Esempio n. 1
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    public void GetPlanner()
    {
        // GOAP planning
        // get the world state and the goal we want to plan for
        Dictionary <string, bool> worldState = goapAgent.dataProvider.getWorldState();
        Dictionary <string, bool> goal       = goapAgent.dataProvider.createGoalState();

        // Plan
        Queue <GoapAction> executeActionQueue = goapPlanner.plan(goapAgent.gameObject, availableActions, worldState, goal);

        if (executeActionQueue != null && executeActionQueue.Count > 0)
        {
            // we have a plan, hooray!
            currentActions = executeActionQueue;
            goapAgent.stateMachine.clearState();
            goapAgent.stateMachine.pushState(FSMStateEnum.Perform);
        }
        else
        {
            // ugh, we couldn't get a plan
            Debug.Log("<color=orange>Failed Plan:</color>" + GoapAgent.prettyPrint(goal));
            goapAgent.stateMachine.clearState();
            goapAgent.stateMachine.pushState(FSMStateEnum.Idle);
        }
    }
Esempio n. 2
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    private void createIdleState()
    {
        idleState = (fsm, gameObj) => {
            // GOAP planning

            // get the world state and the goal we want to plan for
            HashSet <KeyValuePair <string, object> > worldState = dataProvider.getWorldState();
            HashSet <KeyValuePair <string, object> > goal       = dataProvider.createGoalState();

            // Plan
            Queue <GoapAction> plan = planner.plan(gameObject, availableActions, worldState, goal);
            if (plan != null)
            {
                // we have a plan, hooray!
                currentActions = plan;
                dataProvider.planFound(goal, plan);

                fsm.popState();                 // move to PerformAction state
                fsm.pushState(performActionState);
            }
            else
            {
                // ugh, we couldn't get a plan
                Debug.Log("<color=orange>Failed Plan:</color>" + prettyPrint(goal));
                dataProvider.planFailed(goal);
                fsm.popState();                  // move back to IdleAction state
                fsm.pushState(idleState);
            }
        };
    }
Esempio n. 3
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    // Creating states for the GOAP FSM.

    private void createIdleState()
    {
        idleState = (fsm, gameObj) =>
        {
            // Get world state and goal from data provider.
            Dictionary <string, object> worldState = dataProvider.getWorldState();
            Dictionary <string, object> goal       = dataProvider.createGoalState();

            Queue <GoapAction> plan = planner.plan(gameObj, availableActions, worldState, goal);
            if (plan != null)
            {
                // Found a plan. Providing it to the data provider.
                currentActions = plan;
                dataProvider.planFound(goal, plan);

                // Move FSM to performAction state.
                fsm.popState();
                fsm.pushState(performActionState);
            }
            else
            {
                // No plan found for goal.
                Debug.Log("<color=orange>Failed plan:</color> " + prettyPrint(goal));
                dataProvider.planFailed(goal);

                // Going back to idleState.
                fsm.popState();
                fsm.pushState(idleState);
            }
        };
    }
    private void createIdleState()
    {
        idleState = (fsm, gameObj) => {
            // Get the world state and the goal
            Dictionary <string, object> worldState = dataProvider.getWorldState();
            Dictionary <string, object> goal       = dataProvider.createGoalState();

            // Generate the plan using GOAP Planner
            Queue <GoapAction> plan = planner.plan(gameObject, availableActions, worldState, goal);
            if (isSelected)
            {
                setMetrics();
            }
            if (plan != null)
            {
                // Plan found
                currentActions = plan;
                if (isSelected)
                {
                    generatePlanPanel();
                }
                dataProvider.planFound(goal, plan);
                fsm.popState(); // move to PerformAction state
                fsm.pushState(performActionState);
            }
            else
            {
                // No plan
                Debug.Log("<color=orange>Failed Plan:</color>" + prettyPrint(goal));
                dataProvider.planFailed(goal);
                fsm.popState(); // move back to IdleAction state
                fsm.pushState(idleState);
            }
        };
    }
Esempio n. 5
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    private void createIdleState()
    {
        idleState = (fsm, gameObj) => {
            // GOAP planning

            // get the world state and the goal we want to plan for
            HashSet <KeyValuePair <string, object> > worldState = dataProvider.getWorldState();
            HashSet <KeyValuePair <string, object> > goal       = dataProvider.createGoalState();

            // Plan
            // MAYBE ONLY DO THIS ONCE EVERY n SECONDS
            if (!hasPlan)
            {
                planner.plan(gameObject, availableActions, worldState, goal);
            }

            if (plan != null && hasPlan)
            {
                // need to find the targets for our actions here before trying to do anything
                foreach (var item in plan)
                {
                    foreach (var pre in item.Preconditions)
                    {
                        Debug.Log("Precondition: " + pre.Key + " " + pre.Value);
                    }

                    item.checkProceduralPrecondition(gameObject);
                }

                // we have a plan, hooray!
                currentActions = plan;
                dataProvider.planFound(goal, plan);
                //doOnce = true;
                fsm.popState();                 // move to PerformAction state
                fsm.pushState(performActionState);
            }

            else
            {
                // ugh, we couldn't get a plan
                Debug.Log("<color=orange>Failed Plan:</color>" + prettyPrint(goal));
                dataProvider.planFailed(goal);
                fsm.popState();                  // move back to IdleAction state
                fsm.pushState(idleState);
            }
        };
    }
Esempio n. 6
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    private void createIdleState()
    {
        idleState = (fsm, aiStateController) => {
            // GOAP planning

