Esempio n. 1
0
    void GenerateSniperBTv100()
    {
        BTNode f0 = new FallbackNode(unit);

        BTNode s0 = new SequenceNode(unit);

        f0.children.Add(s0);

        BTNode c0 = new IsCommandIdle(unit);

        s0.children.Add(c0);

        BTNode s1 = new SequenceNode(unit);

        s0.children.Add(s1);

        BTNode c1 = new BeingShotAt(unit);

        s1.children.Add(c1);

        BTNode a0 = new RunToTheHills(unit);

        s1.children.Add(a0);

        BTNode s2 = new SequenceNode(unit);

        f0.children.Add(s2);

        BTNode c2 = new IsCommandMove(unit);

        s2.children.Add(c2);

        BTNode f1 = new FallbackNode(unit);

        s2.children.Add(f1);

        BTNode s3 = new SequenceNode(unit);

        f1.children.Add(s3);

        BTNode c3 = new BeingShotAt(unit);

        s3.children.Add(c3);

        BTNode sf0 = new CSF0(unit, 50f);

        s3.children.Add(sf0);

        BTNode a1 = new RunToTheHills(unit);

        sf0.children.Add(a1);

        BTNode f2 = new FallbackNode(unit);

        sf0.children.Add(f2);

        BTNode a2 = new TakeCover(unit, emptySlot);

        f2.children.Add(a2);

        BTNode a3 = new RunToTheHills(unit);

        f2.children.Add(a3);

        BTNode s4 = new SequenceNode(unit);

        f1.children.Add(s4);

        BTNode c4 = new NotAtTargetLocation(unit);

        s4.children.Add(c4);

        BTNode a4 = new GoTowardsTargetLocation(unit);

        s4.children.Add(a4);

        BTNode a5 = new MakeUnitIdle(unit);

        f1.children.Add(a5);

        root = f0;
    }
Esempio n. 2
0
    void GenerateBTv010()
    {
        BTNode f0 = new FallbackNode(unit);

        BTNode s0 = new SequenceNode(unit);

        f0.children.Add(s0);

        BTNode c0 = new IsCommandIdle(unit);

        s0.children.Add(c0);

        BTNode s1 = new SequenceNode(unit);

        s0.children.Add(s1);

        BTNode c1 = new BeingShotAt(unit);

        s1.children.Add(c1);

        BTNode f1 = new FallbackNode(unit);

        s1.children.Add(f1);

        BTNode a0 = new TakeCover(unit, emptySlot);

        f1.children.Add(a0);

        BTNode a1 = new RunToTheHills(unit);

        f1.children.Add(a1);

        BTNode s2 = new SequenceNode(unit);

        f0.children.Add(s2);

        BTNode c2 = new IsCommandHoldPosition(unit);

        s2.children.Add(c2);

        BTNode f2 = new FallbackNode(unit);

        s2.children.Add(f2);

        BTNode s3 = new SequenceNode(unit);

        f2.children.Add(s3);

        BTNode c3 = new IsEnemyNearby(unit);

        s3.children.Add(c3);

        BTNode f3 = new FallbackNode(unit);

        s3.children.Add(f3);

        BTNode a2 = new TakeCover(unit, emptySlot);

        f3.children.Add(a2);

        BTNode a3 = new PushForward(unit);

        f3.children.Add(a3);

        BTNode f4 = new FallbackNode(unit);

        f2.children.Add(f4);

        BTNode s4 = new SequenceNode(unit);

        f4.children.Add(s4);

        BTNode c4 = new AwayFromTargetLocation(unit);

        s4.children.Add(c4);

        BTNode a4 = new GoTowardsTargetLocation(unit);

        s4.children.Add(a4);

        BTNode s10 = new SequenceNode(unit);

        f4.children.Add(s10);

        BTNode a5 = new Diffuse(unit, emptySlot);

        s10.children.Add(a5);

        BTNode a10 = new MakeUnitInPosition(unit);

        s10.children.Add(a10);

        BTNode s9 = new SequenceNode(unit);

        f0.children.Add(s9);

        BTNode c9 = new IsCommandInPosition(unit);

        s9.children.Add(c9);

        BTNode s5 = new SequenceNode(unit);

        f0.children.Add(s5);

        BTNode c5 = new IsCommandMove(unit);

        s5.children.Add(c5);

        BTNode f5 = new FallbackNode(unit);

        s5.children.Add(f5);

        BTNode s6 = new SequenceNode(unit);

        f5.children.Add(s6);

        BTNode c6 = new BeingShotAt(unit);

        s6.children.Add(c6);

        BTNode f6 = new FallbackNode(unit);

        s6.children.Add(f6);

        BTNode s7 = new SequenceNode(unit);

        f6.children.Add(s7);

        BTNode c7 = new IsEnemyWeakerThanUs(unit);

        s7.children.Add(c7);

        BTNode a6 = new PushForward(unit);

        s7.children.Add(a6);

        BTNode a7 = new RunToTheHills(unit);

        f6.children.Add(a7);

