Esempio n. 1
0
        public static Container FindRandomNearbyContainer(BaseAI instance, MaxStack <Container> knownContainers, string[] m_acceptedContainerNames, float containerSearchRadius)
        {
            Common.Dbgl($"Enter {nameof(FindRandomNearbyContainer)}, looking for {m_acceptedContainerNames.Join()}");
            Vector3 position  = instance.transform.position;
            var     pieceList = new List <Piece>();

            Piece.GetAllPiecesInRadius(position, containerSearchRadius, pieceList);
            var allcontainerPieces = pieceList.Where(p => m_acceptedContainerNames.Contains(GetPrefabName(p.name)) && CanSeeTarget(instance, p.gameObject)); //&& CanSeeTarget(instance, p.gameObject)
            var containers         = allcontainerPieces?.Select(p => p.gameObject.GetComponentInChildren <Container>()).Where(c => !knownContainers.Contains(c)).ToList();

            containers.AddRange(allcontainerPieces?.Select(p => p.gameObject.GetComponent <Container>()).Where(c => !knownContainers.Contains(c)));
            if (!containers.Any())
            {
                Common.Dbgl("No containers found, returning null");
                return(null);
            }
            // select random piece
            return(containers.RandomOrDefault());
        }
Esempio n. 2
0
 public static bool AssignmentTimeoutCheck(ref MaxStack <Assignment> assignments, float dt, float timeBeforeAssignmentCanBeRepeated)
 {
     foreach (Assignment assignment in assignments)
     {
         assignment.AssignmentTime += dt;
         int multiplicator = 1;
         if (assignment.TypeOfAssignment.ComponentType == typeof(Fireplace))
         {
             multiplicator = 3;
         }
         if (assignment.AssignmentTime > timeBeforeAssignmentCanBeRepeated * multiplicator)
         {
             Common.Dbgl($"GreAssignment: {assignment} forgotten");
             assignments.Remove(assignment);
             if (!assignments.Any())
             {
                 return(false);
             }
             break;
         }
     }
     return(true);
 }
Esempio n. 3
0
        public static Assignment FindRandomNearbyAssignment(BaseAI instance, List <string> trainedAssignments, MaxStack <Assignment> knownassignments, float assignmentSearchRadius)
        {
            Common.Dbgl($"Enter {nameof(FindRandomNearbyAssignment)}");
            Vector3 position = instance.transform.position;
            //Generate list of acceptable assignments
            var pieceList = new List <Piece>();

            Piece.GetAllPiecesInRadius(position, assignmentSearchRadius, pieceList);
            var allAssignablePieces = pieceList.Where(p => Assignment.AssignmentTypes.Any(a => GetPrefabName(p.name) == a.PieceName && trainedAssignments.Contains(GetPrefabName(p.name)) && CanSeeTarget(instance, p.gameObject))); //&& CanSeeTarget(instance, p.gameObject)

            // no assignments detekted, return false
            if (!allAssignablePieces.Any())
            {
                return(null);
            }
            Common.Dbgl($"Assignments found: {allAssignablePieces.Select(n => n.name).Join()}");
            // filter out assignments already in list
            var newAssignments = allAssignablePieces.Where(p => !knownassignments.Any(a => a.AssignmentObject == p.gameObject));

            Common.Dbgl($"Assignments after filter: {newAssignments.Select(n => n.name).Join()}");

            // filter out inaccessible assignments
            //newAssignments = newAssignments.Where(p => Pathfinding.instance.GetPath(greylingPosition, p.gameObject.transform.position, null, Pathfinding.AgentType.Humanoid, true, true));

            if (!newAssignments.Any())
            {
                return(null);
            }

            // select random piece
            //var random = new System.Random();
            //int index = random.Next(newAssignments.Count());
            var selekted = newAssignments.RandomOrDefault();

            Common.Dbgl($"Returning assignment: {selekted.name}");
            Assignment randomAssignment = new Assignment(selekted);

            return(randomAssignment);
        }