public override void Enter() { transition = m_EMFSM.emTransition; helper = m_EMFSM.emHelper; // Turn blink animation on EMAnimation.Instance().CanBlink = true; // Reset availability to command mini cell to Landmine state if (!helper.CanAddLandmine) { helper.CanAddLandmine = true; } // Enable expand animation if (!EMAnimation.Instance().IsExpanding) { EMAnimation.Instance().IsExpanding = true; } // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time float fPauseTime = Random.Range((m_EMFSM.CurrentAggressiveness / 1.5f) / EMDifficulty.Instance().CurrentDiff, (m_EMFSM.CurrentAggressiveness) / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition(fPauseTime); }
public override void Enter() { // Reset transition availability EMTransition.Instance().CanTransit = true; // Reset spawn availability // Pause the transition for randomized time based on num of available nutrient float fPauseTime = Random.Range(Mathf.Sqrt(Mathf.Sqrt(EMController.Instance().NutrientNum + 1f) * 2f) / EMDifficulty.Instance().CurrentDiff, Mathf.Sqrt(Mathf.Sqrt(EMController.Instance().NutrientNum + 1f) * 10f) / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition(fPauseTime); }
public override void Enter() { transition = m_EMFSM.emTransition; helper = m_EMFSM.emHelper; transition = m_EMFSM.emTransition; // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time based on num of available child cells float fPauseTime = Random.Range (Mathf.Sqrt(Mathf.Sqrt(EnemyMainFSM.Instance().AvailableChildNum) * 10f) / EMDifficulty.Instance().CurrentDiff, Mathf.Sqrt(Mathf.Sqrt(EnemyMainFSM.Instance().AvailableChildNum) * 50f) / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition (fPauseTime); }
public override void Enter() { transition = m_EMFSM.emTransition; helper = m_EMFSM.emHelper; transition = m_EMFSM.emTransition; // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time based on num of available child cells float fPauseTime = Random.Range(Mathf.Sqrt(Mathf.Sqrt(EnemyMainFSM.Instance().AvailableChildNum) * 10f) / EMDifficulty.Instance().CurrentDiff, Mathf.Sqrt(Mathf.Sqrt(EnemyMainFSM.Instance().AvailableChildNum) * 50f) / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition(fPauseTime); }
public override void Enter () { transition = m_EMFSM.emTransition; helper = m_EMFSM.emHelper; // Turn blink animation on EMAnimation.Instance ().CanBlink = true; // Reset availability to command mini cell to Attack state if (!helper.CanAddAttack) helper.CanAddAttack = true; // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time float fPauseTime = Random.Range (Mathf.Sqrt (m_EMFSM.CurrentAggressiveness) * 2.5f/ EMDifficulty.Instance().CurrentDiff, Mathf.Sqrt (m_EMFSM.CurrentAggressiveness) * 3f / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition (fPauseTime); }
public override void Enter() { transition = m_EMFSM.emTransition; helper = m_EMFSM.emHelper; // Turn blink animation on EMAnimation.Instance().CanBlink = true; // Reset availability to command mini cell to Attack state if (!helper.CanAddAttack) { helper.CanAddAttack = true; } // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time float fPauseTime = Random.Range(Mathf.Sqrt(m_EMFSM.CurrentAggressiveness) * 1.5f / EMDifficulty.Instance().CurrentDiff, Mathf.Sqrt(m_EMFSM.CurrentAggressiveness) * 2.5f / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition(fPauseTime); }
public override void Enter() { transition = m_EMFSM.emTransition; helper = m_EMFSM.emHelper; // Turn blink animation on EMAnimation.Instance ().CanBlink = true; // Reset availability to command mini cell to Landmine state if (!helper.CanAddLandmine) helper.CanAddLandmine = true; // Enable expand animation if (!EMAnimation.Instance ().IsExpanding) EMAnimation.Instance ().IsExpanding = true; // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time float fPauseTime = Random.Range ((m_EMFSM.CurrentAggressiveness / 1.5f) / EMDifficulty.Instance().CurrentDiff, (m_EMFSM.CurrentAggressiveness) / EMDifficulty.Instance().CurrentDiff); helper.StartPauseTransition (fPauseTime); }
public override void Enter() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; // Turn blink animation on EMAnimation.Instance().CanBlink = true; // Reset availability to command mini cell to Defend state if (!helper.CanAddDefend) { helper.CanAddDefend = true; } // Set status to defending controller.bIsDefend = true; // Reset transition availability transition.CanTransit = true; // Pause the transition for randomized time float fPauseTime = Random.Range(Mathf.Sqrt(Mathf.Sqrt((float)PlayerChildFSM.GetActiveChildCount() + 4f)) * 2f, Mathf.Sqrt((float)PlayerChildFSM.GetActiveChildCount() + 4f) * 2f); helper.StartPauseTransition(fPauseTime); }
