Exemple #1
0
        private void AttatchNewDeerFSM(Deer deer, Game game)
        {
            //Declaring Actions for states
            ScaredAction scaredAction = new ScaredAction();
            WanderAction wanderAction = new WanderAction();
            GrazeAction  grazeAction  = new GrazeAction();
            //FleeFromLionAction fleeFromLionAction = new FleeFromLionAction();
            //FleeFromHunterAction fleeFromHunterAction = new FleeFromHunterAction();
            DeerFleeAction deerFleeAction = new DeerFleeAction();
            resetWander    resetWander    = new resetWander();
            emptyAction    emptyAction    = new emptyAction();
            FlockAction    flockAction    = new FlockAction();

            //Declaring States for FSM
            State scaredState = new State("scared", scaredAction);
            State wanderState = new State("wander", emptyAction, wanderAction, resetWander);
            State grazeState  = new State("graze", grazeAction);
            State fleeState   = new State("flee", deerFleeAction);
            //fleeState.AddActions();
            State flockState = new State("flock", flockAction);


            //Declaring conditions used for transitions
            FearGreaterThan  fearGreaterThan80                 = new FearGreaterThan(80);
            FearGreaterThan  fearGreaterThan60                 = new FearGreaterThan(60);
            FearLessThan     fearLessThan40                    = new FearLessThan(40);
            FearLessThan     fearLessThan20                    = new FearLessThan(20);
            ThreatLevel      hunterHighThreatLevel             = new ThreatLevel(75f);
            DistanceToHunter distanceToHunter                  = new DistanceToHunter(200f);
            AndCondition     andThreatDistanceHunter           = new AndCondition(hunterHighThreatLevel, distanceToHunter);
            OrCondition      orFearThreat                      = new OrCondition(fearGreaterThan60, andThreatDistanceHunter);
            NeighborCountGreaterCondition neighborCountGreater = new NeighborCountGreaterCondition(5);
            NeighborCountLessCondition    neighborCountLess    = new NeighborCountLessCondition(2);
            RandomTimerCondition          fleetoScaredTimer    = new RandomTimerCondition(initialTime, 600);
            RandomTimerCondition          wandertoGrazeTimer   = new RandomTimerCondition(initialTime, shortTimer);//800 to 1200
            RandomTimerCondition          flocktoGrazeTimer    = new RandomTimerCondition(initialTime, 600);
            RandomTimerCondition          grazetoFlockTimer    = new RandomTimerCondition(initialTime, 600);
            RandomCondition randomCondition                    = new RandomCondition(2, 2);
            //AndCondition andRandomLowFear = new AndCondition(randomCondition, fearLessThan40);
            AndCondition andTimerLowFear = new AndCondition(fleetoScaredTimer, fearLessThan20);
            AndCondition andRandomNeighborCountGreater = new AndCondition(randomCondition, neighborCountGreater);
            AndCondition andRandomNeighborCountLess    = new AndCondition(grazetoFlockTimer, neighborCountLess);
            //AndCondition andRNCRandom = new AndCondition(andRandomNeighborCount, grazetoFlockTimer);
            WanderCondition wanderTrue = new WanderCondition();


            //Declaring Transitions
            Transition gotoWanderFromScared = new Transition(andTimerLowFear, wanderState, 0);
            //Transition gotoWanderFromScared = new Transition(andRandomLowFear, wanderState, 0);
            Transition gotoWanderFromGraze  = new Transition(wanderTrue, wanderState, 0);
            Transition gotoWanderFromGraze2 = new Transition(andRandomNeighborCountLess, wanderState, 0);

            Transition gotoGrazeFromScared = new Transition(andTimerLowFear, grazeState, 0);
            //Transition gotoGrazeFromScared = new Transition(andRandomLowFear, grazeState, 0);
            Transition gotoGrazeFromWander = new Transition(wandertoGrazeTimer, grazeState, 0);

            Transition gotoFlockfromGraze = new Transition(andRandomNeighborCountGreater, flockState, 0);
            Transition gotoGrazefromFlock = new Transition(flocktoGrazeTimer, grazeState, 0);

            Transition gotoScaredFromWander = new Transition(orFearThreat, scaredState, 0); //old cond was feargreaterthan 60
            Transition gotoScaredFromGraze  = new Transition(orFearThreat, scaredState, 0);
            Transition gotoScaredFromFlock  = new Transition(orFearThreat, scaredState, 0);

            Transition gotoFlee = new Transition(fearGreaterThan80, fleeState, 0);
            //Transition gotoScaredFromFlee = new Transition(andTimerLowFear, scaredState, 0);
            Transition gotoScaredFromFlee = new Transition(fearLessThan40, scaredState, 0);

