private void SetupChooseTargetSequence(Script_Sequence p_chooseTargetSequence)
    {
        Script_Action_SetFlag setEnemies = new Script_Action_SetFlag(_behaviourTree, _manager.GetEnemies(), _entityListFlag);
        Script_Action_SetEntitiesWithinRange setEnemiesWithinRange = new Script_Action_SetEntitiesWithinRange(_behaviourTree, _grid, _entityListFlag, _entityListFlag, this as Script_IEntity, _engageTargetRange);

        Script_Action_SetNearestEntityFromEntityWithinRange setNearestEnemy = new Script_Action_SetNearestEntityFromEntityWithinRange(_behaviourTree, _grid, _entityListFlag, _engageTargetRange, this as Script_IEntity, _targetEntityFlag);
        Script_Action_SetEnemyAttackingTarget setEnemyAttackingDps          = new Script_Action_SetEnemyAttackingTarget(_behaviourTree, _entityListFlag, _manager.GetDps() as Script_IEntity, _targetEntityFlag);
        Script_Action_SetEnemyAttackingTarget setEnemyAttackingHealer       = new Script_Action_SetEnemyAttackingTarget(_behaviourTree, _entityListFlag, _manager.GetHealer() as Script_IEntity, _targetEntityFlag);

        Script_Selector chooseTargetToAidSelector = new Script_Selector(_behaviourTree);

        Script_LeafTask setEnemiesLeaf            = new Script_LeafTask(_behaviourTree, setEnemies);
        Script_LeafTask setEnemiesWithinRangeLeaf = new Script_LeafTask(_behaviourTree, setEnemiesWithinRange);
        Script_LeafTask setNearestEnemyLeaf       = new Script_LeafTask(_behaviourTree, setNearestEnemy);

        Script_LeafTask setEnemyAttackingHealerLeaf = new Script_LeafTask(_behaviourTree, setEnemyAttackingHealer);
        Script_LeafTask setEnemyAttackingDpsLeaf    = new Script_LeafTask(_behaviourTree, setEnemyAttackingDps);

        chooseTargetToAidSelector.AddTask(setEnemyAttackingHealerLeaf);
        chooseTargetToAidSelector.AddTask(setEnemyAttackingDpsLeaf);

        p_chooseTargetSequence.AddTask(setEnemiesLeaf);
        p_chooseTargetSequence.AddTask(setEnemiesWithinRangeLeaf);
        p_chooseTargetSequence.AddTask(setNearestEnemyLeaf);
        p_chooseTargetSequence.AddTask(chooseTargetToAidSelector);
    }
    private void SetupWalkingSequence(Script_Sequence p_walkingSequence)
    {
        Script_Action_SetFlag setEnemies = new Script_Action_SetFlag(_behaviourTree, _manager.GetEnemies(), _entityListFlag);
        Script_Condition_IsEntityTypeNearby areEnemiesNearby = new Script_Condition_IsEntityTypeNearby(_behaviourTree, _grid, _entityListFlag, this as Script_IEntity, _engageTargetRange);


        int walkRange = 1;

        Script_Action_UnoccupyTile unoccupyTile = new Script_Action_UnoccupyTile(_behaviourTree, _grid, _locationFlag);
        Script_Action_SetRandomLocationWithinRange setRandomLocationAroundSelf = new Script_Action_SetRandomLocationWithinRange(_behaviourTree, _locationFlag, this as Script_IEntity, _grid, walkRange);
        Script_Action_MoveToLocation moveToLocation = new Script_Action_MoveToLocation(_behaviourTree, this as Script_IEntity, _locationFlag);
        Script_Action_OccupyTile     occupyLocation = new Script_Action_OccupyTile(_behaviourTree, _grid, _locationFlag);


        Script_LeafTask unoccupyTileLeaf = new Script_LeafTask(_behaviourTree, unoccupyTile);
        Script_LeafTask setRandomLocationAroundSelfLeaf = new Script_LeafTask(_behaviourTree, setRandomLocationAroundSelf);
        Script_LeafTask setEnemiesLeaf     = new Script_LeafTask(_behaviourTree, setEnemies);
        Script_LeafTask moveToLocationLeaf = new Script_LeafTask(_behaviourTree, moveToLocation);
        Script_LeafTask occupyLocationLeaf = new Script_LeafTask(_behaviourTree, occupyLocation);

