Inheritance: MonoBehaviour
Esempio n. 1
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 public SleepAct(CreatureAI creature)
     : base(creature)
 {
     Name = "Sleep";
     RechargeRate = 1.0f;
     Teleport = false;
 }
Esempio n. 2
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 public FollowPathAct(CreatureAI agent, string pathName) :
     base(agent)
 {
     Name           = "Follow path";
     PathName       = pathName;
     EnergyLoss     = 10.0f;
     ValidPathTimer = new Timer(.75f, false);
 }
Esempio n. 3
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 public FollowPathAnimationAct(CreatureAI agent, string pathName) :
     base(agent)
 {
     Name             = "Follow path";
     PathName         = pathName;
     ValidPathTimer   = new Timer(.75f, false);
     RandomTimeOffset = MathFunctions.Rand(0.0f, 0.1f);
 }
Esempio n. 4
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        private void ReturnCreature(CreatureAI creature)
        {
            var owner = creature.World.Factions.Factions[OwnerFaction];

            owner.Minions.Add(creature);
            creature.CancelCurrentTask();
            creature.GetRoot().SetFlagRecursive(GameComponent.Flag.Active, true);
            creature.GetRoot().SetFlagRecursive(GameComponent.Flag.Visible, true);
        }
Esempio n. 5
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        /// <summary>
        /// Constructor of the Behaviour Block
        /// </summary>
        /// <param name="owningCreatureAI">Reference to the creature owning the Behaviour Block.</param>
        /// <param name="behaviours">Parameterized Array of CreatureBehaviours that should be executed in order.</param>
        public BehaviourBlock(CreatureAI owningCreatureAI, params CreatureBehaviour[] behaviours)
        {
            m_OwningCreatureAI = owningCreatureAI;

            foreach (CreatureBehaviour cb in behaviours)
            {
                m_Behaviours.Enqueue(cb);
            }
        }
Esempio n. 6
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        void MovementInform(Creature owner)
        {
            CreatureAI ai = owner.GetAI();

            if (ai != null)
            {
                ai.MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
            }
        }
Esempio n. 7
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    void Start()
    {
        creatureMotor = GetComponent <CreatureMotor>();

        creatureAI = GetComponent <CreatureAI>();

        behavior = creatureAI.creature.creatureBehavior;

        creatureHealth = creatureAI.creature.creatureHealth;
    }
Esempio n. 8
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        private bool PassesFilter(CreatureAI Minion)
        {
            var filter = GetFilter();

            if (String.IsNullOrEmpty(filter))
            {
                return(true);
            }
            return(GetMinionDescriptorString(Minion).Contains(filter.ToUpper()));
        }
Esempio n. 9
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 public bool EnqueuDwarf(CreatureAI Rider, ElevatorMoveState RidePlan)
 {
     RiderQueue.RemoveAll(r => Object.ReferenceEquals(Rider, r.Rider));
     RiderQueue.Add(new EnqueuedRider
     {
         Rider    = Rider,
         RidePlan = RidePlan
     });
     return(true);
 }
Esempio n. 10
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    private void Update()
    {
        #region AttackCooldown

        if (currentAttackCooldown > 0)
        {
            currentAttackCooldown -= Time.deltaTime;
        }

        #endregion

        #region CreatureDetection

        Collider[] result = Physics.OverlapSphere(transform.position, detectCreatureRange);
        attackables.Clear();
        Player player = null;

        foreach (var item in result)
        {
            if (player == null)
            {
                player = item.GetComponentInParent <Player>();
                if (player != null)
                {
                    attackables.Add(player);
                    continue;
                }
            }

            CreatureAI creature = item.GetComponent <CreatureAI>();
            if (creature != null)
            {
                attackables.Add(creature);
            }
        }

