Esempio n. 1
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 private void Awake()
 {
     pathfinder    = GameObject.FindObjectOfType <PathfinderAStar>();
     pathRequester = GameObject.FindObjectOfType <PathRequester>();
     navAgent      = GetComponent <NavAgent>();
     parentAICore  = GetComponent <AICore>();
 }
    // Start is called before the first frame update

    private void Awake()
    {
        pathFinder     = GetComponent <PathfinderAStar>();
        pathRenderer   = GetComponent <PathRenderer>();
        pathVisualizer = GetComponent <PathVisualizer>();
        unitHandler    = GameObject.FindObjectOfType <CurrentUnitHandler>();
    }
Esempio n. 3
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 /// <summary>
 /// How the AI unit reacts to sensor stimuli, manages its perception level etc. Acts as a hub, connecting behaviours.
 /// </summary>
 // Start is called before the first frame update
 private void Awake()
 {
     pathfinder    = GameObject.FindObjectOfType <PathfinderAStar>();
     pathRequester = GameObject.FindObjectOfType <PathRequester>();
     navAgent      = GetComponent <NavAgent>();
     patrol        = GetComponent <Patrol>();
     unit          = GetComponent <Unit>();
 }
Esempio n. 4
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        public void GoToCell(Cell target)
        {
            if (carrying != null)
            {
                world.DropSoftObject(this, currentCell, carrying.Count);
            }
            AbandonJob();
            isIdling = false;

            pathfinder = new PathfinderAStar(world, currentCell, target);
            if (pathfinder.Length != 0)
            {
                destinationCell = target;
            }
        }
Esempio n. 5
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        void FindJob()
        {
            currentJob = world.JobManager.FindJobForPawn(this);
            if (currentJob == null)
            {
                Console.Write("no jobs found");
                return;
            }

            isIdling = false;
            currentJob.SetReserved(true);
            destinationCell = currentJob.cell;
            currentJob.RegisterJobCompletedCallback(JobFinished);

            pathfinder = FindPathToCurrentJob(true);
            if (pathfinder == null)
            {
                currentJob.SetReachable(false);
                AbandonJob();
            }
        }
Esempio n. 6
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        PathfinderAStar FindPathToCurrentJob(bool withNeighbors)
        {
            PathfinderAStar newPathfinder = new PathfinderAStar(world, currentCell, destinationCell);             // May not be used if going to soft object first but need this for verifying that we can reach target area

            if (newPathfinder.Length == 0)
            {
                if (!withNeighbors)
                {
                    return(null);
                }
                foreach (Cell neighbor in destinationCell.GetNeighbors(false))
                {
                    newPathfinder = new PathfinderAStar(world, currentCell, neighbor);
                    if (newPathfinder != null && newPathfinder.Length > 0)
                    {
                        return(newPathfinder);
                    }
                }
                return(null);
            }
            return(newPathfinder);
        }
Esempio n. 7
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        void UpdateMovement(float deltaTime)
        {
            if (IsIdling && destinationCell == currentCell)
            {
                if (idleCooldown <= 0)
                {
                    Cell   randomCell = null;
                    Random rand       = new Random();
                    while (randomCell == null)
                    {
                        int x = currentCell.X;
                        int y = currentCell.Y;
                        x         += rand.Next(-2, 2);
                        y         += rand.Next(-2, 2);
                        randomCell = world.GetCellAt(x, y);
                    }
                    pathfinder      = new PathfinderAStar(world, currentCell, randomCell);
                    destinationCell = pathfinder.LastCell();
                    idleCooldown    = 3f;
                }
                else
                {
                    idleCooldown -= deltaTime;
                }
                return;
            }

            // If pawn is at destination, remove pathfinder
            if (currentCell == destinationCell)
            {
                pathfinder = null;
                isIdling   = currentJob == null;
                return;
            }

            // Calculate next cell to go to, if there isn't one already in progress
            if (nextCell == null || nextCell == currentCell)
            {
                if (pathfinder == null || pathfinder.Length == 0)
                {
                    bool withNeighbors = currentJob != null && currentJob.cell == destinationCell;
                    pathfinder = FindPathToCurrentJob(withNeighbors);
                    if (pathfinder == null)
                    {
                        if (!IsIdling)
                        {
                            AbandonJob();
                        }
                        return;
                    }
                }
                NextCell = pathfinder.Dequeue();
            }

