRecentlyNode("wasTargetedRecently0000", behaviorTree, unit); InverterNode inverter0001 = new InverterNode("inverter0001", behaviorTree, unit); inverter0001.AddChild(wasTargetedRecently0000); RandomPercentageLessThanBVNode randomPercentageLessThanBV0000 = new RandomPercentageLessThanBVNode("randomPercentageLessThanBV0000", behaviorTree, unit, BehaviorVariableName.Float_PriorityAttackPercentage); SortEnemiesByPriorityListNode sortEnemiesByPriorityList0000 = new SortEnemiesByPriorityListNode("sortEnemiesByPriorityList0000", behaviorTree, unit); SequenceNode sequence0000 = new SequenceNode("sequence0000", behaviorTree, unit); sequence0000.AddChild(inverter0001); sequence0000.AddChild(randomPercentageLessThanBV0000); sequence0000.AddChild(sortEnemiesByPriorityList0000); MaybeFilterOutPriorityTargetsNode maybeFilterOutPriorityTargets0000 = new MaybeFilterOutPriorityTargetsNode("maybeFilterOutPriorityTargets0000", behaviorTree, unit); FilterKeepingRecentAttackersNode filterKeepingRecentAttackers0000 = new FilterKeepingRecentAttackersNode("filterKeepingRecentAttackers0000", behaviorTree, unit); SucceedNode succeed0000 = new SucceedNode("succeed0000", behaviorTree, unit); SelectorNode priorityAttack = new SelectorNode("priorityAttack", behaviorTree, unit); priorityAttack.AddChild(sequence0000); priorityAttack.AddChild(maybeFilterOutPriorityTargets0000); priorityAttack.AddChild(filterKeepingRecentAttackers0000); priorityAttack.AddChild(succeed0000); ShootAtHighestPriorityEnemyNode shootAtHighestPriorityEnemy0000 = new ShootAtHighestPriorityEnemyNode("shootAtHighestPriorityEnemy0000", behaviorTree, unit); SequenceNode opportunity_fire = new SequenceNode("opportunity_fire", behaviorTree, unit); opportunity_fire.AddChild(lanceDetectsEnemies0000); opportunity_fire.AddChild(findDetectedEnemies0000); opportunity_fire.AddChild(attackAvailable0000); opportunity_fire.AddChild(sortEnemiesByThreat0000); opportunity_fire.AddChild(useNormalToHitThreshold0000); opportunity_fire.AddChild(priorityAttack); opportunity_fire.AddChild(shootAtHighestPriorityEnemy0000); BraceNode brace0000 = new BraceNode("brace0000", behaviorTree, unit); SelectorNode patrol_and_shoot_AI_root = new SelectorNode("patrol_and_shoot_AI_root", behaviorTree, unit); patrol_and_shoot_AI_root.AddChild(if_shutdown__restart); patrol_and_shoot_AI_root.AddChild(if_prone__stand_up); patrol_and_shoot_AI_root.AddChild(move_along_route); patrol_and_shoot_AI_root.AddChild(choseToSensorLock); patrol_and_shoot_AI_root.AddChild(opportunity_fire); patrol_and_shoot_AI_root.AddChild(brace0000); return(patrol_and_shoot_AI_root); }
public static BehaviorNode InitRootNode(BehaviorTree behaviorTree, AbstractActor unit, GameInstance game) { IsShutDownNode isShutdown0000 = new IsShutDownNode("isShutdown0000", behaviorTree, unit); MechStartUpNode mechStartUp0000 = new MechStartUpNode("mechStartUp0000", behaviorTree, unit); SequenceNode if_shutdown__restart = new SequenceNode("if_shutdown__restart", behaviorTree, unit); if_shutdown__restart.AddChild(isShutdown0000); if_shutdown__restart.AddChild(mechStartUp0000); IsMovementAvailableForUnitNode movementAvailable0000 = new IsMovementAvailableForUnitNode("movementAvailable0000", behaviorTree, unit); IsProneNode isProne0000 = new IsProneNode("isProne0000", behaviorTree, unit); StandNode stand0000 = new StandNode("stand0000", behaviorTree, unit); SequenceNode if_prone__stand_up = new SequenceNode("if_prone__stand_up", behaviorTree, unit); if_prone__stand_up.AddChild(movementAvailable0000); if_prone__stand_up.AddChild(isProne0000); if_prone__stand_up.AddChild(stand0000); IsMovementAvailableForUnitNode movementAvailable0001 = new IsMovementAvailableForUnitNode("movementAvailable0001", behaviorTree, unit); UnitHasRouteNode unitHasRoute0000 = new UnitHasRouteNode("unitHasRoute0000", behaviorTree, unit); LanceHasStartedRouteNode lanceHasStartedRoute0000 = new LanceHasStartedRouteNode("lanceHasStartedRoute0000", behaviorTree, unit); LanceStartRouteNode lanceStartRoute0000 = new LanceStartRouteNode("lanceStartRoute0000", behaviorTree, unit); SelectorNode selector0000 = new SelectorNode("selector0000", behaviorTree, unit); selector0000.AddChild(lanceHasStartedRoute0000); selector0000.AddChild(lanceStartRoute0000); LanceHasCompletedRouteNode