protected Node Attend(SmartCharacter user)
 {
     return new Sequence(
         user.Node_GoTo(TellerStandPoint.position),
         user.Node_OrientTowards(CustomerStandPoint.position),
         user.Node_Set(StateName.IsImmobile),
         user.Node_Set(this.Id, RelationName.IsAttending),
         this.Node_Set(StateName.IsOccupied));
 }
Exemple #2
0
 public Node Stand(SmartCharacter user)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, ~StateName.IsStanding, ~StateName.IsIncapacitated),
         user.Node_Require(this.Id, RelationName.IsSittingOn),
         this.Node_Require(StateName.RoleChair, StateName.IsOccupied),
         new LeafInvoke(() => user.Character.StandUp()),
         new LeafWait(1000),
         user.Node_Set(StateName.IsStanding),
         user.Node_Set(this.Id, ~RelationName.IsSittingOn),
         this.Node_Set(~StateName.IsOccupied));
 }
    protected Node GetDrink(SmartCharacter user)
    {
        return new Sequence(
            user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.RightHandOccupied, ~StateName.IsIncapacitated),
            this.Node_Require(StateName.RoleDispenser),
            user.Node_GoTo(this.StandPoint.position),
            user.Node_OrientTowards(this.DrinkButton.transform.position),
            new DecoratorCatch(
                () => //if terminates, make sure the right hand interaction and headlook is stopped
                {
                    user.Character.StopInteraction(FullBodyBipedEffector.RightHand);
                    user.Character.HeadLookStop();
                },
                new Sequence(
                    user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.DrinkButton),
                    user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand),
                    new SequenceParallel(
                        //user.Node_HeadLook(this.DrinkPickup.transform.position),
                        user.Node_OrientTowards(this.DrinkPickup.transform.position)),
                    user.Node_StopInteraction(FullBodyBipedEffector.RightHand),
                    new LeafWait(1000),
                    new LeafInvoke(() => GenerateDrink()),
                    new LeafWait(500))),
            user.ST_Pickup(DrinkHolder, DrinkPickup),
            user.Node_Set(StateName.HoldingDrink, StateName.RightHandOccupied),
            user.Node_GoTo(this.LeavePoint.position));

    }
Exemple #4
0
 public Node Sit(SmartCharacter user)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.IsIncapacitated),
         this.Node_Require(StateName.RoleChair, ~StateName.IsOccupied),
         this.Node_Set(StateName.IsOccupied),
         new Race(
             new Sequence(
                 new LeafWait(15000),
                 new LeafInvoke(() => RunStatus.Failure)),
             user.ST_StandAtWaypoint(this.standPoint)),
         user.Node_NudgeTo(Val.V(() => this.standPoint.position)),
         new LeafInvoke(() => user.transform.rotation = this.standPoint.rotation),
         user.Node_Set(~StateName.IsStanding),
         user.Node_Set(this.Id, RelationName.IsSittingOn),
         new LeafInvoke(() => user.Character.SitDown()),
         new LeafWait(1000),
         new LeafInvoke(() => user.Character.NavOrientBehavior(OrientationBehavior.LookForward)));
 }
Exemple #5
0
 protected Node TeleportDropBackpack(SmartCharacter user)
 {
     return new Sequence(
         new LeafInvoke(() => this.transform.position = user.transform.position - 0.15f * user.transform.right
             + user.transform.forward),
         user.Behavior.Node_BodyAnimation("pickupleft", true),
         new LeafWait(500),
         new LeafInvoke(() => this.Holder.Attach(user.HoldPropLeftHand.Release())),
         new LeafWait(1500),
         this.Node_Set(StateName.HasBackpack, StateName.IsOccupied),
         user.Node_Set(~StateName.HasBackpack));
 }
Exemple #6
0
    protected Node DropDrink(SmartCharacter user)
