Example #1
0
        protected IEnumerator ConsiderOptions()
        {
            //we care about luminite more than meteors
            //and meteors more than other things
            //if we're hostile then we care about that before items of interest
            if (worlditem.Is <Hostile> (out hostile))
            {
                if (HasThingToInvestigate && hostile.PrimaryTarget != ThingToInvestigate)
                {
                    //maybe the thing we want to investigate is closer than the target
                    if (Vector3.Distance(ThingToInvestigate.Position, worlditem.Position) < Vector3.Distance(hostile.PrimaryTarget.Position, worlditem.Position))
                    {
                        //Debug.Log ("Orb is more interested in thing than in hostile target, going for hostile target");
                        //finish being hostile, check out the thing instead
                        hostile.Finish();
                        //wait for the hostile to finish
                        yield return(null);
                    }
                }
                else if (hostile.TimeSinceAdded > Creature.ShortTermMemoryToRT(creature.Template.Props.ShortTermMemory))
                {
                    //bored now!
                    hostile.Finish();
                }
                else
                {
                    //keep being hostile for now
                    yield break;
                }
            }

            double waitUntil = WorldClock.AdjustedRealTime + 0.05f + UnityEngine.Random.value;

            while (WorldClock.AdjustedRealTime < waitUntil)
            {
                yield return(null);
            }

            yield return(null);

            if (HasThingToInvestigate)
            {
                OrbSpeak(OrbSpeakUnit.TargetIsStrangeInvestigatingTarget, worlditem.tr);
                BehaviorState = OrbBehaviorState.SeekingItemOfInterest;
            }
            else if (HasLuminiteToGather)
            {
                OrbSpeak(OrbSpeakUnit.DetectedLuminiteInRawState, worlditem.tr);
                if (Vector3.Distance(LuminiteToGather.worlditem.Position, worlditem.Position) < motile.State.MotileProps.RVORadius * 5)
                {
                    BehaviorState = OrbBehaviorState.EatingLuminite;
                }
                else
                {
                    BehaviorState = OrbBehaviorState.SeekingLuminite;
                }
            }
            else if (HasMeteorToGather)
            {
                OrbSpeak(OrbSpeakUnit.TargetIsStrangeInvestigatingTarget, worlditem.tr);
                if (Vector3.Distance(MeteorToGather.worlditem.Position, worlditem.Position) < motile.State.MotileProps.RVORadius * 5)
                {
                    BehaviorState = OrbBehaviorState.EatingMeteor;
                }
                else
                {
                    BehaviorState = OrbBehaviorState.SeekingMeteor;
                }
            }
            else
            {
                //we don't have a thing to investigate, a meteor to grab or luminite to gather
                Meteor closestMeteor = null;
                Meteor meteorToCheck = null;
                float  closestSoFar  = Mathf.Infinity;
                float  current       = 0f;
                for (int i = 0; i < Meteors.Get.MeteorsSpawned.Count; i++)
                {
                    current = Vector3.Distance(Meteors.Get.MeteorsSpawned [i].worlditem.Position, worlditem.Position);
                    if (current < closestSoFar)
                    {
                        meteorToCheck = Meteors.Get.MeteorsSpawned [i];
                        if (meteorToCheck.IncomingGatherer != null && meteorToCheck.IncomingGatherer != this)
                        {
                            //better check if we're closer
                            if (Vector3.Distance(meteorToCheck.IncomingGatherer.Position, meteorToCheck.worlditem.Position) > current)
                            {
                                //we're stealing this
                                closestSoFar  = current;
                                closestMeteor = meteorToCheck;
                            }
                        }
                        else
                        {
                            closestSoFar  = current;
                            closestMeteor = meteorToCheck;
                        }
                    }
                }

                if (closestMeteor != null)
                {
                    OrbSpeak(OrbSpeakUnit.DetectedLuminiteInRefinedState, worlditem.tr);
                    MeteorToGather = closestMeteor;
                    BehaviorState  = OrbBehaviorState.SeekingMeteor;
                }
                yield return(null);
            }