            // Increase movement to destination cell
            int   dX             = currentCell.X - nextCell.X;
            int   dY             = currentCell.Y - nextCell.Y;
            float travelDistance = (float)Math.Sqrt(Math.Pow(dX, 2) + Math.Pow(dY, 2));

            float frameDistance   = (speed * (IsIdling ? 0.5f : 1f)) / nextCell.MovementCost * deltaTime;
            float framePercentage = frameDistance / travelDistance;

            movementPercentage += framePercentage;

            if (movementPercentage >= 1)
            {
                CurrentCell        = nextCell;
                movementPercentage = 0f;                 // TODO: set to 0? test this out
            }
        }
Esempio n. 8
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        void UpdateJob(float deltaTime)
        {
            // Find Job
            if (currentJob == null && IsIdling)
            {
                jobSearchCooldown -= deltaTime;
                if (jobSearchCooldown > 0)
                {
                    return;
                }

                FindJob();

                if (currentJob == null)
                {
                    jobSearchCooldown = 0.5f;
                    //destinationCell = currentCell;
                    return;
                }
            }

            if (!IsIdling && currentJob == null)
            {
                return;
            }

            if (!currentJob.MeetsBuildRequirements())
            {
                SoftObject next = currentJob.NextRequirement();
                if (carrying != null)                                                                                    // We are carrying something
                {
                    if (carrying.Type == next.Type)                                                                      // We are carrying the thing that's needed
                    {
                        if (currentCell == currentJob.cell || currentCell.GetNeighbors(false).Contains(currentJob.cell)) // We are in the job cell, TODO: understand / fix everything in this branch not sure it works with count and stackCount for soft objects
                        {
                            currentJob.DepositSoftObject(carrying);
                            carrying.ReduceCount(next.Count);
                            if (carrying.Count == 0)
                            {
                                carrying = null;
                            }
                            else
                            {
                                world.DropSoftObject(this, currentCell, Carrying.Count);
                            }
                        }
                        else                             // We aren't in the job cell, keep moving towards the destination
                        {
                            destinationCell = currentJob.cell;
                            return;
                        }
                    }
                    else                         // We don't have required inventory, drop current thing
                    {
                        world.DropSoftObject(this, currentCell, Carrying.Count);
                    }
                }
                else                                                                                // We aren't carrying anything
                {
                    if (currentCell.SoftObject != null && currentCell.SoftObject.Type == next.Type) // We're standing on top of a cell with required inventory
                    {
                        world.PickupSoftObject(this, currentCell, currentCell.SoftObject.Count);
                    }
                    else                             // Need to walk to nearest required inventory
                    {
                        if (currentCell != nextCell) // We're moving somewhere rn so keep doing that
                        {
                            return;
                        }

                        Cell lastCell = pathfinder == null ? null : pathfinder.LastCell();
                        if (pathfinder == null || lastCell == null || lastCell.SoftObject == null || lastCell.SoftObject.Type != next.Type)                           // we ain't going somewhere useful so recalculate
                        {
                            PathfinderAStar newPathfinder = world.PathForNearestSoftObject(next.Type, currentCell);
                            if (newPathfinder == null || newPathfinder.Length == 0)
                            {
                                Console.WriteLine("Abandoning because pathfinder unsuccessful for soft object search");
                                AbandonJob();
                                return;
                            }
                            pathfinder      = newPathfinder;
                            destinationCell = pathfinder.LastCell();
                            NextCell        = pathfinder.Dequeue();
                        }
                    }
                }
                return;
            }

            // Work Job
            // destinationCell = currentJob.cell;
            if (currentCell == currentJob.cell || currentCell.GetNeighbors(false).Contains(currentJob.cell))
            {
                currentJob.Progress(deltaTime, this);
            }
        }
Esempio n. 9
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 private void Awake()
 {
     pathfinder = GameObject.FindObjectOfType <PathfinderAStar>();
 }