        IAttackableByEnemy closest = null;
        float closestDistance      = float.MaxValue;

        foreach (var item in attackables)
        {
            float distance = Vector3.Distance(transform.position, item.transform.position);
            if (distance < closestDistance)
            {
                closest         = item;
                closestDistance = distance;
            }
        }

        if (closest != null)
        {
            StartCoroutine(Attack(closest));
        }
        #endregion
    }
Esempio n. 11
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    public void selectCreatureType(int _type)
    {
        CreatureAI cAI = createdCreature.GetComponent <CreatureAI>();

        if (cAI.creature.creatureBehavior == CreatureBehavior.Passive)
        {
            if (GameController.instance.totalPassiveCreatures < GameController.instance.maxPassiveCreatures)
            {
                cAI.creature = creatureTypes[_type];

                currentDelay = 0;

                GameController.instance.totalPassiveCreatures++;

                GameController.instance.totalActiveCreatures++;

                return;
            }
        }

        if (cAI.creature.creatureBehavior == CreatureBehavior.Neutral)
        {
            if (GameController.instance.totalNeutralCreatures < GameController.instance.maxNeutralCreatures)
            {
                cAI.creature = creatureTypes[_type];

                currentDelay = 0;

                GameController.instance.totalNeutralCreatures++;

                GameController.instance.totalActiveCreatures++;

                return;
            }
        }

        if (cAI.creature.creatureBehavior == CreatureBehavior.Aggressive)
        {
            if (GameController.instance.totalAggressiveCreatures < GameController.instance.maxAggressiveCreatures)
            {
                cAI.creature = creatureTypes[_type];

                currentDelay = 0;

                GameController.instance.totalAggressiveCreatures++;

                GameController.instance.totalActiveCreatures++;

                return;
            }
        }

        return;
    }
Esempio n. 12
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    // Update is called once per frame
    void DoAIBehaviour()
    {
        //this part checks if the enemy type exists
        if (CreatureAI.creaturesByType.ContainsKey(enemyType) == false)
        {
            return;
        }

        //find the closest creature to us
        //set defaults
        CreatureAI closest  = null;
        float      distance = Mathf.Infinity;


        //Loop through all enemy to find the closest
        foreach (CreatureAI c in CreatureAI.creaturesByType[enemyType])
        {
            // if the creature is dead, then move on
            if (c.health <= 0)
            {
                continue;
            }

            //get it's distance from us
            float dist = Vector3.Distance(this.transform.position, c.transform.position);
            //if it's closer that the current closest then it is the closest
            if (closest == null || dist < distance)
            {
                closest  = c;
                distance = dist;
            }
        }

        //if there was no closest then do nothing
        //this part checks if any food in the types list exists
        //or if we need to worry
        if (closest == null || distance > lookOutRange)
        {
            return;
        }


        //if we get this far, there an enemy

        //if not closer move closer
        Vector3 dir = this.transform.position - closest.transform.position;
        //this form of calculation increases the importance the closer it gets
        //to the enemy
        float             descisionmportance = 10 / (distance * distance);
        WeightedDirection wd = new WeightedDirection(dir, descisionmportance);

        creature.desiredDirections.Add(wd);
    }
Esempio n. 13
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 public bool ReadyToBoard(CreatureAI Rider)
 {
     if (State != States.PickingUpRider)
     {
         return(false);
     }
     if (CurrentRider != null && Object.ReferenceEquals(Rider, CurrentRider.Rider))
     {
         return(true);
     }
     return(false);
 }
Esempio n. 14
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 public void WaitForMe(CreatureAI Rider)
 {
     if (State != States.PickingUpRider && State != States.DroppingOffRider)
     {
         return;
     }
     if (CurrentRider == null || !Object.ReferenceEquals(Rider, CurrentRider.Rider))
     {
         return;
     }
     TimeoutTimer.Reset();
 }
Esempio n. 15
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 public bool AtDestination(CreatureAI Rider)
 {
     if (State != States.DroppingOffRider)
     {
         return(false);
     }
     if (CurrentRider != null && Object.ReferenceEquals(Rider, CurrentRider.Rider))
     {
         return(true);
     }
     return(false);
 }
Esempio n. 16
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        static void DoMovementInform(Unit owner, Unit target)
        {
            if (!owner.IsCreature())
            {
                return;
            }