            //Declaring actions for transitions
            gotoWanderFromScared.addActions(wanderAction);
            gotoWanderFromGraze.addActions(wanderAction);
            gotoWanderFromGraze2.addActions(wanderAction);
            gotoGrazeFromScared.addActions(grazeAction);
            gotoGrazeFromWander.addActions(grazeAction);
            gotoGrazefromFlock.addActions(grazeAction);
            gotoScaredFromWander.addActions(scaredAction);
            gotoScaredFromGraze.addActions(scaredAction);
            gotoFlee.addActions(deerFleeAction);
            gotoFlockfromGraze.addActions(flockAction);
            gotoScaredFromFlock.addActions(scaredAction);
            gotoScaredFromFlee.addActions(scaredAction);


            //Hooking up transitions to states
            scaredState.addTransition(gotoWanderFromScared);
            scaredState.addTransition(gotoGrazeFromScared);
            scaredState.addTransition(gotoFlee);

            wanderState.addTransition(gotoScaredFromWander);
            wanderState.addTransition(gotoGrazeFromWander);

            grazeState.addTransition(gotoScaredFromGraze);
            grazeState.addTransition(gotoWanderFromGraze);
            grazeState.addTransition(gotoFlockfromGraze);
            grazeState.addTransition(gotoWanderFromGraze2);

            fleeState.addTransition(gotoScaredFromFlee);

            flockState.addTransition(gotoGrazefromFlock);
            flockState.addTransition(gotoScaredFromFlock);


            FiniteStateMachine newFSM = new FiniteStateMachine(wanderState);

            deer.fsm = newFSM;
        }
Exemple #2
0
        void AttachLionHFSM()
        {
            // hunt deer sub macine state ////////////////////////////
            State wanderState = new State("wander deer", new WanderAction());
            State hideState   = new State("hide deer", new SetTargetToClosestBush(), new GoToBushAction(), new emptyAction());
            State waitState   = new State("wait for deer", new emptyAction(), new WaitInBushAction(false), new emptyVisibleAction());
            State pounceState = new State("pounce deer", new SetLionTargetToDeerAction(), new PounceAction(), new emptyAction());

            pounceState.entryActions.Add(new emptyVisibleAction());
            State eatState   = new State("eat", new KillDeerAction(), new EatAction(), new emptyAction());
            State napState   = new State("nap", new NapAction());
            State creepState = new State("creep deer", new CreepDeerAction());
            State chaseState = new State("chase deer", new ChaseDeerAction());

            Transition arriveAtBush       = new Transition(new ReachedBush(), waitState, -1);
            Transition waitToPounce       = new Transition(new AndCondition(new TimerCondition(200), new DeerInRangeCondition(RangeToPounce)), pounceState, -1);
            Transition pounceToKill       = new Transition(new ReachedDeerTarget(KillRange), eatState, -1);
            Transition pounceToWander     = new Transition(new ReachedPounceTarget(30), wanderState, -1);
            Transition pounceMissToWander = new Transition(new NotCondition(new ReachedPounceTarget(200)), wanderState, -1);
            Transition wanderToNap        = new Transition(new RandomTimerCondition(new TimeSpan(), 600), napState, -1);
            Transition napToWander        = new Transition(new RandomTimerCondition(new TimeSpan(), 600), wanderState, -1);
            Transition napToCreep         = new Transition(new LionHungerGreaterThanCondition(800), creepState, -1);
            Transition wanderToCreep      = new Transition(new LionHungerGreaterThanCondition(800), creepState, -1);
            Transition creepToHide        = new Transition(new LionHungerGreaterThanCondition(1300), hideState, -1);
            Transition creepToPounce      = new Transition(new DeerInRangeCondition(RangeToPounce), pounceState, -1);
            Transition waitToChase        = new Transition(new LionHungerGreaterThanCondition(1800), chaseState, -1);
            Transition chaseToPounce      = new Transition(new DeerInRangeCondition(RangeToPounce), pounceState, -1);
            Transition eatToWander        = new Transition(new RandomTimerCondition(new TimeSpan(), 200), wanderState, -1);

            hideState.addTransition(arriveAtBush);
            waitState.addTransition(waitToPounce, waitToChase);
            pounceState.addTransition(pounceToWander, pounceToKill, pounceMissToWander);
            wanderState.addTransition(wanderToNap, wanderToCreep);
            napState.addTransition(napToWander, napToCreep);
            eatState.addTransition(eatToWander);
            creepState.addTransition(waitToChase, creepToPounce, creepToHide);
            chaseState.addTransition(chaseToPounce);

            SubMachineState HuntDeerSubMachineState = new SubMachineState(game, wanderState, hideState, waitState, pounceState, wanderState, eatState, chaseState, creepState, napState);


            // HUNT HUNTER SUBMACHINE STATE /////////////////////////////////////////////////
            State creepHunter     = new State("creepHunter", new CreepHunterAction());
            State chaseHunter     = new State("chaseHunter", new ChaseHunterAction());
            State pounceHunter    = new State("pouncePlayer", new SetLionTargetToHunterAction(), new PounceAction(), new emptyVisibleAction());
            State goToBushState   = new State("hideFromPlayer", new SetTargetToClosestBush(), new GoToBushAction(), new emptyAction());
            State hideInBush      = new State("hide", new emptyAction(), new WaitInBushAction(true), new emptyVisibleAction());
            State hurtHunterState = new State("bite!", new BiteHunterAction(), new NapAction(), new emptyAction());