public override void Execute() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; #region Command child cells to transit to Defend state only when there are more player mini cells than enemy mini cells if (m_EMFSM.AvailableChildNum < PlayerChildFSM.GetActiveChildCount() && helper.CanAddDefend) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // If there are more than 10 and less than 25 available enemy mini cells if (m_EMFSM.AvailableChildNum > 10 && m_EMFSM.AvailableChildNum <= 25 && helper.CanAddDefend) { for (int nAmount = 0; nAmount < Random.Range(5, 11); nAmount++) { int nIndex = Random.Range(0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Defend, 0.0); helper.CanAddDefend = false; } } if (helper.CanAddDefend) { EMHelper.Instance().StartPauseAddDefend(0.25f); } } else if (m_EMFSM.AvailableChildNum > 25 && m_EMFSM.AvailableChildNum <= 50 && helper.CanAddDefend) { for (int nAmount = 0; nAmount < Random.Range(3, 9); nAmount++) { int nIndex = Random.Range(0, m_EMFSM.ECList.Count); if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid) { MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Defend, 0.0); helper.CanAddDefend = false; } } } // Pause commanding enemy mini cells to defend state helper.StartPauseTransition(2f); } #endregion //Start checking transition only when transition is allowed if (transition.CanTransit) { // Transit to other states only when there are more player mini cells than enemy mini cells if (m_EMFSM.AvailableChildNum >= PlayerChildFSM.GetActiveChildCount()) { m_EMFSM.ChangeState(EMState.Production); } // If not transit to Production state, then transit to Maintain state m_EMFSM.ChangeState(EMState.Maintain); } // Check transition every 0.2 second to save computing power if (transition.CanTransit) { helper.StartPauseTransition(.2f); } }
public override void Execute() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; // Start checking transition only when there are more than 10 available enemy mini cells and transition is allowed if (m_EMFSM.AvailableChildNum > 10 && transition.CanTransit) { // If there are more than 10 and less than 25 available enemy mini cells if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { transition.Transition(1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { transition.Transition(1000f / (helper.Pow(nEnemyChildFactor * 1f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.5f + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { transition.Transition(1000f / (helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1.5f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Production if (controller.NutrientNum > 0) { transition.Transition(1000f / (helper.Pow(Mathf.Sqrt(controller.NutrientNum), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Production)), EMState.Production); } } else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { transition.Transition(1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { transition.Transition(1000f / ((helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.75f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { transition.Transition(1000f / ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2.25f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Production if (controller.NutrientNum > 0) { transition.Transition(1000f / (helper.Pow(Mathf.Sqrt(controller.NutrientNum), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Production)), EMState.Production); } } else if (m_EMFSM.AvailableChildNum > 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { transition.Transition(1000f / ((helper.Pow(nEnemyChildFactor * 1.75f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 4f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { transition.Transition(1000f / ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 7.5f + m_EMFSM.CurrentAggressiveness * 2.5f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Production if (controller.NutrientNum > 0) { transition.Transition(1000f / (helper.Pow(Mathf.Sqrt(controller.NutrientNum), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Production)), EMState.Production); } } // Check transition every 0.1 second to save computing power if (transition.CanTransit) { helper.StartPauseTransition(.1f); } } }