            // get the world state and the goal we want to plan for
            UpdateAgentState();

            if (debugPlanner)
            {
                foreach (var item in _goal)
                {
                    Debug.Log(item.Key + " " + item.Value);
                }
                foreach (var item in _worldState)
                {
                    Debug.Log(item.Key + " " + item.Value);
                }
            }

            // Plan
            Queue <GoapAction> plan = planner.plan(aiStateController, availableActions, _worldState, _goal);
            if (plan != null)
            {
                // we have a plan, hooray!
                currentActions = plan;
                dataProvider.planFound(_goal, plan);
                //Debug.Log(plan.Count);
                fsm.popState();                 // move to PerformAction state
                fsm.pushState(performActionState);
            }
            else
            {
                // ugh, we couldn't get a plan
                //Debug.Log("<color=orange>Failed Plan:</color>"+prettyPrint(goal));
                dataProvider.planFailed(_goal);
                fsm.popState();                  // move back to IdleAction state
                fsm.pushState(idleState);
            }
        };
    }
Esempio n. 7
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    private void createIdleState()
    {
        idleState = (fsm, gameObj) =>
        {
            // GOAP planning

            // get the world state and the goal we want to plan for
            var worldState = dataProvider.getWorldState();
            var goals      = dataProvider.createGoalState();

            // search enable Plan
            Queue <GoapAction>          plan     = null;
            KeyValuePair <string, bool> lastGoal = new KeyValuePair <string, bool>();
            foreach (var goal in goals)
            {
                lastGoal = goal;
                plan     = planner.plan(gameObject, availableActions, worldState, goal, dataProvider);
                if (plan != null)
                {
                    break;
                }
            }
            if (plan != null)
            {
                // we have a plan, hooray!
                currentActions = plan;
                dataProvider.planFound(lastGoal, plan);

                fsm.popState(); // move to PerformAction state
                fsm.pushState(performActionState);
            }
            else
            {
                // ugh, we couldn't get a plan
                Debug.Log("<color=orange>Failed Plan:</color>" + prettyPrint(goals));
                dataProvider.planFailed(goals);
                fsm.popState(); // move back to IdleAction state
                fsm.pushState(idleState);
            }
        };
    }
Esempio n. 8
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    /// <summary>
    /// Identifies a plan of action
    /// </summary>
    public void IdleState()
    {
        if (fsm.fsmStack.Peek() == "Idle")
        {
            HashSet <KeyValuePair <string, object> > worldState = gameObject.GetComponent <Player>().currentStateInWorld;
            HashSet <KeyValuePair <string, object> > goal       = gameObject.GetComponent <Player>().goal;

            //Plan
            Queue <Action> plan = planner.plan(gameObject, availableActions, worldState, goal);
            if (plan != null)
            {
                currentActions = plan;
                fsm.popFSM();
                fsm.pushFSM("PerformAction");
            }
            else
            {
                Debug.Log("plan failed");
                fsm.popFSM();
                fsm.pushFSM("idle");
            }
        }
    }
Esempio n. 9
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    void LateUpdate()
    {
        if (currentAction != null && currentAction.running)
        {
            float distanceToTarget = Vector3.Distance(currentAction.target.transform.position, this.transform.position);

            if (currentAction.agent.hasPath && distanceToTarget < 2.0f)
            {
                if (!invoked)
                {
                    Invoke("CompleteAction", currentAction.duration);
                    invoked = true;
                }
            }

            return;
        }

        if (planner == null || actionQueue == null)
        {
            planner = new GoapPlanner();

            var sortedGoals = from entry in goals orderby entry.Value descending select entry;

            foreach (KeyValuePair <SubGoal, int> sg in sortedGoals)
            {
                actionQueue = planner.plan(actions, sg.Key.subGoals, beliefs);

                if (actionQueue != null)
                {
                    currentGoal = sg.Key;

                    break;
                }
            }
        }

        if (actionQueue != null && actionQueue.Count == 0)
        {
            if (currentGoal.remove)
            {
                goals.Remove(currentGoal);
            }

            planner = null;
        }

        if (actionQueue != null && actionQueue.Count > 0)
        {
            currentAction = actionQueue.Dequeue();

            if (currentAction.PrePerform())
            {
                if (currentAction.target == null && currentAction.targetTag != "")
                {
                    currentAction.target = GameObject.FindWithTag(currentAction.targetTag);
                }

                if (currentAction.target != null)
                {
                    currentAction.running = true;
                    currentAction.agent.SetDestination(currentAction.target.transform.position);
                }
            }
            else
            {
                actionQueue = null;
            }
        }
    }