        Script_LeafTask areEnemiesNearbyLeaf = new Script_LeafTask(_behaviourTree, areEnemiesNearby);

        Script_Decorator_Inverter areEnemiesNotNearbyDecorator = new Script_Decorator_Inverter(_behaviourTree, areEnemiesNearbyLeaf);

        p_walkingSequence.AddTask(setEnemiesLeaf);
        p_walkingSequence.AddTask(unoccupyTileLeaf);
        p_walkingSequence.AddTask(setRandomLocationAroundSelfLeaf);
        p_walkingSequence.AddTask(occupyLocationLeaf);
        p_walkingSequence.AddTask(areEnemiesNotNearbyDecorator);
        p_walkingSequence.AddTask(moveToLocationLeaf);
    }
    private void SetupGetFreeSpaceSequence(Script_Sequence p_getFreeSpaceSequence)
    {
        int range = 1;
        Script_Action_SetFlag setEnemies = new Script_Action_SetFlag(_behaviourTree, _manager.GetEnemies(), _getSpaceEntityListFlag);
        Script_Action_SetEntitiesWithinRange            setEnemiesWithinRange = new Script_Action_SetEntitiesWithinRange(_behaviourTree, _grid, _getSpaceEntityListFlag, _getSpaceEntityListFlag, this as Script_IEntity, range);
        Script_Condition_AreAnyEntitiesAtEntityLocation isEnemyAtLocation     = new Script_Condition_AreAnyEntitiesAtEntityLocation(_behaviourTree, _getSpaceEntityListFlag, this as Script_IEntity);

        Script_Action_SetFlag setFlagToSelf = new Script_Action_SetFlag(_behaviourTree, this as Script_IEntity, _selfFlag);

        Script_Action_UnoccupyTile unoccupyTile = new Script_Action_UnoccupyTile(_behaviourTree, _grid, _locationFlag);
        Script_Action_SetNearestLocationSurroundingEntity getLocationAroundSelf = new Script_Action_SetNearestLocationSurroundingEntity(_behaviourTree, _grid, _selfFlag, this as Script_IEntity, _locationFlag);
        Script_Action_OccupyTile     occupyTile     = new Script_Action_OccupyTile(_behaviourTree, _grid, _locationFlag);
        Script_Action_MoveToLocation moveToLocation = new Script_Action_MoveToLocation(_behaviourTree, this as Script_IEntity, _locationFlag);


        Script_LeafTask setEnemiesLeaf            = new Script_LeafTask(_behaviourTree, setEnemies);
        Script_LeafTask setEnemiesWithinRangeLeaf = new Script_LeafTask(_behaviourTree, setEnemiesWithinRange);
        Script_LeafTask isEnemyAtLocationLeaf     = new Script_LeafTask(_behaviourTree, isEnemyAtLocation);
        Script_LeafTask setFlagToSelfLeaf         = new Script_LeafTask(_behaviourTree, setFlagToSelf);
        Script_LeafTask unoccupyTileLeaf          = new Script_LeafTask(_behaviourTree, unoccupyTile);
        Script_LeafTask getLocationAroundSelfLeaf = new Script_LeafTask(_behaviourTree, getLocationAroundSelf);
        Script_LeafTask occupyTileLeaf            = new Script_LeafTask(_behaviourTree, occupyTile);
        Script_LeafTask moveToLocationleaf        = new Script_LeafTask(_behaviourTree, moveToLocation);