            CreatureAI ai = owner.ToCreature().GetAI();

            if (ai != null)
            {
                ai.MovementInform(MovementGeneratorType.Chase, (uint)target.GetGUID().GetCounter());
            }
        }
 private void OnValidate()
 {
     if (myCollider == null)
     {
         myCollider = GetComponent <Collider>();
     }
     if (myRigidbody == null)
     {
         myRigidbody = GetComponent <Rigidbody>();
     }
     if (creatureAI == null)
     {
         creatureAI = GetComponent <CreatureAI>();
     }
 }
    private void CallCreatures()
    {
        GetComponent <PlayerMovement>().animator.SetTrigger(PlayerAnimations.ShoutTrigger);
        Collider[] result = Physics.OverlapSphere(transform.position, radius);

        foreach (Collider item in result)
        {
            CreatureAI creature = item.GetComponent <CreatureAI>();
            if (creature == null)
            {
                continue;
            }

            creature.StartFollowing(transform);
        }
    }
Esempio n. 19
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    float[]  generateGenes()//generate random values on first generation
    {
        float Resilience_generated = Random.Range(0.0f, 2.0f);
        float Size_roo_generated   = Random.Range(0.0f, 2.0f); //0.5 a 1.5
        float Speed_generated      = Random.Range(0.0f, 2.0f); //3.5
        float FView_generated      = Random.Range(0.0f, 2.0f); //2 a 5

        float[]    Genoma_generated = new float[4];
        CreatureAI CreatureBrain    = new CreatureAI();

        Genoma_generated[0] = Mathf.Clamp(CreatureBrain.LerpValue((Resilience_minmax_Input[1] - Resilience_minmax_Input[0]), Resilience_minmax_BigInput[1] - Resilience_minmax_BigInput[0], Resilience_generated), Resilience_minmax_Input[0], Resilience_minmax_Input[1]);
        Genoma_generated[1] = Mathf.Clamp(CreatureBrain.LerpValue((Size_roo_minmax_Input[1] - Size_roo_minmax_Input[0]), Size_roo_minmax_BigInput[1] - Size_roo_minmax_BigInput[0], Size_roo_generated), Size_roo_minmax_Input[0], Size_roo_minmax_Input[1]);
        Genoma_generated[2] = Mathf.Clamp(CreatureBrain.LerpValue((Speed_minmax_Input[1] - Speed_minmax_Input[0]), Speed_minmax_BigInput[1] - Speed_minmax_BigInput[0], Speed_generated), Speed_minmax_Input[0], Speed_minmax_Input[1]);
        Genoma_generated[3] = Mathf.Clamp(CreatureBrain.LerpValue((FView_minmax_Input[1] - FView_minmax_Input[0]), FView_minmax_BigInput[1] - FView_minmax_BigInput[0], FView_generated), FView_minmax_Input[0], FView_minmax_Input[1]);
        return(Genoma_generated);
    }
Esempio n. 20
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        private void DestroyCreature(CreatureAI creature)
        {
            if (!creature.Active)
            {
                return;
            }

            var owner = creature.World.Factions.Factions[OwnerFaction];

            owner.Minions.Remove(creature);
            if (creature.World.Master.SelectedMinions.Contains(creature))
            {
                creature.World.Master.SelectedMinions.Remove(creature);
            }
            creature.GetRoot().SetFlagRecursive(GameComponent.Flag.Active, false);
            creature.GetRoot().SetFlagRecursive(GameComponent.Flag.Visible, false);
        }
Esempio n. 21
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    // Update is called once per frame
    void Update()
    {
        // raycast object and check if it has Think script, then set at target
        if (target == null && Input.GetMouseButtonUp(0)) // left click
        {
            RaycastHit hit;
            Ray        ray = myCamera.ScreenPointToRay(Input.mousePosition);

            if (Physics.Raycast(ray, out hit))
            {
                Transform objectHit  = hit.transform;
                var       creatureAI = objectHit.GetComponentInParent <CreatureAI>();
                if (creatureAI != null)
                {
                    target   = creatureAI.gameObject;
                    targetAI = target.GetComponent <CreatureAI>();
                    targetBT = creatureAI.Behaviour;
                    m_StatsObj.SetActive(true);