public override void Execute() { controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; // Produce enemy mini cell if has nutrient and can spawn if (controller.NutrientNum > 0 && helper.CanSpawn && Level_Manager.LevelID < 4) { helper.ECPool.SpawnFromPool(EMHelper.Instance().Position, false); } else if (controller.NutrientNum > 0 && helper.CanSpawn && Level_Manager.LevelID > 3) { for (int i = 0; i < 2; i++) { helper.ECPool.SpawnFromPool(EMHelper.Instance().Position, false); } } else if (controller.NutrientNum == 0 && EMTransition.Instance().CanTransit) { m_EMFSM.ChangeState(EMState.Maintain); } // Start checking transition only when there are more than 10 available enemy mini cells, transition is allowed and has nutrient if (m_EMFSM.AvailableChildNum > 10 && EMTransition.Instance().CanTransit&& controller.NutrientNum > 0) { // If there are more than 10 and less than 25 available enemy mini cells if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { EMTransition.Instance().Transition(1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nEnemyChildFactor * 1f / nPlayerChildFactor, 2f) * 3f) + m_EMFSM.CurrentAggressiveness * 3.5f + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { EMTransition.Instance().Transition(1000f / (helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1.5f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Maintain if (nPlayerChildFactor <= 5f && helper.Abs((nEnemyChildFactor - nPlayerChildFactor)) <= 1f) { EMTransition.Instance().Transition(1000f / (helper.Pow(5f - helper.Pow(nEnemyChildFactor - nPlayerChildFactor, 1.5f), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Maintain)), EMState.Maintain); } } else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { EMTransition.Instance().Transition(1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.75f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2.25f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Maintain if (nPlayerChildFactor <= 5f && helper.Abs((nEnemyChildFactor - nPlayerChildFactor)) <= 1f) { EMTransition.Instance().Transition(1000f / (helper.Pow(5f - helper.Pow(nEnemyChildFactor - nPlayerChildFactor, 1.25f), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Maintain)), EMState.Maintain); } } else if (m_EMFSM.AvailableChildNum > 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f; // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nEnemyChildFactor * 1.75f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 4f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 7.5f + m_EMFSM.CurrentAggressiveness * 2.5f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition(1000f / ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Maintain if (nPlayerChildFactor <= 5f && helper.Abs((nEnemyChildFactor - nPlayerChildFactor)) <= 1f) { EMTransition.Instance().Transition(1000f / (helper.Pow(5f - helper.Pow(nEnemyChildFactor - nPlayerChildFactor, 1f), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Maintain)), EMState.Maintain); } } // Check transition every 0.2 to 0.4 second to save computing power // With the value given by learning element increases, the transition check will be less frequent // Thus transition probability will decline if (EMTransition.Instance().CanTransit) { helper.StartPauseTransition(.2f * (1f + EnemyMainFSM.Instance().LearningDictionary[EMState.Production] / 100f)); } } }
public override void Execute() { transition = m_EMFSM.emTransition; controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; // Start checking transition only when there are more than 10 available enemy mini cells and transition is allowed if (m_EMFSM.AvailableChildNum > 10 && transition.CanTransit) { // If there are more than 10 and less than 25 available enemy mini cells if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { transition.Transition (1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { transition.Transition (1000f / (helper.Pow (nEnemyChildFactor*1f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.5f + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { transition.Transition (1000f / (helper.Pow (nEnemyChildFactor*1.5f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1.5f) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Production if (controller.NutrientNum > 0) { transition.Transition (1000f / (helper.Pow (Mathf.Sqrt(controller.NutrientNum), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Production)), EMState.Production); } } else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { transition.Transition (1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { transition.Transition (1000f / ((helper.Pow (nEnemyChildFactor*1.5f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.75f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { transition.Transition (1000f / ((helper.Pow (nEnemyChildFactor*2f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2.25f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Production if (controller.NutrientNum > 0) { transition.Transition (1000f / (helper.Pow (Mathf.Sqrt(controller.NutrientNum), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Production)), EMState.Production); } } else if (m_EMFSM.AvailableChildNum > 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f; // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { transition.Transition (1000f / ((helper.Pow (nEnemyChildFactor*1.75f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 4f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { transition.Transition (1000f / ((helper.Pow (nEnemyChildFactor*2f / nPlayerChildFactor, 2f) * 7.5f + m_EMFSM.CurrentAggressiveness * 2.5f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Production if (controller.NutrientNum > 0) { transition.Transition (1000f / (helper.Pow (Mathf.Sqrt(controller.NutrientNum), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Production)), EMState.Production); } } // Check transition every 0.1 second to save computing power if (transition.CanTransit) helper.StartPauseTransition (.1f); } }
