protected override void Start() { base.Start(); GetAllCapturePoints(); // Utility AI setup // ****** VALUES ****** UAIV_AgentHealth agentHealth = new UAIV_AgentHealth(this, _AgentController._AgentStats.HealthPoints); UAIV_SoldierFriendlyCount friendlySoldierCount = new UAIV_SoldierFriendlyCount(this, 4); UAIV_SoldierEnemyCount enemySoldierCount = new UAIV_SoldierEnemyCount(this, 3); UAIV_DistanceToEnemy distanceToEnemy = new UAIV_DistanceToEnemy(this, _AgentController._Senses._ViewRange); UAIV_DistanceToFriendlyFlag distanceToFriendlyFlag = new UAIV_DistanceToFriendlyFlag(this, _AgentController._Senses._ViewRange); UAIV_FriendlyFlagsCount friendlyFlagsCount = new UAIV_FriendlyFlagsCount(this, 5); UAIV_AllFriendlySoldiersCount allFriendlySoldiersCount = new UAIV_AllFriendlySoldiersCount(this, _AgentController._PlayerOwner._MaxSoldiers); // ****** SCORERS ****** UtilityScorer scorer_agentHealth = new UtilityScorer(agentHealth, _HealthCurve); UtilityScorer scorer_friendlyCount = new UtilityScorer(friendlySoldierCount, _FriendlyAgentsCurve); UtilityScorer scorer_enemyCount = new UtilityScorer(enemySoldierCount, _EnemyAgentsCurve); UtilityScorer scorer_distanceToEnemy = new UtilityScorer(distanceToEnemy, _AttackDesireCurve); UtilityScorer scorer_distanceToEnemyFlee = new UtilityScorer(distanceToEnemy, _FleeDesireCurve); UtilityScorer scorer_distanceToFriendlyFlag = new UtilityScorer(distanceToFriendlyFlag, _FriendlyFlagDistanceCurve); UtilityScorer scorer_friendlyFlagsCount = new UtilityScorer(friendlyFlagsCount, _FriendlyFlagsForHQAttackCurve); UtilityScorer scorer_allFriendlySoldiersCount = new UtilityScorer(allFriendlySoldiersCount, _AllFriendlyAgentsCountCurve); // ****** ACTIONS ****** CaptureFlags captureFlagsAction = new CaptureFlags(capturePointsInScene, this, 0.5f); AttackEnemy attackEnemyAction = new AttackEnemy(this, 0.0f); attackEnemyAction.AddScorer(scorer_distanceToEnemy); Flee fleeAction = new Flee(this, 0.0f); fleeAction.AddScorer(scorer_agentHealth); fleeAction.AddScorer(scorer_enemyCount); fleeAction.AddScorer(scorer_friendlyCount); //fleeAction.AddScorer(scorer_distanceToEnemyFlee); HealAtFlag healAtFlagAction = new HealAtFlag(this, 0.0f); healAtFlagAction.AddScorer(scorer_agentHealth); healAtFlagAction.AddScorer(scorer_distanceToFriendlyFlag); healAtFlagAction.AddScorer(scorer_distanceToEnemyFlee); AttackHQ attackHQAction = new AttackHQ(_AgentController._PlayerOwner._EnemyPlayer, this, 0.0f); attackHQAction.AddScorer(scorer_friendlyFlagsCount); attackHQAction.AddScorer(scorer_allFriendlySoldiersCount); // ****** REGISTER ACTIONS ****** _AgentActions.Add(captureFlagsAction); _AgentActions.Add(attackEnemyAction); _AgentActions.Add(fleeAction); _AgentActions.Add(healAtFlagAction); _AgentActions.Add(attackHQAction); }