        Script_Decorator_NeverSucceed moveToLocationAndNeverSucceedDecorator = new Script_Decorator_NeverSucceed(_behaviourTree, moveToLocationleaf);

        p_getFreeSpaceSequence.AddTask(setEnemiesLeaf);
        p_getFreeSpaceSequence.AddTask(setEnemiesWithinRangeLeaf);
        p_getFreeSpaceSequence.AddTask(isEnemyAtLocationLeaf);
        p_getFreeSpaceSequence.AddTask(setFlagToSelfLeaf);
        p_getFreeSpaceSequence.AddTask(unoccupyTileLeaf);
        p_getFreeSpaceSequence.AddTask(getLocationAroundSelfLeaf);
        p_getFreeSpaceSequence.AddTask(occupyTileLeaf);
        p_getFreeSpaceSequence.AddTask(moveToLocationAndNeverSucceedDecorator);
    }
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    private void SetupMoveToTankSequence(Script_Sequence p_moveNearTankSequence)
    {
        Script_Action_SetFlag      setTankFlag  = new Script_Action_SetFlag(_behaviourTree, _manager.GetTank() as Script_IEntity, _entityToFollowFlag);
        Script_Action_UnoccupyTile unoccupyTile = new Script_Action_UnoccupyTile(_behaviourTree, _grid, _locationFlag);
        Script_Action_SetNearestLocationSurroundingEntity setLocationNearTank = new Script_Action_SetNearestLocationSurroundingEntity(_behaviourTree, _grid, _entityToFollowFlag, this as Script_IEntity, _locationFlag);
        Script_Action_OccupyTile     occupyTile     = new Script_Action_OccupyTile(_behaviourTree, _grid, _locationFlag);
        Script_Action_MoveToLocation moveToLocation = new Script_Action_MoveToLocation(_behaviourTree, this as Script_IEntity, _locationFlag);

        Script_Condition_IsEntityNull isTankNull = new Script_Condition_IsEntityNull(_behaviourTree, _entityToFollowFlag);

        Script_LeafTask setTankFlagLeaf         = new Script_LeafTask(_behaviourTree, setTankFlag);
        Script_LeafTask isTankNullLeaf          = new Script_LeafTask(_behaviourTree, isTankNull);
        Script_LeafTask unoccupyTileLeaf        = new Script_LeafTask(_behaviourTree, unoccupyTile);
        Script_LeafTask setLocationNearTankLeaf = new Script_LeafTask(_behaviourTree, setLocationNearTank);
        Script_LeafTask occupyTileLeaf          = new Script_LeafTask(_behaviourTree, occupyTile);
        Script_LeafTask moveToLocationLeaf      = new Script_LeafTask(_behaviourTree, moveToLocation);

        Script_Decorator_Inverter isTankNotNullDecorator = new Script_Decorator_Inverter(_behaviourTree, isTankNullLeaf);

        p_moveNearTankSequence.AddTask(setTankFlagLeaf);
        p_moveNearTankSequence.AddTask(isTankNotNullDecorator);
        p_moveNearTankSequence.AddTask(unoccupyTileLeaf);
        p_moveNearTankSequence.AddTask(setLocationNearTankLeaf);
        p_moveNearTankSequence.AddTask(occupyTileLeaf);
        p_moveNearTankSequence.AddTask(moveToLocationLeaf);
    }
    private void SetupPursuitSequence(Script_Sequence p_pursuitSequence)
    {
        Script_Action_UnoccupyTile      unoccupyTile      = new Script_Action_UnoccupyTile(_behaviourTree, _grid, _locationFlag);
        Script_Action_MoveTowardsEntity moveTowardsTarget = new Script_Action_MoveTowardsEntity(_behaviourTree, _grid, _targetEntityFlag, this as Script_IEntity);
        Script_Action_SetNearestLocationSurroundingEntity setLocationAroundTarget = new Script_Action_SetNearestLocationSurroundingEntity(_behaviourTree, _grid, _targetEntityFlag, this as Script_IEntity, _locationFlag);
        Script_Action_MoveToLocation moveToLocation = new Script_Action_MoveToLocation(_behaviourTree, this as Script_IEntity, _locationFlag);
        Script_Action_OccupyTile     occupyTile     = new Script_Action_OccupyTile(_behaviourTree, _grid, _locationFlag);