    {
        Prop toDestroy = null;

        return new Sequence(
            this.Node_Require(StateName.RoleTrashcan),
            user.Node_Require(StateName.RoleActor, StateName.IsStanding, StateName.HoldingDrink, StateName.RightHandOccupied),
            new LeafInvoke(() => toDestroy = user.HoldPropRightHand.CurrentProp),
            user.ST_StandAtWaypoint(this.StandPoint),
            user.ST_DropAndDestroy(DropTrash),
            user.Node_Set(~StateName.HoldingDrink, ~StateName.RightHandOccupied));            
    }
Exemple #7
0
 protected Node PickupBackpack(SmartCharacter user)
 {
     return new Sequence(
         user.Node_GoToUpToRadius(Val.V(() =>
             this.ContainedProp.transform.position - 0.15f * user.transform.right), 1.0f),
         user.Behavior.Node_BodyAnimation("pickupleft", true),
         new LeafWait(500),
         new LeafInvoke(() => user.HoldPropLeftHand.Attach(this.Holder.Release())),
         new LeafWait(1000),
         this.Node_Set(~StateName.HasBackpack, ~StateName.IsOccupied),
         user.Node_Set(StateName.HasBackpack),
         new LeafWait(500));
 }
Exemple #8
0
 protected Node PickupWeapon(SmartCharacter user)
 {
     return new Sequence(
         new Selector(
             new Sequence(
                 new LeafAssert(() => (user.transform.position - this.transform.position).magnitude < 1.0f),
                 new LeafInvoke(() => user.Character.NavStop())),
             user.Node_GoToUpToRadius(Val.V(() => this.transform.position), 1.0f)),
         user.Node_OrientTowards(Val.V(() =>this.transform.position)),
         user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionTakeGun),
         new LeafWait(500),
         new LeafInvoke(() => this.Holder.CurrentProp.FadeOut()),
         new LeafWait(500),
         new LeafInvoke(() => user.HoldPropRightHand.Attach(this.Holder.Release())),
         new LeafInvoke(() => user.GetRightProp().FadeIn()),
         user.Node_StopInteraction(FullBodyBipedEffector.RightHand),
         new LeafWait(1000),
         this.Node_Set(~StateName.HoldingWeapon, ~StateName.IsOccupied),
         user.Node_Set(StateName.HoldingWeapon, StateName.RightHandOccupied));
 }
Exemple #9
0
 protected Node PickupMoney(SmartCharacter user)
 {
     return new Sequence(
         user.ST_StandAtWaypoint(this.ApproachWaypoint),
         user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionReachOut),
         user.Node_StartInteraction(FullBodyBipedEffector.LeftHand, this.InteractionReachOut),
         new LeafWait(800),
         user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionReachIn),
         new LeafWait(300),
         new LeafInvoke(() => this.FadeOut()),
         new LeafInvoke(() => user.Backpack.FadeIn()),
         new LeafWait(500),
         new LeafInvoke(() => this.PlayParticles()),
         user.Node_StartInteraction(FullBodyBipedEffector.LeftHand, this.InteractionReachIn),
         new LeafWait(800),
         user.Node_StopInteraction(FullBodyBipedEffector.LeftHand),
         user.Node_StopInteraction(FullBodyBipedEffector.RightHand),
         this.Node_Set(~StateName.HasBackpack),
         user.Node_Set(StateName.HasBackpack),
         new LeafWait(500));
 }
Exemple #10
0
 protected Node GetGunIncapacitated(SmartCharacter user)
 {
     return new Sequence(
         user.ST_StandAtWaypoint(this.WaypointPickupGun),
         user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionGetGunIncapacitated),
         new LeafWait(500),
         new LeafInvoke(() => this.GetRightProp().FadeOut()),
         new LeafWait(500),
         new LeafInvoke(() => user.HoldPropRightHand.Attach(this.HoldPropRightHand.Release())),
         new LeafInvoke(() => user.GetRightProp().FadeIn()),
         user.Node_StopInteraction(FullBodyBipedEffector.RightHand),
         this.Node_Set(~StateName.RightHandOccupied, ~StateName.HoldingWeapon),
