public override DecisionTreeNode GetBranch()
    {
        // targetPersonality = this.GetComponent<DecisionTreeCreator>().target.GetComponent<AIPersonality>();
        switch (actualDecisionType)
        {
        case FloatDecisionTypes.HEALTH:
            if (maxValue >= characterPersonality.health && characterPersonality.health >= minvalue)
            {
                return(nodeTrue);
            }
            break;

        case FloatDecisionTypes.FEAR:
            if (maxValue >= characterPersonality.fear && characterPersonality.fear >= minvalue)
            {
                return(nodeTrue);
            }
            break;

        case FloatDecisionTypes.AGGRESSIVENESS:
            if (maxValue >= characterPersonality.selfAssertion && characterPersonality.selfAssertion >= minvalue)
            {
                return(nodeTrue);
            }
            break;

        case FloatDecisionTypes.CONFIDENCEINOTHER:
            int value = characterPersonality.TrustInOthers[targetPersonality.GetMyOwnIndex()];

            if (maxValue >= value && value >= minvalue)
            {
                return(nodeTrue);
            }
            break;

        case FloatDecisionTypes.CHARISMA:
            if (maxValue >= characterPersonality.charisma && characterPersonality.charisma >= minvalue)
            {
                return(nodeTrue);
            }
            break;
        }
        return(nodeFalse);
    }
Exemple #2
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    public override void Start()
    {
        //   Debug.Log("start dec tree creator");

        //target = this.gameObject; //just to create the decisiontree

        myPersonality = this.gameObject.GetComponent <AIPersonality>();
        if (target.tag == "Player")
        {
            targetPersonality = target.gameObject.GetComponent <PlayerPersonality>();
        }
        else
        {
            targetPersonality = target.gameObject.GetComponent <AIPersonality>();
        }

        indexCharacterInteractedWithMe = targetPersonality.GetMyOwnIndex();
        myTrustInOther = myPersonality.TrustInOthers[indexCharacterInteractedWithMe];



        CreateTree();
    }