        Script_Condition_IsEntityNull   isTargetNull     = new Script_Condition_IsEntityNull(_behaviourTree, _targetEntityFlag);
        Script_Condition_IsEntityNearby isTargetAdjacent = new Script_Condition_IsEntityNearby(_behaviourTree, _grid, _targetEntityFlag, this as Script_IEntity, _attackRange);

        Script_LeafTask isTargetNullLeaf            = new Script_LeafTask(_behaviourTree, isTargetNull);
        Script_LeafTask isTargetAdjacentLeaf        = new Script_LeafTask(_behaviourTree, isTargetAdjacent);
        Script_LeafTask occupyTileLeaf              = new Script_LeafTask(_behaviourTree, occupyTile);
        Script_LeafTask unoccupyTileLeaf            = new Script_LeafTask(_behaviourTree, unoccupyTile);
        Script_LeafTask moveTowardsTargetLeaf       = new Script_LeafTask(_behaviourTree, moveTowardsTarget);
        Script_LeafTask setLocationAroundTargetLeaf = new Script_LeafTask(_behaviourTree, setLocationAroundTarget);
        Script_LeafTask moveToLocationLeaf          = new Script_LeafTask(_behaviourTree, moveToLocation);

        Script_Decorator_Inverter isTargetNotAdjacentDecorator = new Script_Decorator_Inverter(_behaviourTree, isTargetAdjacentLeaf);
        Script_Decorator_Inverter isTargetNotNullDecorator     = new Script_Decorator_Inverter(_behaviourTree, isTargetNullLeaf);

        p_pursuitSequence.AddTask(isTargetNotNullDecorator);
        p_pursuitSequence.AddTask(isTargetNotAdjacentDecorator);
        p_pursuitSequence.AddTask(unoccupyTileLeaf);
        p_pursuitSequence.AddTask(moveTowardsTargetLeaf);
        p_pursuitSequence.AddTask(setLocationAroundTargetLeaf);
        p_pursuitSequence.AddTask(occupyTileLeaf);
        p_pursuitSequence.AddTask(moveToLocationLeaf);
    }
Exemple #6
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    private void InitializeBehaviourTree()
    {
        _behaviourTree = new Script_BehaviourTree();
        SetupTreeFlags();

        Script_Selector startSelector = new Script_Selector(_behaviourTree);

        Script_Sequence walkingSequence = new Script_Sequence(_behaviourTree);

        SetupWalkingSequence(walkingSequence);

        Script_Sequence pursuitSequence = new Script_Sequence(_behaviourTree);

        SetupPursuitSequence(pursuitSequence);

        Script_Sequence attackSequence = new Script_Sequence(_behaviourTree);

        SetupAttackSequence(attackSequence);

        Script_Sequence GetHighestThreatOrNearestSequence = new Script_Sequence(_behaviourTree);

        SetupGetHighestThreatOrNearestFriendlySequence(GetHighestThreatOrNearestSequence);

        Script_Sequence GetFreeSpaceSequence = new Script_Sequence(_behaviourTree);

        SetupGetFreeSpaceSequence(GetFreeSpaceSequence);

        startSelector.AddTask(GetFreeSpaceSequence);
        startSelector.AddTask(GetHighestThreatOrNearestSequence);
        startSelector.AddTask(pursuitSequence);
        startSelector.AddTask(attackSequence);
        startSelector.AddTask(walkingSequence);

        _behaviourTree.AddChild(startSelector);
    }
Exemple #7
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    public void InitializeBehaviourTree()
    {
        _behaviourTree = new Script_BehaviourTree();
        SetupTreeFlags();

        Script_Selector startSelector = new Script_Selector(_behaviourTree);

        Script_Sequence walkingSequence = new Script_Sequence(_behaviourTree);

        SetupWalkingSequence(walkingSequence);

        Script_Sequence moveNearDpsSequence = new Script_Sequence(_behaviourTree);

        SetupFollowingSequence(moveNearDpsSequence, GetDps() as Script_IEntity);

        Script_Sequence moveNearTankSequence = new Script_Sequence(_behaviourTree);

        SetupFollowingSequence(moveNearTankSequence, GetTank() as Script_IEntity);

        Script_Sequence healSequence = new Script_Sequence(_behaviourTree);