                    DrawTree();
                }
            }
        }

        // turn off the overlay if active and no target
        if (target == null && LiveTreeOverlay.activeSelf)
        {
            LiveTreeOverlay.SetActive(false);
            m_StatsObj.SetActive(false);
            m_Core.GameState = Core.EGameState.Simulating;
        }

        // set overlay active and update
        if (target != null)
        {
            if (!LiveTreeOverlay.activeSelf)
            {
                LiveTreeOverlay.SetActive(true);
                m_StatsObj.SetActive(true);
            }
            UpdateTree();
            UpdateStats();
        }
    }
Esempio n. 22
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        void OnRemove(AuraEffect aurEff, AuraEffectHandleModes mode)
        {
            Unit caster = GetCaster();

            if (caster)
            {
                CreatureAI gormokAI = GetTarget().ToCreature().GetAI();
                if (gormokAI != null)
                {
                    Unit target = gormokAI.SelectTarget(SelectAggroTarget.Random, 0, new SnobolledTargetSelector(GetTarget()));
                    if (target)
                    {
                        gormokAI.Talk(TextIds.EmoteSnobolled);
                        caster.GetAI().DoAction(Actions.ActiveSnobold);
                        caster.CastSpell(target, SpellIds.RidePlayer, true);
                    }
                }
            }
        }
Esempio n. 23
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    private void OnTriggerStay(Collider other)
    {
        if (brain.movement == null)
        {
            return;
        }
        if (brain.movement.imOn == false)
        {
            return;
        }
        if (other.gameObject.CompareTag("Food"))
        {
            Food f = other.gameObject.GetComponent <Food>();
            if (f.TryCatchThisFood(brain))
            {
                if (brain.movement != null)
                {
                    brain.movement.Move(f.transform);
                }
                brain.movement.ChangeState(1);
                //eat method on CreatureAI
            }
            if (other.gameObject.CompareTag("Creature"))
            {
                if (brain.movement == null)
                {
                    return;
                }
                if (brain.movement.imOn == false)
                {
                    return;
                }
                CreatureAI c = other.gameObject.GetComponent <CreatureAI>();

                if (brain.movement != null)
                {
                    brain.movement.Move(c.transform);
                }
                brain.movement.ChangeState(1);
                //eat method on CreatureAI
            }
        }
    }
Esempio n. 24
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 public bool TryCatchThisFood(CreatureAI candidate)
 {
     if (CreatureCandidate == null)
     {
         CreatureCandidate = candidate; return(true);
     }
     if (CreatureCandidate != null)
     {
         if (CreatureCandidate.Size > candidate.Size)
         {
             return(false);
         }
         else
         {
             CreatureCandidate = candidate; return(true);
         }
     }
     Debug.Log("Some Error Happened");
     return(false);
 }
Esempio n. 25
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    private void Update()
    {
        if (!activated)
        {
            return;
        }

        if (creatures.Count >= targetCreatureCount)
        {
            return;
        }

        int toSpawn = targetCreatureCount - creatures.Count;

        for (int i = 0; i < toSpawn; i++)
        {
            CreatureAI instance = Instantiate(creaturePrefab, transform.position + new Vector3(Random.value, 0, Random.value), Quaternion.identity);

            creatures.Add(instance);
        }
    }
Esempio n. 26
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        private bool MovePlatform(ElevatorShaft Destination, CreatureAI Rider, DwarfTime Time)
        {
            var dest  = Destination.Position - new Vector3(0, 0.5f, 0);
            var delta = dest - Platform.LocalPosition;

            if (delta.LengthSquared() < 0.05f)
            {
                return(true);
            }
            delta.Normalize();
            delta *= (float)Time.ElapsedGameTime.TotalSeconds * ElevatorSpeed;