            yield break;
        }
Example #2
0
        public void OnCollectiveThoughtStart()
        {
            IItemOfInterest ioi = creature.CurrentThought.CurrentItemOfInterest;

            if (ioi == mMeteorToGather || ioi == mLuminiteToGather || ioi == mThingToInvestigate)
            {
                return;
            }

            switch (BehaviorState)
            {
            case OrbBehaviorState.Burrowing:
            case OrbBehaviorState.Despawning:
            case OrbBehaviorState.Unpowered:
            case OrbBehaviorState.EatingLuminite:
            case OrbBehaviorState.EatingMeteor:
            default:
                return;

            case OrbBehaviorState.ConsideringOptions:
            case OrbBehaviorState.Awakening:
                if (ioi.IOIType == ItemOfInterestType.Player || ioi != null && ioi.HasAtLeastOne(ThingsOrbsFindInteresting))
                {
                    ThingToInvestigate = ioi;
                }
                break;

            case OrbBehaviorState.SeekingLuminite:
            case OrbBehaviorState.SeekingMeteor:
                if (ioi.IOIType == ItemOfInterestType.Player || ioi != null && ioi.HasAtLeastOne(ThingsOrbsFindInteresting))
                {
                    //stop and consider the thing for a moment against our other options
                    ThingToInvestigate = ioi;
                }
                BehaviorState = OrbBehaviorState.ConsideringOptions;
                break;
            }

            //see what we're doing
            if (worlditem.Is <Hostile> (out hostile))
            {
                return;
            }

            //ignore it by default
            creature.CurrentThought.Should(IOIReaction.IgnoreIt);
            if (ioi == damageable.LastDamageSource)
            {
                //always attack a threat
                creature.CurrentThought.Should(IOIReaction.KillIt, 3);
                OrbSpeak(OrbSpeakUnit.TargetIsHostileEngagingTarget, worlditem.tr);
                return;
            }
            else
            {
                //see if it's something we care about
                if (ioi.Has("Luminite"))
                {
                    Luminite luminite = ioi.worlditem.Get <Luminite> ();
                    //if we're already gathering luminite
                    if (HasLuminiteToGather)
                    {
                        if (mLuminiteToGather == luminite)
                        {
                            //d'oh, already gathering, forget it
                            return;
                        }
                        //go for the closer one
                        if (Vector3.Distance(luminite.worlditem.Position, worlditem.Position) < Vector3.Distance(LuminiteToGather.worlditem.Position, worlditem.Position))
                        {
                            LuminiteToGather = luminite;
                            BehaviorState    = OrbBehaviorState.ConsideringOptions;
                        }
                    }
                    else
                    {
                        LuminiteToGather = luminite;
                        LuminiteToGather.IncomingGatherer = this.worlditem;
                        BehaviorState = OrbBehaviorState.ConsideringOptions;
                    }
                }
                else if (ioi.Has("Meteor"))
                {
                    Meteor meteor = ioi.worlditem.Get <Meteor> ();
                    if (HasMeteorToGather)
                    {
                        if (mMeteorToGather == meteor)
                        {
                            //d'oh, already gathering, forget it
                            return;
                        }
                        //go for the closer one
                        if (Vector3.Distance(meteor.worlditem.Position, worlditem.Position) < Vector3.Distance(MeteorToGather.worlditem.Position, worlditem.Position))
                        {
                            MeteorToGather = meteor;
                            BehaviorState  = OrbBehaviorState.ConsideringOptions;
                        }
                    }
                    else
                    {
                        MeteorToGather = meteor;
                        BehaviorState  = OrbBehaviorState.ConsideringOptions;
                    }
                }
                else
                {
                    //see if it has any of the things we care about
                    if (ioi.IOIType == ItemOfInterestType.Player || ioi.HasAtLeastOne(ThingsOrbsFindInteresting))
                    {
                        ThingToInvestigate = ioi;
                        BehaviorState      = OrbBehaviorState.ConsideringOptions;
                    }
                }
            }
        }