         user.Node_Set(StateName.RightHandOccupied, StateName.HoldingWeapon),
         new LeafWait(1000));
 }
Exemple #11
0
 protected Node GetKeyIncapacitated(SmartCharacter user)
 {
     return new Sequence(
         user.ST_StandAtWaypoint(this.WaypointPickupKey),
         user.Node_StartInteraction(FullBodyBipedEffector.LeftHand, this.InteractionGetKeyIncapacitated),
         new LeafWait(1000),
         user.Node_Icon("key"),
         user.Node_StopInteraction(FullBodyBipedEffector.LeftHand),
         new LeafWait(1000),
         user.Node_Set(StateName.HasKeys),
         this.Node_Set(~StateName.HasKeys),
         user.Node_Icon(null));
 }
Exemple #12
0
 protected Node PickupWallet(SmartCharacter user)
 {
     return new Sequence(
         ST_PickupRightHand(user, StateName.HoldingWallet),
         user.ST_PutWalletInPocket(),
         user.Node_Set(~StateName.RightHandOccupied));
 }
Exemple #13
0
 protected Node ST_Take(SmartCharacter user, StateName holdingState, Node afterTake)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.HoldingBall, ~StateName.HoldingWallet, ~StateName.IsIncapacitated),
         this.Node_Require(StateName.RoleTable, holdingState),
         user.Node_GoTo(this.StandPoint.position),
         new SequenceParallel(
             user.Node_HeadLook(this.PropPickup.transform.position),
             user.Node_OrientTowards(this.PropPickup.transform.position)),
         new DecoratorCatch(
             () => { user.Character.StopInteraction(FullBodyBipedEffector.RightHand); user.Character.HeadLookStop(); },
             new Sequence(
                user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.PropPickup),
                user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand),
                new LeafInvoke(() => user.HoldPropRightHand.Attach(this.PropHolder.Release())),
                user.Node_HeadLookStop())),
         this.Node_Set(~holdingState),
         afterTake,
         user.Node_Set(holdingState),
         user.Node_StartInteraction(FullBodyBipedEffector.RightHand, user.InteractionHoldRight),
         user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand),
         new LeafWait(300));
 }
Exemple #14
0
 protected Node StopGuarding(SmartCharacter user)
 {
     return new Sequence(
         user.Node_Set(~StateName.IsGuarding, ~StateName.IsImmobile),
         user.Node_Set(this.Id, ~RelationName.IsGuarding),
         this.Node_Set(~StateName.IsGuarded));
 }
Exemple #15
0
 protected Node ST_Drop(SmartCharacter user, StateName holdingState, PropHolder holder)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, holdingState, StateName.IsStanding),
         this.Node_Require(StateName.RoleContainer, ~StateName.IsOccupied),
         new LeafInvoke(() => this.Holder.Attach(holder.Release())),
         this.Node_Set(holdingState, StateName.IsOccupied),
         user.Node_Set(~holdingState));
 }
Exemple #16
0
 protected Node GiveKey(SmartCharacter user)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.HasKeys, StateName.IsStanding,
             ~StateName.IsIncapacitated),
         this.Node_Require(StateName.RoleActor, ~StateName.HasKeys, StateName.IsStanding,
             ~StateName.IsIncapacitated),
         user.Node_Icon("key"),
         new LeafWait(2000),
         user.Node_Icon(null),
         this.Node_Icon("key"),
         new LeafWait(2000),
         this.Node_Icon(null),
         user.Node_Set(~StateName.HasKeys),
         this.Node_Set(StateName.HasKeys));
 }
Exemple #17
0
 protected Node GiveBriefcase(SmartCharacter user)
 {
     return new Sequence(
         user.Node_GoToUpToRadius(Val.V(() => this.transform.position), 1.5f),
         new SequenceParallel(
             user.Node_OrientTowards(Val.V(() => this.transform.position)),
             this.Node_OrientTowards(Val.V(() => user.transform.position))),
         new SequenceParallel(