public override void Execute() { controller = m_EMFSM.emController; helper = m_EMFSM.emHelper; // Produce enemy mini cell if has nutrient and can spawn if (controller.NutrientNum > 0 && helper.CanSpawn && Level_Manager.LevelID < 4) helper.ECPool.SpawnFromPool (EMHelper.Instance ().Position, false); else if (controller.NutrientNum > 0 && helper.CanSpawn && Level_Manager.LevelID > 3) { for (int i = 0; i < 2; i++) helper.ECPool.SpawnFromPool (EMHelper.Instance ().Position, false); } else if (controller.NutrientNum == 0 && EMTransition.Instance().CanTransit) m_EMFSM.ChangeState (EMState.Maintain); // Start checking transition only when there are more than 10 available enemy mini cells, transition is allowed and has nutrient if (m_EMFSM.AvailableChildNum > 10 && EMTransition.Instance().CanTransit && controller.NutrientNum > 0) { // If there are more than 10 and less than 25 available enemy mini cells if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { EMTransition.Instance().Transition (1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nEnemyChildFactor*1f / nPlayerChildFactor, 2f) * 3f) + m_EMFSM.CurrentAggressiveness * 3.5f + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { EMTransition.Instance().Transition (1000f / (helper.Pow (nEnemyChildFactor*1.5f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1.5f) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Maintain if (nPlayerChildFactor <= 5f && helper.Abs ((nEnemyChildFactor - nPlayerChildFactor)) <= 1f) { EMTransition.Instance().Transition (1000f / (helper.Pow (5f - helper.Pow (nEnemyChildFactor - nPlayerChildFactor, 1.5f), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Maintain)), EMState.Maintain); } } else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f; // Transition to Defend if (EMHelper.Instance().MinToMaxYRatio > 0.5f) { EMTransition.Instance().Transition (1000f / (nPlayerChildFactor * 10f + EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio), EMState.Defend); } // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nEnemyChildFactor*1.5f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.75f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nEnemyChildFactor*2f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2.25f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Maintain if (nPlayerChildFactor <= 5f && helper.Abs ((nEnemyChildFactor - nPlayerChildFactor)) <= 1f) { EMTransition.Instance().Transition (1000f / (helper.Pow (5f - helper.Pow (nEnemyChildFactor - nPlayerChildFactor, 1.25f), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Maintain)), EMState.Maintain); } } else if (m_EMFSM.AvailableChildNum > 30) { float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f; float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f; // Transition to EMAggressiveAttack if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nEnemyChildFactor*1.75f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 4f) + EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)), EMState.AggressiveAttack); } // Transition to EMCautiousAttack if (nEnemyChildFactor > nPlayerChildFactor) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nEnemyChildFactor*2f / nPlayerChildFactor, 2f) * 7.5f + m_EMFSM.CurrentAggressiveness * 2.5f) + EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)), EMState.CautiousAttack); } // Transition to Landmine if (nPlayerChildFactor > 1f) { EMTransition.Instance().Transition (1000f / ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) + m_EMFSM.CurrentAggressiveness * 2f + EMLeraningAgent.Instance().RealScore(EMState.Landmine)), EMState.Landmine); } // Transition to Maintain if (nPlayerChildFactor <= 5f && helper.Abs ((nEnemyChildFactor - nPlayerChildFactor)) <= 1f) { EMTransition.Instance().Transition (1000f / (helper.Pow (5f - helper.Pow (nEnemyChildFactor - nPlayerChildFactor, 1f), 2f) + EMLeraningAgent.Instance().RealScore(EMState.Maintain)), EMState.Maintain); } } // Check transition every 0.2 to 0.4 second to save computing power // With the value given by learning element increases, the transition check will be less frequent // Thus transition probability will decline if (EMTransition.Instance().CanTransit) helper.StartPauseTransition (.2f * (1f + EnemyMainFSM.Instance().LearningDictionary[EMState.Production] / 100f)); } }