        SetupHealSequence(healSequence);

        Script_Sequence ChooseAttackingTargetSequence = new Script_Sequence(_behaviourTree);

        SetupChooseTargetToAttack(ChooseAttackingTargetSequence);

        Script_Sequence attackSequence = new Script_Sequence(_behaviourTree);

        SetupAttackSequence(attackSequence);

        Script_Sequence ChooseHealingTargetSequence = new Script_Sequence(_behaviourTree);

        SetupChooseTargetToHeal(ChooseHealingTargetSequence);

        Script_Sequence GetFreeSpaceSequence = new Script_Sequence(_behaviourTree);

        SetupGetFreeSpaceSequence(GetFreeSpaceSequence);


        startSelector.AddTask(GetFreeSpaceSequence);
        startSelector.AddTask(ChooseHealingTargetSequence);
        startSelector.AddTask(healSequence);
        startSelector.AddTask(ChooseAttackingTargetSequence);
        startSelector.AddTask(attackSequence);
        startSelector.AddTask(moveNearTankSequence);
        startSelector.AddTask(moveNearDpsSequence);
        startSelector.AddTask(walkingSequence);



        _behaviourTree.AddChild(startSelector);
    }
Exemple #8
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    private void SetupChooseTargetToAttackSequence(Script_Sequence p_chooseTargetSequence)
    {
        Script_Action_SetFlag setEnemies = new Script_Action_SetFlag(_behaviourTree, _manager.GetEnemies(), _entityListFlag);
        Script_Action_SetEntitiesWithinRange    setEnemiesWithinRange    = new Script_Action_SetEntitiesWithinRange(_behaviourTree, _grid, _entityListFlag, _entityListFlag, this as Script_IEntity, _attackRange);
        Script_Action_SetEntityWithLowestHealth setEnemyWithLowestHealth = new Script_Action_SetEntityWithLowestHealth(_behaviourTree, _entityListFlag, _targetEntityFlag);

        Script_LeafTask setEnemiesLeaf               = new Script_LeafTask(_behaviourTree, setEnemies);
        Script_LeafTask setEnemiesWithinRangeLeaf    = new Script_LeafTask(_behaviourTree, setEnemiesWithinRange);
        Script_LeafTask setEnemyWithLowestHealthLeaf = new Script_LeafTask(_behaviourTree, setEnemyWithLowestHealth);

        Script_Decorator_AlwaysFail setEnemyWithLowestHealthAndFailDecorator = new Script_Decorator_AlwaysFail(_behaviourTree, setEnemyWithLowestHealthLeaf);

        p_chooseTargetSequence.AddTask(setEnemiesLeaf);
        p_chooseTargetSequence.AddTask(setEnemiesWithinRangeLeaf);
        p_chooseTargetSequence.AddTask(setEnemyWithLowestHealthAndFailDecorator);
    }
Exemple #9
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    private void SetupAttackSequence(Script_Sequence p_attackSequence)
    {
        Script_Condition_IsEntityNearby isTargetNearby      = new Script_Condition_IsEntityNearby(_behaviourTree, _grid, _targetToAttackFlag, this as Script_IEntity, _attackRange);
        Script_Action_SetFlag           setForwardSwingFlag = new Script_Action_SetFlag(_behaviourTree, false, _isForwardSwingingFlag);
        Script_Action_RangedAttack      attackTarget        = new Script_Action_RangedAttack(_behaviourTree, _manager, _targetToAttackFlag, _locationFlag, this as Script_IEntity, _isForwardSwingingFlag, Color.green);
        Script_Condition_IsEntityNull   isTargetNull        = new Script_Condition_IsEntityNull(_behaviourTree, _targetToAttackFlag);