            Transition creepToChaseH  = new Transition(new DistanceToHunter(200), chaseHunter, -1);
            Transition creepToPounceH = new Transition(new DistanceToHunter(150), pounceHunter, -1);
            Transition creepToBushH   = new Transition(new NotCondition(new DistanceToHunter(300)), goToBushState, -1);

            creepHunter.addTransition(creepToPounce, creepToChaseH, creepToBushH);

            Transition chaseToPounceH = new Transition(new DistanceToHunter(150), pounceHunter, -1);

            chaseHunter.addTransition(chaseToPounceH);

            Transition pounceToHurtHunter  = new Transition(new DistanceToHunter(40), hurtHunterState, -1);
            Transition pounceToCreepHunter = new Transition(new ReachedPounceTarget(40), creepHunter, -1);

            pounceHunter.addTransition(pounceToHurtHunter, pounceToCreepHunter);

            Transition hurtHunterToCreep = new Transition(new TimerCondition(50), creepHunter, -1);

            hurtHunterState.addTransition(hurtHunterToCreep);

            Transition bushToChase    = new Transition(new DistanceToHunter(200), chaseHunter, -1);
            Transition goToBushToHide = new Transition(new ReachedBush(), hideInBush, -1);

            goToBushState.addTransition(bushToChase, goToBushToHide);

            Transition hideToPounce = new Transition(new DistanceToHunter(RangeToPounce), pounceHunter, -1);
            Transition hideToCreep  = new Transition(new TimerCondition(400), chaseHunter, -1);

            hideInBush.addTransition(hideToPounce, hideToCreep);

            SubMachineState HuntHunterSubMachine = new SubMachineState(game, creepHunter, creepHunter, chaseHunter, pounceHunter, hurtHunterState, goToBushState, hideInBush);

            HuntHunterSubMachine.name = "hunt Hunter";

            //top level machine
            Transition huntDeerToHuntHunter = new Transition(new OrCondition(new OrCondition(
                                                                                 new AndCondition(new DistanceToHunter(300), new AndCondition(new NotCondition(new LionHealthCondition(4)),
                                                                                                                                              new LionHungerGreaterThanCondition(2500))),
                                                                                 new DeerCount(0)), new AndCondition(new ThreatLevel(75f), new DistanceToHunter(299))), HuntHunterSubMachine, 0);

            HuntDeerSubMachineState.addTransition(huntDeerToHuntHunter);


            State      fleeFromHunterState = new State("flee hunter", new FleeFromHunterAction());
            State      fleeWanderState     = new State("wandering", new WanderAction());
            Transition fleeFFHtoWander     = new Transition(new NotCondition(new DistanceToHunter(300)), fleeWanderState, -1);
            Transition fleeWandertoFFH     = new Transition(new DistanceToHunter(300), fleeFromHunterState, -1);

            fleeFromHunterState.addTransition(fleeFFHtoWander);
            fleeWanderState.addTransition(fleeWandertoFFH);
            Transition fleeHunterToHuntDeer   = new Transition(new AndCondition(new NotCondition(new DistanceToHunter(200)), new NotCondition(new DeerCount(0))), HuntDeerSubMachineState, 0);
            Transition fleeHuntertoHuntHunter = new Transition(new LionHungerGreaterThanCondition(3000), HuntHunterSubMachine, 0);

            fleeHuntertoHuntHunter.addActions(new LionDesperateAction());
            SubMachineState fleeHunterSubMachine = new SubMachineState(game, fleeFromHunterState, fleeFromHunterState, fleeWanderState);

            fleeHunterSubMachine.name = "fleeHunter";
            fleeHunterSubMachine.addTransition(fleeHunterToHuntDeer, fleeHuntertoHuntHunter);

            Transition huntHunterToHuntDeer = new Transition(new OrCondition(new PlayerHealthCondition(0), (
                                                                                 new AndCondition(new NotCondition(new DeerCount(0)),
                                                                                                  new NotCondition(new DistanceToHunter(300))))), HuntDeerSubMachineState, 0);
            Transition huntHunterToFleeHunter = new Transition(new AndCondition(new NotCondition(new LionDesperateCondition()), new OrCondition(new PlayerHealthCondition(0), new LionHealthCondition(5))), fleeHunterSubMachine, 0);

            HuntHunterSubMachine.addTransition(huntHunterToHuntDeer, huntHunterToFleeHunter);

            Transition huntDeerToFleeHunter = new Transition(new AndCondition(
                                                                 new DistanceToHunter(200), new LionHealthCondition(5)),
                                                             fleeHunterSubMachine, 0);

            HuntDeerSubMachineState.addTransition(huntDeerToFleeHunter);

            //finalize machine and attach to lion. PHEW
            this.hfsm = new HierarchicalStateMachine(game, HuntDeerSubMachineState, fleeHunterSubMachine, HuntHunterSubMachine);
        }