            Platform.LocalPosition = Platform.LocalPosition + delta;
            if (Rider != null)
            {
                Rider.Physics.LocalPosition = Platform.LocalPosition + new Vector3(0, Rider.Physics.BoundingBoxSize.Y, 0);
                Rider.Physics.Velocity      = Vector3.Zero;
                Rider.Physics.PropogateTransforms();
            }

            return(false);
        }
Esempio n. 27
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            void HandleSpikes(uint effIndex)
            {
                PreventHitDefaultEffect(effIndex);
                Creature marrowgar = GetCaster().ToCreature();

                if (marrowgar)
                {
                    CreatureAI marrowgarAI    = marrowgar.GetAI();
                    byte       boneSpikeCount = (byte)(Convert.ToBoolean((int)GetCaster().GetMap().GetDifficultyID() & 1) ? 3 : 1);

                    List <Unit> targets = marrowgarAI.SelectTargetList(boneSpikeCount, SelectAggroTarget.Random, 1, new BoneSpikeTargetSelector(marrowgarAI));
                    if (targets.Empty())
                    {
                        return;
                    }

                    uint i = 0;
                    foreach (var target in targets)
                    {
                        target.CastSpell(target, Misc.BoneSpikeSummonId[i], true);
                        if (!target.IsAlive()) // make sure we don't get any stuck spikes on dead targets
                        {
                            Aura aura = target.GetAura(SpellIds.Impaled);
                            if (aura != null)
                            {
                                Creature spike = ObjectAccessor.GetCreature(target, aura.GetCasterGUID());
                                if (spike != null)
                                {
                                    spike.DespawnOrUnsummon();
                                }
                                aura.Remove();
                            }
                        }
                        i++;
                    }

                    marrowgarAI.Talk(Texts.SayBonespike);
                }
            }
Esempio n. 28
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        private void AddCreature(CreatureAI employee, WidgetListView column, List <CreatureAI> creaturesA, List <CreatureAI> creaturesB)
        {
            var bar = Root.ConstructWidget(new Widget
            {
                Background          = new TileReference("basic", 0),
                TriggerOnChildClick = true,
                OnClick             = (sender, args) =>
                {
                    creaturesA.Remove(employee);
                    creaturesB.Add(employee);
                    ReconstructColumns();
                }
            });
            var employeeSprite = employee.GetRoot().GetComponent <LayeredSprites.LayeredCharacterSprite>();

            if (employeeSprite != null)
            {
                bar.AddChild(new EmployeePortrait
                {
                    AutoLayout      = AutoLayout.DockLeft,
                    MinimumSize     = new Point(48, 40),
                    MaximumSize     = new Point(48, 40),
                    Sprite          = employeeSprite.GetLayers(),
                    AnimationPlayer = new AnimationPlayer(employeeSprite.Animations["IdleFORWARD"])
                });
            }

            var title = employee.Stats.Title ?? employee.Stats.CurrentLevel.Name;

            bar.AddChild(new Widget
            {
                AutoLayout        = AutoLayout.DockFill,
                TextVerticalAlign = VerticalAlign.Center,
                MinimumSize       = new Point(128, 64),
                Text = (employee.Stats.FullName) + " (" + title + ")"
            });

            column.AddItem(bar);
        }
Esempio n. 29
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        public void RefreshMainText()
        {
            if (selectedCreature.Equals(Entity.Null) || !em.Exists(selectedCreature))
            {
                NativeArray <Entity> creatures = em.CreateEntityQuery(typeof(CreatureAI)).
                                                 ToEntityArray(Allocator.TempJob);
                InitializeCreatureList(ref creatures);
                creatures.Dispose();
                return;
            }
            //CreatureState state = em.GetComponentData<CreatureState>(selectedCreature);
            CreatureAI ai     = em.GetComponentData <CreatureAI>(selectedCreature);
            Target     target = em.GetComponentData <Target>(selectedCreature);