        Script_LeafTask           isTargetNullLeaf         = new Script_LeafTask(_behaviourTree, isTargetNull);
        Script_Decorator_Inverter isTargetNotNullDecorator = new Script_Decorator_Inverter(_behaviourTree, isTargetNullLeaf);
        Script_LeafTask           isTargetNearbyLeaf       = new Script_LeafTask(_behaviourTree, isTargetNearby);
        Script_LeafTask           setForwardSwingFlagLeaf  = new Script_LeafTask(_behaviourTree, setForwardSwingFlag);
        Script_LeafTask           attackTargetLeaf         = new Script_LeafTask(_behaviourTree, attackTarget);

        p_attackSequence.AddTask(isTargetNotNullDecorator);
        p_attackSequence.AddTask(isTargetNearbyLeaf);
        p_attackSequence.AddTask(setForwardSwingFlagLeaf);
        p_attackSequence.AddTask(attackTargetLeaf);
    }
    public void InitializeBehaviourTree()
    {
        _behaviourTree = new Script_BehaviourTree();

        SetupTreeFlags();



        Script_Selector startSelector = new Script_Selector(_behaviourTree);

        Script_Sequence walkingSequence = new Script_Sequence(_behaviourTree);

        SetupWalkingSequence(walkingSequence);

        Script_Sequence pursuitSequence = new Script_Sequence(_behaviourTree);

        SetupPursuitSequence(pursuitSequence);

        Script_Sequence attackSequence = new Script_Sequence(_behaviourTree);

        SetupAttackSequence(attackSequence);


        Script_Sequence ChooseTargetSequence = new Script_Sequence(_behaviourTree);

        SetupChooseTargetSequence(ChooseTargetSequence);
        Script_Decorator_AlwaysFail alwaysFailWhileChoosingTarget = new Script_Decorator_AlwaysFail(_behaviourTree, ChooseTargetSequence);

        Script_Sequence GetFreeSpaceSequence = new Script_Sequence(_behaviourTree);

        SetupGetFreeSpaceSequence(GetFreeSpaceSequence);


        startSelector.AddTask(GetFreeSpaceSequence);
        startSelector.AddTask(alwaysFailWhileChoosingTarget);
        startSelector.AddTask(pursuitSequence);
        startSelector.AddTask(attackSequence);
        startSelector.AddTask(walkingSequence);

        _behaviourTree.AddChild(startSelector);
    }
Exemple #11
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    private void SetupGetHighestThreatOrNearestFriendlySequence(Script_Sequence p_getHighestThreatOrNearestSequence)
    {
        int threatThreshold = 0;
        Script_Action_SetFlag setFriendlies = new Script_Action_SetFlag(_behaviourTree, _manager.GetFriendlies(), _entityListFlag);
        Script_Action_SetNearestEntityFromEntityWithinRange setNearestFriendly          = new Script_Action_SetNearestEntityFromEntityWithinRange(_behaviourTree, _grid, _entityListFlag, _engageTargetRange, this as Script_IEntity, _targetEntityFlag);
        Script_Condition_IsThreatOverThreshold       isThreatOfAnyFriendlyOverThreshold = new Script_Condition_IsThreatOverThreshold(_behaviourTree, _entityListFlag, this as Script_IEnemy, threatThreshold);
        Script_Action_SetHighestThreatTargetFromList setHighestThreatTarget             = new Script_Action_SetHighestThreatTargetFromList(_behaviourTree, _entityListFlag, this as Script_IEnemy, _targetEntityFlag);
        Script_Action_SetTargetToAttack setFriendlyToAttack = new Script_Action_SetTargetToAttack(_behaviourTree, _targetEntityFlag, this as Script_IEntity);

        Script_LeafTask setFriendliesLeaf      = new Script_LeafTask(_behaviourTree, setFriendlies);
        Script_LeafTask setNearestFriendlyLeaf = new Script_LeafTask(_behaviourTree, setNearestFriendly);
        Script_LeafTask setHighestThreatTargetIfOverThreshold = new Script_LeafTask(_behaviourTree, setHighestThreatTarget, isThreatOfAnyFriendlyOverThreshold);
        Script_LeafTask setFriendlyToAttackLeaf = new Script_LeafTask(_behaviourTree, setFriendlyToAttack);

