Esempio n. 1
0
 void AssignTasks(ObjectiveTasks CurrentObj)
 {
     bool villagerFree = true;
     // at this point all tasks and paths are ready
     for(int i = 0; i < CurrentObj.Stepsneeded.Count; i++)
     {
         // we will add a list of callbacks to the stepsneeded struct,
         // these callbacks when all true will update the step as complete
         if (CurrentObj.Stepsneeded[i].complete)
             continue; // move to next task
         foreach (var vill in CurrentObj.Stepsneeded[i].villager)
             if (vill.CurrentAction != Villager.Actions.None)
             {
                 villagerFree = false;
                 break;
             }
         if (!villagerFree)
             continue;
         for (int j = 0; j < CurrentObj.Stepsneeded[i].villager.Count;j++ )
         {
             var Vill = CurrentObj.Stepsneeded[i].villager[j];
             // here we are ready, the correct task is selected and all the villagers required are free
             if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Walk)
             {
                 // quck check due to position assignments in pddl , due to villager start being the vil pos and no comparison to objective pos
                 if (CurrentObj.Stepsneeded[i].Path.Start == CurrentObj.Stepsneeded[i].Path.End)
                 {
                     // no walk needed
                     CurrentObj.Stepsneeded[i].complete = true;
                     return;
                 }
                 // only one villager, give the path
                 Vill.AddPath(CurrentObj.Stepsneeded[i].Path.Path);
                 Vill.SetAction(CurrentObj.Stepsneeded[i].Action);
                
                 
             }
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Build)
             {
                 if (CurrentObj.Stepsneeded[i].ToBeBuilt == Building.BuildingType.Barracks)            Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 30.0f);
                 else if (CurrentObj.Stepsneeded[i].ToBeBuilt == Building.BuildingType.Blacksmith)     Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 30.0f);
                 else if (CurrentObj.Stepsneeded[i].ToBeBuilt == Building.BuildingType.House)          Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 15.0f);
                 else if (CurrentObj.Stepsneeded[i].ToBeBuilt == Building.BuildingType.Market)         Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 5.0f);
                 else if (CurrentObj.Stepsneeded[i].ToBeBuilt == Building.BuildingType.Mine)           Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 50.0f);
                 else if (CurrentObj.Stepsneeded[i].ToBeBuilt == Building.BuildingType.Quarry)         Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 10.0f);
                 else if (CurrentObj.Stepsneeded[i].ToBeBuilt == Building.BuildingType.Sawmill)        Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 30.0f);
                 else if (CurrentObj.Stepsneeded[i].ToBeBuilt == Building.BuildingType.School)         Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 30.0f);
                 else if (CurrentObj.Stepsneeded[i].ToBeBuilt == Building.BuildingType.Smelter)        Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 20.0f);
                 else if (CurrentObj.Stepsneeded[i].ToBeBuilt == Building.BuildingType.Storage)        Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 20.0f);
                 else if (CurrentObj.Stepsneeded[i].ToBeBuilt == Building.BuildingType.Turf)           Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 10.0f);
             }
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Buy_Sell)
                 Vill.SetAction(CurrentObj.Stepsneeded[i].Action, 1.0f);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Combat)
                 Vill.SetAction(CurrentObj.Stepsneeded[i].Action, 1.0f);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Store)
                 Vill.SetAction(CurrentObj.Stepsneeded[i].Action, 1.0f);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Cut_Tree)    Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].TreeInUse, 5.0f);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Educate)        Vill.SetAction(CurrentObj.Stepsneeded[i].Action, 100.0f);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Educate_Barracks)    Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 30.0f);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Family)  Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 20.0f);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Family_House) Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 20.0f);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Make_Tool) Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse,CurrentObj.Stepsneeded[i].ItemRequired, 10.0f);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Mine)       Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 5.0f);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Pickup)    Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse,CurrentObj.Stepsneeded[i].ItemRequired);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Putdown)   Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse,CurrentObj.Stepsneeded[i].ItemRequired);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Quarry) Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 5.0f);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Saw_Wood) Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 10.0f);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Smelt) Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 5.0f);
             else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Train) Vill.SetAction(CurrentObj.Stepsneeded[i].Action,CurrentObj.Stepsneeded[i].BuildingInUse, 50.0f);
         }
         // we put special cases like ... skills to learn
         CurrentObj.Stepsneeded[i].villager[0].ActionCallback = CurrentObj.Stepsneeded[i].SetComplete;
         if(CurrentObj.Stepsneeded[i].Action == Villager.Actions.Train ||
            CurrentObj.Stepsneeded[i].Action == Villager.Actions.Educate)
         {
             // should be two JiC first found with labourer skill
                 if (CurrentObj.Stepsneeded[i].villager[0].Skill == Villager.Skills.Labourer)
                 {
                     CurrentObj.Stepsneeded[i].villager[0].LearnSkill(CurrentObj.Stepsneeded[i].SkillToBeLearnt, CurrentObj.Stepsneeded[i].villager[1]);
                 }
         }
         if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Family)
             CurrentObj.Stepsneeded[i].villager[0].Preg = AddVillager;
         else if (CurrentObj.Stepsneeded[i].Action == Villager.Actions.Family_House)
         {
             CurrentObj.Stepsneeded[i].villager[0].Preg = AddVillager;
             CurrentObj.Stepsneeded[i].villager[1].Preg = AddVillager;
         }
     }
 }
Esempio n. 2
0
 bool ObjectiveCompleted(ObjectiveTasks Current)
 {
     if (Current.Stepsneeded.Count == 0)
         return false;
     foreach (var steps in Current.Stepsneeded)
         if (steps.complete != true)
             return false;
     Current.complete = true;
     return true;
 }
Esempio n. 3
0
    bool ObjectiveReady(ObjectiveTasks Current)
    {
        if (Current.Stepsneeded.Count == 0 || Current.Stepsneeded == null)
            return false;
        foreach (var Steps in Current.Stepsneeded)
            if (Steps.Path.Complete == false)
                return false;

        return true;
    }
Esempio n. 4
0
 void PassGoal(GoalState goal, ObjectiveTypes Type)
 {
     ObjectiveTasks newTask = new ObjectiveTasks();
     newTask.Type = Type;
     newTask.PathID = -1;
     newTask.TaskID = TaskPlanner.RequestTask(goal);
     newTask.BuildingSite = goal.Site;
     newTask.Stepsneeded = new List<TaskPlanning.Task>();
     Debug.Log("new task created Type : " + Type.ToString());
     CurrentObj.Add(newTask);
 }