Esempio n. 1
0
        public override void Do(Entity entity)
        {
            moveTime++;
            moveAction.Do(entity); // GotoAction checks collision with destination and hitting walls.
            bool result = moveAction.IsActive;

            if (moveTime == changeCount) // Change directions after a set time.
            {
                moveTime = 0;
                double d = Utilities.Rng.NextDouble();
                if (d < changeProbability)
                {
                    // Applies goto to set direction to (x, y). Goto applies Move(). False means the entity hit a wall and needs to head to another square.
                    destination = Utilities.GetRandomPoint();
                    moveAction  = new GotoAction(destination.X, destination.Y, entitySize);
                }
                else if (d > 0.75)
                {
                    entity.Stop();
                }
            }
            // The entity has hit a wall or reached the destination.
            else if (!result && entity.CollisionDirection != Direction.None)
            {
                destination = Utilities.GetDirectionalPoint(entity.CollisionDirection, entity.Position);
                moveAction  = new GotoAction(destination.X, destination.Y, entitySize);
            }

            //entity.ApplyNeedDeltas(UtilityDeltas);
            // Advertise needs deltas to entities but don't actually give them the reward. This is for a default action.
        }
Esempio n. 2
0
 // May or may not work. Requires some workarounds for getting food count from EntityController using events.
 // Entity requests food but may not get it. This will create behavior where the entity starves to death on the house waiting for food.
 public override void Do(Entity entity)
 {
     if (entity is Person person)
     {
         if (person.GetItemCount(ItemType.Apple) > 0)
         {
             person.Eat();        // Applies hunger adjustment manually.
         }
         else if (appleRequested) // Person tried requesting food but failed.
         {
             End();
         }
         else
         {
             gotoAction.Do(entity);
             if (!gotoAction.IsActive) // The person has reached the house.
             {
                 if (!appleRequested)
                 {
                     person.RequestItemByType(ItemType.Apple);
                     appleRequested = true;
                 }
                 else if (!meatRequested)
                 {
                     person.RequestItemByType(ItemType.Meat);
                     meatRequested = true;
                 }
             }
         }
     }
     else
     {
         End();
     }
 }
Esempio n. 3
0
        public override void Do(Entity entity)
        {
            moveAction.Do(entity);

            if (!moveAction.IsActive) // If the entity has reached the item and picked it up.
            {
                pickup.TakeAmount(pickup.Amount);
                End();
            }
        }
Esempio n. 4
0
        public override void Do(Entity entity)
        {
            if (!moveActionSet)
            {
                // Cannot set the move action in the constructor because the pickup's position might change after creating the pickup.
                // The PickupAction is created when the Item is constructed to avoid creating a new object every time a pickup advertises an action.
                moveAction    = new GotoAction(target.Position.X, target.Position.Y, entitySize);
                moveActionSet = true;
            }
            else
            {
                if (entity is Person person)
                {
                    // Once an entity decides to pickup an item, it must pick it up if it is still available.
                    // This is forced to make the food gathering behavior more aggressive. I should be able to fix this with the action utilities though.
                    if (!person.ActionLocked)
                    {
                        person.SetActionLockState(true);
                    }

                    if (target.IsPickedUp)
                    {
                        End();
                        return;
                    }

                    moveAction.Do(entity);

                    if (!moveAction.IsActive) // If the entity has reached the item and picked it up.
                    {
                        person.Pickup(target);
                        entity.ApplyNeedDeltas(UtilityDeltas);
                        End();
                    }
                }
                else
                {
                    End();
                }
            }
        }
Esempio n. 5
0
        public override void Do(Entity entity)
        {
            if (entity is Person person)
            {
                //if (person.ActionLocked)
                //    person.SetActionLockState(true);

                moveAction.Do(entity);

                RectangleF entityRectangle = entity.GetRectangleF();
                if (entityRectangle.IntersectsWith(home)) // person has reached the house.
                {
                    person.ApplyNeedDeltas(UtilityDeltas);
                    person.DropAllItems(true);
                    End();
                }
            }
            else
            {
                End();
            }
        }