Esempio n. 1
0
        /// <summary>
        /// Defines a new NodeGroup which will be shown in the node explorer.
        /// </summary>
        /// <param name="name">The displayed name of the group.</param>
        /// <param name="icon">The displayed icon of the group and its children.</param>
        /// <param name="parent">The parent of the group, can be null.</param>
        public NodeGroup(string name, NodeIcon icon, NodeGroup parent)
        {
            _name = name;
            _icon = icon;

            if (parent != null)
            {
                parent.Children.Add(this);
            }
        }
Esempio n. 2
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		public BlankPlugin()
		{
			AddResourceManager(Resources.ResourceManager);

			_fileManagers.Add( new FileManagerInfo(typeof(Brainiac.Design.FileManagers.FileManagerXML), "Behavior XML (*.xml)|*.xml", ".xml") );

			_exporters.Add( new ExporterInfo(typeof(Brainiac.Design.Exporters.ExporterCs), "C# Behavior Exporter (Assign Properties)", true, "C#Properties") );
			_exporters.Add( new ExporterInfo(typeof(Brainiac.Design.Exporters.ExporterCsUseParameters), "C# Behavior Exporter (Use Parameters)", true, "C#Parameters") );

			NodeGroup actions= new NodeGroup(Resources.NodeGroupActions, NodeIcon.Action, null);
			_nodeGroups.Add(actions);

			actions.Items.Add(typeof(Nodes.ActionBlankNode));
		}
Esempio n. 3
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		public DesignMode()
		{
			// register resource manager
			AddResourceManager(Resources.ResourceManager);

			NodeGroup design= new NodeGroup("Design", NodeIcon.FlagRed, null);
			_nodeGroups.Add(design);

			design.Items.Add(typeof(Nodes.ActionDesign));
			design.Items.Add(typeof(Nodes.CompositeDesign));
			design.Items.Add(typeof(Nodes.ConditionDesign));
			design.Items.Add(typeof(Nodes.DecoratorDesign));
			design.Items.Add(typeof(Nodes.ImpulseDesign));
			design.Items.Add(typeof(Events.EventDesign));

			// register all the file managers
			_fileManagers.Add( new FileManagerInfo(typeof(Brainiac.Design.FileManagers.FileManagerXML), "Behaviour XML (*.xml)|*.xml", ".xml") );
		}
Esempio n. 4
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        public DaxPlugin()
        {
            // register all the file managers
            _fileManagers.Add(new FileManagerInfo(typeof(Brainiac.Design.FileManagers.FileManagerXML),
                "Behaviour XML (*.xml)|*.xml", ".xml"));


            NodeGroup conditions = new NodeGroup("Conditions", NodeIcon.Condition, null);
            _nodeGroups.Add(conditions);
            NodeGroup selectors = new NodeGroup("Selectors", NodeIcon.Selector, null);
            _nodeGroups.Add(selectors);
            NodeGroup parallel = new NodeGroup("Parallel", NodeIcon.Parallel, null);
            _nodeGroups.Add(parallel);
            NodeGroup decorators = new NodeGroup("Decorators", NodeIcon.Decorator , null);
            _nodeGroups.Add(decorators);
            NodeGroup actions = new NodeGroup("Actions", NodeIcon.Action, null);
            _nodeGroups.Add(actions);

            NodeGroup aiml = new NodeGroup("AIML", NodeIcon.Action, null);
            _nodeGroups.Add(aiml);
            NodeGroup valence = new NodeGroup("Valence", NodeIcon.Impulse, null);
            _nodeGroups.Add(valence);
            NodeGroup sapi = new NodeGroup("Sapi", NodeIcon.Decorator, null);
            _nodeGroups.Add(sapi);

            actions.Items.Add(typeof(Nodes.DaxNode));
            actions.Items.Add(typeof(Nodes.DaxFlushqueue));
            actions.Items.Add(typeof(Nodes.DaxEnqueue));
            actions.Items.Add(typeof(Nodes.DaxChat));
            actions.Items.Add(typeof(Nodes.DaxSubbehavior));
            actions.Items.Add(typeof(Nodes.DaxStarttimer));
            actions.Items.Add(typeof(Nodes.DaxStoptimer));

            actions.Items.Add(typeof(Nodes.DaxTellkb));
            actions.Items.Add(typeof(Nodes.DaxTellbasekb));
            actions.Items.Add(typeof(Nodes.DaxTellkbocc));
            actions.Items.Add(typeof(Nodes.DaxClearkb));
            actions.Items.Add(typeof(Nodes.DaxClearbasekb));
            actions.Items.Add(typeof(Nodes.DaxProcesskb));
            actions.Items.Add(typeof(Nodes.DaxTaskguest));
            actions.Items.Add(typeof(Nodes.DaxBreaker));

            selectors.Items.Add(typeof(Nodes.DaxSelector));
            selectors.Items.Add(typeof(Nodes.DaxWeighted));
            selectors.Items.Add(typeof(Nodes.DaxRandom ));