        Script_Decorator_AlwaysFail setTargetToAttackAndFailDecorator = new Script_Decorator_AlwaysFail(_behaviourTree, setFriendlyToAttackLeaf);

        p_getHighestThreatOrNearestSequence.AddTask(setFriendliesLeaf);
        p_getHighestThreatOrNearestSequence.AddTask(setNearestFriendlyLeaf);
        p_getHighestThreatOrNearestSequence.AddTask(setFriendlyToAttackLeaf);
        p_getHighestThreatOrNearestSequence.AddTask(setHighestThreatTargetIfOverThreshold);
        p_getHighestThreatOrNearestSequence.AddTask(setTargetToAttackAndFailDecorator);
    }
Exemple #12
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    private void SetupHealSequence(Script_Sequence p_healSequence)
    {
        int healThreshold = 80;

        Script_Condition_IsEntityHealthUnderThreshold isTargetUnderHealthValue = new Script_Condition_IsEntityHealthUnderThreshold(_behaviourTree, _targetToHealFlag, healThreshold);
        Script_Condition_IsEntityNearby isTargetToHealNearby = new Script_Condition_IsEntityNearby(_behaviourTree, _grid, _targetToHealFlag, this as Script_IEntity, _attackRange);
        Script_Action_SetFlag           forwardSwingFlag     = new Script_Action_SetFlag(_behaviourTree, false, _isForwardSwingingFlag);
        Script_Action_Heal            healTarget             = new Script_Action_Heal(_behaviourTree, _manager, _targetToHealFlag, _locationFlag, this as Script_IEntity, _isForwardSwingingFlag);
        Script_Condition_IsEntityNull isTargetNull           = new Script_Condition_IsEntityNull(_behaviourTree, _targetToHealFlag);

        Script_LeafTask           isTargetNullLeaf             = new Script_LeafTask(_behaviourTree, isTargetNull);
        Script_Decorator_Inverter isTargetNotNullDecorator     = new Script_Decorator_Inverter(_behaviourTree, isTargetNullLeaf);
        Script_LeafTask           IsTargetUnderHealthValueLeaf = new Script_LeafTask(_behaviourTree, isTargetUnderHealthValue);
        Script_LeafTask           isTargetToHealNearbyLeaf     = new Script_LeafTask(_behaviourTree, isTargetToHealNearby);
        Script_LeafTask           SetForwardSwingFlagLeaf      = new Script_LeafTask(_behaviourTree, forwardSwingFlag);
        Script_LeafTask           healTargetLeaf = new Script_LeafTask(_behaviourTree, healTarget);

        p_healSequence.AddTask(isTargetNotNullDecorator);
        p_healSequence.AddTask(IsTargetUnderHealthValueLeaf);
        p_healSequence.AddTask(isTargetToHealNearbyLeaf);
        p_healSequence.AddTask(SetForwardSwingFlagLeaf);
        p_healSequence.AddTask(healTargetLeaf);
    }
Exemple #13
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    public void InitializeBehaviourTree()
    {
        _behaviourTree = new Script_BehaviourTree();
        SetupTreeFlags();

        Script_Selector startSelector = new Script_Selector(_behaviourTree);

        Script_Sequence walkingSequence = new Script_Sequence(_behaviourTree);

        SetupWalkingSequence(walkingSequence);

        Script_Sequence moveNearTankSequence = new Script_Sequence(_behaviourTree);

        SetupMoveToTankSequence(moveNearTankSequence);

        Script_Sequence attackSequence = new Script_Sequence(_behaviourTree);

        SetupAttackSequence(attackSequence);

        Script_Sequence ChooseTargetSequence = new Script_Sequence(_behaviourTree);

        SetupChooseTargetToAttackSequence(ChooseTargetSequence);

        Script_Sequence GetFreeSpaceSequence = new Script_Sequence(_behaviourTree);

        SetupGetFreeSpaceSequence(GetFreeSpaceSequence);


        startSelector.AddTask(GetFreeSpaceSequence);
        startSelector.AddTask(ChooseTargetSequence);
        startSelector.AddTask(attackSequence);
        startSelector.AddTask(moveNearTankSequence);
        startSelector.AddTask(walkingSequence);

        _behaviourTree.AddChild(startSelector);
    }