             user.Node_StartInteraction(FullBodyBipedEffector.LeftHand, this.InteractionGive),
             new Sequence(
                 new LeafWait(1000),
                 this.Node_StartInteraction(FullBodyBipedEffector.LeftHand, this.InteractionTake)),
             user.Node_WaitForTrigger(FullBodyBipedEffector.LeftHand),
             this.Node_WaitForTrigger(FullBodyBipedEffector.LeftHand)),
         new LeafInvoke(() => this.HoldPropLeftHand.Attach(user.HoldPropLeftHand.Release())),
         user.Node_Set(~StateName.HasBackpack),
         this.Node_Set(StateName.HasBackpack),
         new SequenceParallel(
             user.Node_StopInteraction(FullBodyBipedEffector.LeftHand),
             this.Node_StopInteraction(FullBodyBipedEffector.LeftHand)));
 }
Exemple #18
0
 protected Node ST_PickupLeftHand(SmartCharacter user, StateName holdingState)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, ~StateName.LeftHandOccupied, StateName.IsStanding),
         this.Node_Require(StateName.RoleContainer, holdingState, StateName.IsOccupied),
         user.Node_GoToUpToRadius(Val.V(() => 
             this.ContainedProp.transform.position + 0.15f * user.transform.right), 0.1f),
         user.Behavior.Node_BodyAnimation("pickupleft", true),
         new LeafWait(500),
         new LeafInvoke(() => user.HoldPropLeftHand.Attach(this.Holder.Release())),
         this.Node_Set(~holdingState, ~StateName.IsOccupied),
         user.Node_Set(holdingState, StateName.LeftHandOccupied),
         new LeafWait(500));
 }
Exemple #19
0
 protected Node ST_DropRightHand(SmartCharacter user, StateName holdingState)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.RightHandOccupied, holdingState, StateName.IsStanding),
         this.Node_Require(StateName.RoleContainer, ~StateName.IsOccupied),
         new LeafInvoke(() => this.transform.position = user.transform.position),
         new LeafInvoke(() => this.Holder.Attach(user.HoldPropRightHand.Release())),
         this.Node_Set(holdingState, StateName.IsOccupied),
         user.Node_Set(~holdingState, ~StateName.RightHandOccupied));
 }
Exemple #20
0
 protected Node TakeWeaponIncapacitated(SmartCharacter user)
 {
     return new Sequence(
         user.Node_GoToUpToRadius(Val.V(() => this.WaypointFront.position), 1.0f),
         user.Node_OrientTowards(Val.V(() => this.transform.position)),
         //TODO new interaction object to take the weapon?
         user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionGive),
         user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand),
         new LeafInvoke(() => user.HoldPropRightHand.Attach(this.HoldPropRightHand.Release())),
         this.Node_Set(~StateName.RightHandOccupied, ~StateName.HoldingWeapon),
         user.Node_Set(StateName.RightHandOccupied, StateName.HoldingWeapon),
         new LeafInvoke(() => Debug.Log("Here2")),
         user.Node_StopInteraction(FullBodyBipedEffector.RightHand));
 }
Exemple #21
0
 protected Node TeleportDropWeapon(SmartCharacter user)
 {
     return new Sequence(
         user.Node_StartInteraction(FullBodyBipedEffector.RightHand, user.InteractionDropGun),
         new LeafWait(500),
         new LeafInvoke(() => user.GetRightProp().FadeOut()),
         new LeafWait(500),
         new LeafInvoke(() => this.SetReceivePosition(user)),
         new LeafInvoke(() => this.Holder.Attach(user.HoldPropRightHand.Release())),
         new LeafInvoke(() => this.ContainedProp.FadeIn()),
         new LeafWait(500),
         user.Node_StopInteraction(FullBodyBipedEffector.RightHand),
         this.Node_Set(StateName.HoldingWeapon, StateName.IsOccupied),
         user.Node_Set(~StateName.HoldingWeapon, ~StateName.RightHandOccupied));
 }
Exemple #22
0
 /// <summary>
 /// Subtree for Give. Here holdingState should be the StateName corresponding
 /// to the state for holding the object exchanged, e.g. HoldingWallet, HoldingBall.