            parallel.Items.Add(typeof(Nodes.DaxBehavior));
            parallel.Items.Add(typeof(Nodes.DaxRbehavior));
            parallel.Items.Add(typeof(Nodes.DaxParallel));
            parallel.Items.Add(typeof(Nodes.DaxSequence));
 
            decorators.Items.Add(typeof(Nodes.DaxLoop));
            decorators.Items.Add(typeof(Nodes.DaxLoopuntil));
            decorators.Items.Add(typeof(Nodes.DaxSubaiml));
            

            conditions.Items.Add(typeof(Nodes.DaxAssert));
            conditions.Items.Add(typeof(Nodes.DaxAsserttimer));
            conditions.Items.Add(typeof(Nodes.DaxAssertguest));

            valence.Items.Add(typeof(Nodes.DaxDrive));
            valence.Items.Add(typeof(Nodes.DaxMotive));
            valence.Items.Add(typeof(Nodes.DaxInhibit));
            valence.Items.Add(typeof(Nodes.DaxRelease));

            aiml.Items.Add(typeof(Nodes.DaxCategory));
            aiml.Items.Add(typeof(Nodes.DaxPattern));
            aiml.Items.Add(typeof(Nodes.DaxThat));
            aiml.Items.Add(typeof(Nodes.DaxTemplate));
            aiml.Items.Add(typeof(Nodes.DaxLi));
            aiml.Items.Add(typeof(Nodes.DaxTask));
            aiml.Items.Add(typeof(Nodes.DaxSay));
            aiml.Items.Add(typeof(Nodes.DaxRemoteserver));
            aiml.Items.Add(typeof(Nodes.DaxState));
            aiml.Items.Add(typeof(Nodes.DaxTopic));

            sapi.Items.Add(typeof(Nodes.DaxSapi));
            sapi.Items.Add(typeof(Nodes.DaxBookmark));
            sapi.Items.Add(typeof(Nodes.DaxSilence));

            // register all the file managers
            _fileManagers.Add(new FileManagerInfo(typeof(DaxImporter), "Dax BTX (*.btx)|*.btx", ".btx",true));
            // register all the exporters
            _exporters.Add(new ExporterInfo(typeof(DaxExporter), "Dax Behavior XML", true, "BTX",true));
        }
Esempio n. 5
0
        /// <summary>
        /// Defines a new NodeGroup which will be shown in the node explorer.
        /// </summary>
        /// <param name="name">The displayed name of the group.</param>
        /// <param name="icon">The displayed icon of the group and its children.</param>
        /// <param name="parent">The parent of the group, can be null.</param>
        public NodeGroup(string name, NodeIcon icon, NodeGroup parent)
        {
            _name= name;
            _icon= icon;

            if(parent !=null)
                parent.Children.Add(this);
        }
Esempio n. 6
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        public Vampire()
        {
            // register resource manager
            AddResourceManager(Resources.ResourceManager);

            // create all the groups we need in the node explorer
            NodeGroup actions= new NodeGroup(Resources.NodeGroupActions, NodeIcon.Action, null);
            _nodeGroups.Add(actions);

            NodeGroup conditions= new NodeGroup(Resources.NodeGroupConditions, NodeIcon.Condition, null);
            _nodeGroups.Add(conditions);

            NodeGroup decorators= new NodeGroup(Resources.NodeGroupDecorators, NodeIcon.Decorator, null);
            _nodeGroups.Add(decorators);

            NodeGroup impulses= new NodeGroup(Resources.NodeGroupImpulses, NodeIcon.Impulse, null);
            _nodeGroups.Add(impulses);

            NodeGroup events= new NodeGroup(Resources.NodeGroupEvents, NodeIcon.Event, null);
            _nodeGroups.Add(events);

            NodeGroup composites = new NodeGroup(Resources.NodeGroupComposites, NodeIcon.Parallel, null);
            _nodeGroups.Add(composites);

            // create all the action nodes
            actions.Items.Add(typeof(Actions.Attack));
            actions.Items.Add(typeof(Actions.ChooseFarthestSkill));
            actions.Items.Add(typeof(Actions.ChooseRandomSkill));
            actions.Items.Add(typeof(Actions.ChooseTargetInView));
            actions.Items.Add(typeof(Actions.ChooseTargetWhoAttack));
            actions.Items.Add(typeof(Actions.EndFight));
            actions.Items.Add(typeof(Actions.MoveToAttackRange));

            // create all the condition nodes
            actions.Items.Add(typeof(Conditions.HasRoleInView));
            actions.Items.Add(typeof(Conditions.HasTarget));
            actions.Items.Add(typeof(Conditions.IsAttacked));

            // create all the decorator nodes
            decorators.Items.Add(typeof(Decorators.Not));
            decorators.Items.Add(typeof(Decorators.Loop));
            decorators.Items.Add(typeof(Decorators.Successful));