lanceHasCompletedRoute0000 = new LanceHasCompletedRouteNode("lanceHasCompletedRoute0000", behaviorTree, unit); InverterNode inverter0000 = new InverterNode("inverter0000", behaviorTree, unit); inverter0000.AddChild(lanceHasCompletedRoute0000); MoveAlongRouteNode moveAlongRoute0000 = new MoveAlongRouteNode("moveAlongRoute0000", behaviorTree, unit); SequenceNode patrol_opportunistic_shoot = new SequenceNode("patrol_opportunistic_shoot", behaviorTree, unit); patrol_opportunistic_shoot.AddChild(movementAvailable0001); patrol_opportunistic_shoot.AddChild(unitHasRoute0000); patrol_opportunistic_shoot.AddChild(selector0000); patrol_opportunistic_shoot.AddChild(inverter0000); patrol_opportunistic_shoot.AddChild(moveAlongRoute0000); LanceDetectsEnemiesNode lanceDetectsEnemies0000 = new LanceDetectsEnemiesNode("lanceDetectsEnemies0000", behaviorTree, unit); FindDetectedEnemiesNode findDetectedEnemies0000 = new FindDetectedEnemiesNode("findDetectedEnemies0000", behaviorTree, unit); IsAttackAvailableForUnitNode attackAvailable0000 = new IsAttackAvailableForUnitNode("attackAvailable0000", behaviorTree, unit); SortEnemiesByThreatNode sortEnemiesByThreat0000 = new SortEnemiesByThreatNode("sortEnemiesByThreat0000", behaviorTree, unit); UseNormalToHitThreshold useNormalToHitThreshold0000 = new UseNormalToHitThreshold("useNormalToHitThreshold0000", behaviorTree, unit); WasTargetedRecentlyNode wasTargetedRecently0000 = new WasTargetedRecentlyNode("wasTargetedRecently0000", behaviorTree, unit); InverterNode inverter0001 = new InverterNode("inverter0001", behaviorTree, unit); inverter0001.AddChild(wasTargetedRecently0000); RandomPercentageLessThanBVNode randomPercentageLessThanBV0000 = new RandomPercentageLessThanBVNode("randomPercentageLessThanBV0000", behaviorTree, unit, BehaviorVariableName.Float_PriorityAttackPercentage); SortEnemiesByPriorityListNode sortEnemiesByPriorityList0000 = new SortEnemiesByPriorityListNode("sortEnemiesByPriorityList0000", behaviorTree, unit); SequenceNode sequence0000 = new SequenceNode("sequence0000", behaviorTree, unit); sequence0000.AddChild(inverter0001); sequence0000.AddChild(randomPercentageLessThanBV0000); sequence0000.AddChild(sortEnemiesByPriorityList0000); MaybeFilterOutPriorityTargetsNode maybeFilterOutPriorityTargets0000 = new MaybeFilterOutPriorityTargetsNode("maybeFilterOutPriorityTargets0000", behaviorTree, unit); FilterKeepingRecentAttackersNode filterKeepingRecentAttackers0000 = new FilterKeepingRecentAttackersNode("filterKeepingRecentAttackers0000", behaviorTree, unit); SequenceNode sequence0001 = new SequenceNode("sequence0001", behaviorTree, unit); sequence0001.AddChild(maybeFilterOutPriorityTargets0000); sequence0001.AddChild(filterKeepingRecentAttackers0000); SucceedNode succeed0000 = new SucceedNode("succeed0000", behaviorTree, unit); SelectorNode priorityAttack = new SelectorNode("priorityAttack", behaviorTree, unit); priorityAttack.AddChild(sequence0000); priorityAttack.AddChild(sequence0001); priorityAttack.AddChild(succeed0000); ShootAtHighestPriorityEnemyNode shootAtHighestPriorityEnemy0000 = new ShootAtHighestPriorityEnemyNode("shootAtHighestPriorityEnemy0000", behaviorTree, unit); SequenceNode opportunity_fire = new SequenceNode("opportunity_fire", behaviorTree, unit); opportunity_fire.AddChild(lanceDetectsEnemies0000); opportunity_fire.AddChild(findDetectedEnemies0000); opportunity_fire.AddChild(attackAvailable0000); opportunity_fire.AddChild(sortEnemiesByThreat0000); opportunity_fire.AddChild(useNormalToHitThreshold0000); opportunity_fire.AddChild(priorityAttack); opportunity_fire.AddChild(shootAtHighestPriorityEnemy0000); BraceNode brace0000 = new BraceNode("brace0000", behaviorTree, unit); SelectorNode patrol_With_Opportunistic_Shooting_AI_root = new SelectorNode("patrol_With_Opportunistic_Shooting_AI_root", behaviorTree, unit); patrol_With_Opportunistic_Shooting_AI_root.AddChild(if_shutdown__restart); patrol_With_Opportunistic_Shooting_AI_root.AddChild(if_prone__stand_up); patrol_With_Opportunistic_Shooting_AI_root.AddChild(patrol_opportunistic_shoot); patrol_With_Opportunistic_Shooting_AI_root.AddChild(opportunity_fire); patrol_With_Opportunistic_Shooting_AI_root.AddChild(brace0000); return(patrol_With_Opportunistic_Shooting_AI_root); }