            /*NativeArray<Entity> areaArray = em.CreateEntityQuery(typeof(rak.ecs.area.Area)).ToEntityArray(Allocator.TempJob);
             * if(areaArray.Length == 0)
             * {
             *  areaArray.Dispose();
             *  return;
             * }
             * ecs.area.Area area = em.GetComponentData<ecs.area.Area>(areaArray[0]);
             * Sun sun = em.GetComponentData<Sun>(areaArray[0]);
             * ecs.ThingComponents.Needs needs = em.GetComponentData<ecs.ThingComponents.Needs>(selectedCreature);
             * string text = DETAILTEXT.Replace("{name}",selectedCreature.ToString());
             *  text = text.Replace("{state}", state.Value.ToString());
             *  text = text.Replace("{task}", ai.CurrentTask.ToString());
             *  text = text.Replace("{taskTarget}", target.targetEntity.ToString());
             *  text = text.Replace("{currentAction}", ai.CurrentAction.ToString());
             *  text = text.Replace("{hunger}", needs.Hunger.ToString());
             *  text = text.Replace("{sleep}", needs.Sleep.ToString());
             *  detailText.text = text;
             * int cc = area.NumberOfCreatures;
             * int tc = 0;
             * clockText.text = "Creatures-" + cc + " Things-" + tc + " Time-" + sun.AreaLocalTime +
             *  " Elapsed-" + sun.ElapsedHours + "\n";*/
            // TODO this is ghetto //
            RefreshMemoryText();
            //areaArray.Dispose();
        }
Esempio n. 30
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    public static List <CreatureAI> bubbleSort(List <CreatureAI> vetor)
    {
        int tamanho     = vetor.Count;
        int comparacoes = 0;
        int trocas      = 0;

        for (int i = tamanho - 1; i >= 1; i--)
        {
            for (int j = 0; j < i; j++)
            {
                comparacoes++;
                if (vetor[j].FinalFitness > vetor[j + 1].FinalFitness)
                {
                    CreatureAI aux = vetor[j];
                    vetor[j]     = vetor[j + 1];
                    vetor[j + 1] = aux;
                    trocas++;
                }
            }
        }

        return(vetor);
    }
Esempio n. 31
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        private string GetMinionDescriptorString(CreatureAI Minion)
        {
            var builder = new StringBuilder();

            builder.Append(Minion.Stats.Species.Name);
            builder.Append(Minion.Stats.Gender);
            builder.Append(Minion.Stats.FullName);
            builder.Append(Minion.Stats.CurrentClass.Name);
            builder.Append(Minion.Stats.CurrentLevel.Name);
            builder.Append(Minion.Stats.Title);
            if (Minion.Stats.IsOverQualified)
            {
                builder.Append("wants promotion");
            }
            if (Minion.Stats.IsOnStrike)
            {
                builder.Append("strike");
            }
            if (Minion.Stats.IsAsleep)
            {
                builder.Append("asleeping");
            }
            return(builder.ToString().ToUpper());
        }
Esempio n. 32
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 public FollowPathAnimationAct(CreatureAI agent, string pathName)
     : base(agent)
 {
     Name = "Follow path";
     PathName = pathName;
     ValidPathTimer = new Timer(.75f, false);
     RandomTimeOffset = MathFunctions.Rand(0.0f, 0.1f);
 }
Esempio n. 33
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 public FollowPathAct(CreatureAI agent, string pathName)
     : base(agent)
 {
     Name = "Follow path";
     PathName = pathName;
     EnergyLoss = 10.0f;
     ValidPathTimer = new Timer(.75f, false);
 }