            // create all the impulse nodes
            //impulses.Items.Add(typeof(Impulses.Impulse));

            // create all the event nodes
            //events.Items.Add(typeof(Events.FocusDestroyed));
            //events.Items.Add(typeof(Events.UnitBuilt));
            //events.Items.Add(typeof(Events.UnitDestroyed));

            // create all the composite nodes
            composites.Items.Add(typeof(Composites.Selector));
            composites.Items.Add(typeof(Composites.Sequence));
            composites.Items.Add(typeof(Composites.Parallel));

            // register all the file managers
            _fileManagers.Add( new FileManagerInfo(typeof(Brainiac.Design.FileManagers.FileManagerXML), "Behaviour XML (*.xml)|*.xml", ".xml") );

            // register all the exporters
            //_exporters.Add( new ExporterInfo(typeof(Brainiac.Design.Exporters.ExporterCs), "C# Behavior Exporter (Assign Properties)", true, "C#Properties") );
            //_exporters.Add( new ExporterInfo(typeof(Brainiac.Design.Exporters.ExporterCsUseParameters), "C# Behavior Exporter (Use Parameters)", true, "C#Parameters") );
        }
Esempio n. 7
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		public ProjectHoshimi()
		{
			// register resource manager
			AddResourceManager(Resources.ResourceManager);

			// create all the groups we need in the node explorer
			NodeGroup actions= new NodeGroup(Resources.NodeGroupActions, NodeIcon.Action, null);
			_nodeGroups.Add(actions);

			NodeGroup conditions= new NodeGroup(Resources.NodeGroupConditions, NodeIcon.Condition, null);
			_nodeGroups.Add(conditions);

			NodeGroup decorators= new NodeGroup(Resources.NodeGroupDecorators, NodeIcon.Decorator, null);
			_nodeGroups.Add(decorators);

			NodeGroup impulses= new NodeGroup(Resources.NodeGroupImpulses, NodeIcon.Impulse, null);
			_nodeGroups.Add(impulses);

			NodeGroup events= new NodeGroup(Resources.NodeGroupEvents, NodeIcon.Event, null);
			_nodeGroups.Add(events);

			NodeGroup selectors= new NodeGroup(Resources.NodeGroupSelectors, NodeIcon.Selector, null);
			_nodeGroups.Add(selectors);

			NodeGroup sequences= new NodeGroup(Resources.NodeGroupSequences, NodeIcon.Sequence, null);
			_nodeGroups.Add(sequences);

			// create all the action nodes
			actions.Items.Add(typeof(Nodes.ActionBuild));
			actions.Items.Add(typeof(Nodes.ActionFocusClosest));
			actions.Items.Add(typeof(Nodes.ActionFollowFocus));
			actions.Items.Add(typeof(Nodes.ActionInheritFocus));
			actions.Items.Add(typeof(Nodes.ActionMoveTillFocusIsInRange));
			actions.Items.Add(typeof(Nodes.ActionTransferOxygenFromFocus));
			actions.Items.Add(typeof(Nodes.ActionTransferOxygenToFocus));

			// create all the condition nodes
			conditions.Items.Add(typeof(Nodes.ConditionCargoIsFull));
			conditions.Items.Add(typeof(Nodes.ConditionFocusIs));
			conditions.Items.Add(typeof(Nodes.ConditionHasLessThan));
			conditions.Items.Add(typeof(Nodes.ConditionHasNeedleWithLessServantsThan));

			// create all the decorator nodes
			decorators.Items.Add(typeof(Nodes.DecoratorNot));
			decorators.Items.Add(typeof(Nodes.DecoratorLoop));
			decorators.Items.Add(typeof(Nodes.DecoratorTrue));

			// create all the impulse nodes
			impulses.Items.Add(typeof(Nodes.Impulse));

			// create all the event nodes
			events.Items.Add(typeof(Events.FocusDestroyed));
			events.Items.Add(typeof(Events.UnitBuilt));
			events.Items.Add(typeof(Events.UnitDestroyed));

			// create all the selector nodes
			selectors.Items.Add(typeof(Nodes.SelectorLinear));

			// create all the sequence nodes
			sequences.Items.Add(typeof(Nodes.SequenceLinear));

			// register all the file managers
			_fileManagers.Add( new FileManagerInfo(typeof(Brainiac.Design.FileManagers.FileManagerXML), "Behaviour XML (*.xml)|*.xml", ".xml") );

			// register all the exporters
			_exporters.Add( new ExporterInfo(typeof(Brainiac.Design.Exporters.ExporterCs), "C# Behavior Exporter (Assign Properties)", true, "C#Properties") );
			_exporters.Add( new ExporterInfo(typeof(Brainiac.Design.Exporters.ExporterCsUseParameters), "C# Behavior Exporter (Use Parameters)", true, "C#Parameters") );
		}