        BTNode s8 = new SequenceNode(unit);

        f5.children.Add(s8);

        BTNode c8 = new NotAtTargetLocation(unit);

        s8.children.Add(c8);

        BTNode a8 = new GoTowardsTargetLocation(unit);

        s8.children.Add(a8);

        BTNode a9 = new MakeUnitIdle(unit);

        f5.children.Add(a9);

        root = f0;
    }
Esempio n. 3
0
    void GenerateMarineBTv100()
    {
        BTNode f0 = new FallbackNode(unit);

        BTNode s0 = new SequenceNode(unit);

        f0.children.Add(s0);

        BTNode c0 = new IsCommandIdle(unit);

        s0.children.Add(c0);

        BTNode c1 = new BeingShotAt(unit);

        s0.children.Add(c1);

        BTNode sf0 = new RSF0(unit);

        s0.children.Add(sf0);

        BTNode f1 = new FallbackNode(unit);

        sf0.children.Add(f1);

        BTNode a0 = new TakeCover(unit, emptySlot);

        f1.children.Add(a0);

        BTNode a1 = new Charge(unit);

        f1.children.Add(a1);

        BTNode a2 = new Charge(unit);

        sf0.children.Add(a2);

        BTNode s1 = new SequenceNode(unit);

        f0.children.Add(s1);

        BTNode c2 = new IsCommandMove(unit);

        s1.children.Add(c2);

        BTNode f2 = new FallbackNode(unit);

        s1.children.Add(f2);

        BTNode s2 = new SequenceNode(unit);

        f2.children.Add(s2);

        BTNode c3 = new BeingShotAt(unit);

        s2.children.Add(c3);

        BTNode sf1 = new CSF0(unit, 70f);

        s2.children.Add(sf1);

        BTNode a3 = new RunToTheHills(unit);

        sf1.children.Add(a3);

        BTNode f3 = new FallbackNode(unit);

        sf1.children.Add(f3);

        BTNode s3 = new SequenceNode(unit);

        f3.children.Add(s3);

        BTNode c4 = new Overwhelmed(unit);

        s3.children.Add(c4);

        BTNode f4 = new FallbackNode(unit);

        s3.children.Add(f4);

        BTNode a4 = new TakeCover(unit, emptySlot);

        f4.children.Add(a4);

        BTNode a5 = new RunToTheHills(unit);

        f4.children.Add(a5);

        BTNode a6 = new PushForward(unit);

        f3.children.Add(a6);

        BTNode s4 = new SequenceNode(unit);

        f2.children.Add(s4);

        BTNode w0 = new InverterNode(unit);

        s4.children.Add(w0);

        BTNode c5 = new AtTargetLocation(unit);

        w0.children.Add(c5);

        BTNode a7 = new GoTowardsTargetLocation(unit);

        s4.children.Add(a7);

        BTNode a8 = new MakeUnitIdle(unit);

        f2.children.Add(a8);

        BTNode s5 = new SequenceNode(unit);

        f0.children.Add(s5);

        BTNode c6 = new IsCommandHoldPosition(unit);

        s5.children.Add(c6);

        BTNode f5 = new FallbackNode(unit);

        s5.children.Add(f5);

        BTNode s6 = new SequenceNode(unit);

        f5.children.Add(s6);

        BTNode f6 = new FallbackNode(unit);

        s6.children.Add(f6);

        BTNode c7 = new BeingShotAt(unit);

        f6.children.Add(c7);

        BTNode c8 = new IsEnemyNearby(unit);

        f6.children.Add(c8);

        BTNode f7 = new FallbackNode(unit);

        s6.children.Add(f7);

        BTNode a9 = new TakeCover(unit, emptySlot);

        f7.children.Add(a9);

        BTNode a10 = new PushForward(unit);

        f7.children.Add(a10);

        BTNode s7 = new SequenceNode(unit);

        f5.children.Add(s7);

        BTNode w1 = new InverterNode(unit);

        s7.children.Add(w1);

        BTNode c9 = new AtTargetLocation(unit);

        w1.children.Add(c9);

        BTNode a11 = new GoTowardsTargetLocation(unit);

        s7.children.Add(a11);

        BTNode s8 = new SequenceNode(unit);

        f5.children.Add(s8);

        BTNode a12 = new Diffuse(unit, emptySlot);

        s8.children.Add(a12);

        BTNode a13 = new MakeUnitInPosition(unit);

        s8.children.Add(a13);

        BTNode s9 = new SequenceNode(unit);

        f0.children.Add(s9);

        BTNode c10 = new IsCommandInPosition(unit);

        s9.children.Add(c10);

        BTNode c11 = new BeingShotAt(unit);

        s9.children.Add(c11);

        BTNode sf2 = new CSF0(unit, 100f);

        s9.children.Add(sf2);

        BTNode a14 = new Charge(unit);

        sf2.children.Add(a14);

        BTNode a15 = new TakeCover(unit, emptySlot);

        s9.children.Add(a15);

        root = f0;
    }