Esempio n. 1
0
        public Sleep(GOAPAgent agent, Game game, Thing thing, Movement movement, Villager villager, Needs needs) : base(agent, game)
        {
            _thing    = thing;
            _movement = movement;
            _villager = villager;
            _needs    = needs;

            Goal = GOAPGoal.Goal.IS_RESTED;

            Preconditions.Add(GOAPAction.Effect.IS_RESTED, false);
            Preconditions.Add(GOAPAction.Effect.HAS_THING, TypeOfThing.None);

            Effects.Add(GOAPAction.Effect.IS_RESTED, true);
        }
Esempio n. 2
0
        /*
         *  Survival
         */


        public override void Awake()
        {
            base.Awake();

            _thing = GetComponent <Thing>();

            _game = FindObjectOfType <Game>();

            _movement  = transform.gameObject.AddComponent <Movement>();
            _inventory = _thing.Inventory;

            Needs = transform.gameObject.AddComponent <Needs>();

            _firstname = NameGenerator.GenerateFirstName();
            _lastname  = NameGenerator.GenerateLastName();

            _thing.name = string.Format("{0} {1}", _firstname, _lastname);

            _villagerManager = MonoBehaviour.FindObjectOfType <VillageManager>();

            //IdleAction = new Idle(this, _game, _movement);

            AddGoal(new IdleGoal());
            AddGoal(new WorkingGoal());

            AddGoal(new DrinkGoal(Needs));
            AddGoal(new EatGoal(Needs));
            AddGoal(new RestGoal(_game, Needs));

            /*
             *  Misc
             */

            AddAction(new Drop(this, _game));
            AddAction(new Sleep(this, _game, _thing, _movement, this, Needs));
            AddAction(new Idle(this, _game, _movement));


            AddAction(new ChopWood(this, _game, _movement));
            AddAction(new PickMushroom(this, _game, _movement));
            AddAction(new GetClayFromGround(this, _game, _movement));

            /*
             *  Survival
             */

            AddAction(new DrinkFromStream(this, _game, _movement));
            AddAction(new EastSomething(this, _game, _thing));


            AddAction(new HasEdibleThing(this, _game, TypeOfThing.Mushroom));


            /*
             *  Resources
             */
            var resources = new TypeOfThing[]
            {
                TypeOfThing.Water,
                TypeOfThing.Stream,
                TypeOfThing.Rock,
                TypeOfThing.Stone,
                TypeOfThing.MushroomGrowing,
                TypeOfThing.Mushroom,
                TypeOfThing.Tree,
                TypeOfThing.FallenWood,
                TypeOfThing.Wood,
                TypeOfThing.WoodenPlanks,
                TypeOfThing.ClayFloor,
                TypeOfThing.Clay,
                TypeOfThing.OreFloor,
                TypeOfThing.Ore,
                TypeOfThing.Iron,
                TypeOfThing.CabbageSeed,
                TypeOfThing.PotatoSeed,
                TypeOfThing.CarrotSeed,
                TypeOfThing.PumpkinSeed,
                TypeOfThing.HopSeed,
                TypeOfThing.TomatoSeed,
                TypeOfThing.Cabbage,
                TypeOfThing.PotatoSeed,
                TypeOfThing.Carrot,
                TypeOfThing.Hops,
                TypeOfThing.Axe,
                TypeOfThing.Hoe,
                TypeOfThing.WateringPot
            };

            foreach (var resource in resources)
            {
                AddAction(new GetThing(this, _game, _thing, _movement, resource));
                //AddAction(new GetThingToMoveToStorage(this, _game, _thing, _movement, resource, this));
                //AddAction(new FillStorage(this, _game, _movement, _thing.Inventory, resource));
            }

            /*
             *  Factory Job
             */

            // var factoryJobs = new List<Tuple<TypeOfThing, TypeOfThing, TypeOfThing, bool>>()
            // {
            //     Tuple.Create(TypeOfThing.ClayForge, TypeOfThing.Ore, TypeOfThing.Iron, false),
            //     Tuple.Create(TypeOfThing.Workbench, TypeOfThing.Iron, TypeOfThing.Axe, true),
            //     Tuple.Create(TypeOfThing.Workbench, TypeOfThing.Iron, TypeOfThing.Hoe, true),
            //     Tuple.Create(TypeOfThing.CarpentersBench, TypeOfThing.Wood, TypeOfThing.WoodenPlanks, true),
            //     Tuple.Create(TypeOfThing.Kiln, TypeOfThing.Clay, TypeOfThing.WateringPot, false)
            // };

            // foreach(var job in factoryJobs)
            // {
            //     AddAction(new SubmitFactoryJob(this, _game, _thing, _movement, job.Item1, job.Item2, job.Item3, job.Item4));
            // }

            /*
             *  Construction
             */

            AddAction(new Construct(this, _game, _movement, TypeOfThing.Wood, _thing));
            AddAction(new Construct(this, _game, _movement, TypeOfThing.WoodenPlanks, _thing));
            AddAction(new Construct(this, _game, _movement, TypeOfThing.Stone, _thing));
            AddAction(new Construct(this, _game, _movement, TypeOfThing.Clay, _thing));
            AddAction(new Construct(this, _game, _movement, TypeOfThing.Hoe, _thing));
            AddAction(new Construct(this, _game, _movement, TypeOfThing.CabbageSeed, _thing));
            AddAction(new Construct(this, _game, _movement, TypeOfThing.PotatoSeed, _thing));
            AddAction(new Construct(this, _game, _movement, TypeOfThing.TomatoSeed, _thing));
            AddAction(new Construct(this, _game, _movement, TypeOfThing.PumpkinSeed, _thing));
            AddAction(new Construct(this, _game, _movement, TypeOfThing.CarrotSeed, _thing));
            AddAction(new Construct(this, _game, _movement, TypeOfThing.Water, _thing));
            AddAction(new Construct(this, _game, _movement, TypeOfThing.None, _thing));
        }