 /// beforeGive and afterGive can be used to specify actions to be done both before the give starts
 /// (but after they have met and oriented towards each other) and to be done after the give ends.
 /// </summary>
 protected Node ST_Give(SmartCharacter user, StateName holdingState, Node beforeGive, Node afterGive)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.IsStanding, holdingState, ~StateName.IsIncapacitated),
         this.Node_Require(StateName.RoleActor, StateName.IsStanding, ~holdingState, ~StateName.IsIncapacitated),
         new SequenceParallel(
             user.Node_GoToUpToRadius(new Val<Vector3>(this.transform.position), 1.0f),
             this.Node_OrientTowards(new Val<Vector3>(user.transform.position)),
         user.Node_OrientTowards(new Val<Vector3>(this.transform.position))),
         beforeGive,
         new SequenceParallel(
             user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionGive),
             new Sequence(
                 new LeafWait(1000),
                 this.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionTake)),
             user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand),
             this.Node_WaitForTrigger(FullBodyBipedEffector.RightHand)),
         new LeafInvoke(() => this.HoldPropRightHand.Attach(user.HoldPropRightHand.Release())),
         user.Node_Set(~holdingState),
         afterGive,
         this.Node_Set(holdingState),
         new SequenceParallel(
             user.Node_StopInteraction(FullBodyBipedEffector.RightHand),
             this.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionHoldRight)));
 }
Exemple #23
0
 public static Node CoerceIntoGivingKey(
     SmartCharacter coercer,
     SmartCharacter target)
 {
     return new Sequence(
         ApproachUpTo(coercer, target, 2.0f),
         BeginCoerce(coercer, target),
         new LeafAffordance("CoerceGiveKey", target, coercer),
         EndCoerce(coercer),
         target.Node_Set(~StateName.HasKeys),
         coercer.Node_Set(StateName.HasKeys));
 }
 protected Node CustomerPutMoney(SmartCharacter user)
 {
     return new Sequence(
         this.Node_Require(StateName.RoleTeller),
         user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.RightHandOccupied, ~StateName.IsIncapacitated, StateName.HoldingWallet),
         user.ST_TakeWalletFromPocket(),
         user.ST_Put(HoldPropIntermediate, InteractionIntermediateCustomer),
         user.Node_Set(~StateName.HoldingWallet),
         this.Node_Set(StateName.HoldingWallet));
 }
Exemple #25
0
 public static Node BreakAlliance(SmartCharacter char1, SmartCharacter char2)
 {
     return new Sequence(
         char1.Node_Set(char2.Id, ~RelationName.IsAlliedWith),
         char2.Node_Set(char1.Id, ~RelationName.IsAlliedWith));
 }
 protected Node Leave(SmartCharacter user)
 {
     return new Sequence(
         user.Node_Set(~StateName.IsImmobile),
         this.Node_Set(~StateName.IsOccupied));
 }
Exemple #27
0
 protected Node GuardRear(SmartCharacter user)
 {
     return new Sequence(
         user.Node_GoTo(this.GuardWaypointRear.position),
         user.Node_Orient(this.GuardWaypointRear.rotation),
         user.Node_Set(StateName.IsGuarding, StateName.IsImmobile),
         user.Node_Set(this.Id, RelationName.IsGuarding),
         this.Node_Set(StateName.IsGuarded));
 }