void GenerateBTv010() { BTNode f0 = new FallbackNode(unit); BTNode s0 = new SequenceNode(unit); f0.children.Add(s0); BTNode c0 = new IsCommandIdle(unit); s0.children.Add(c0); BTNode s1 = new SequenceNode(unit); s0.children.Add(s1); BTNode c1 = new BeingShotAt(unit); s1.children.Add(c1); BTNode f1 = new FallbackNode(unit); s1.children.Add(f1); BTNode a0 = new TakeCover(unit, emptySlot); f1.children.Add(a0); BTNode a1 = new RunToTheHills(unit); f1.children.Add(a1); BTNode s2 = new SequenceNode(unit); f0.children.Add(s2); BTNode c2 = new IsCommandHoldPosition(unit); s2.children.Add(c2); BTNode f2 = new FallbackNode(unit); s2.children.Add(f2); BTNode s3 = new SequenceNode(unit); f2.children.Add(s3); BTNode c3 = new IsEnemyNearby(unit); s3.children.Add(c3); BTNode f3 = new FallbackNode(unit); s3.children.Add(f3); BTNode a2 = new TakeCover(unit, emptySlot); f3.children.Add(a2); BTNode a3 = new PushForward(unit); f3.children.Add(a3); BTNode f4 = new FallbackNode(unit); f2.children.Add(f4); BTNode s4 = new SequenceNode(unit); f4.children.Add(s4); BTNode c4 = new AwayFromTargetLocation(unit); s4.children.Add(c4); BTNode a4 = new GoTowardsTargetLocation(unit); s4.children.Add(a4); BTNode s10 = new SequenceNode(unit); f4.children.Add(s10); BTNode a5 = new Diffuse(unit, emptySlot); s10.children.Add(a5); BTNode a10 = new MakeUnitInPosition(unit); s10.children.Add(a10); BTNode s9 = new SequenceNode(unit); f0.children.Add(s9); BTNode c9 = new IsCommandInPosition(unit); s9.children.Add(c9); BTNode s5 = new SequenceNode(unit); f0.children.Add(s5); BTNode c5 = new IsCommandMove(unit); s5.children.Add(c5); BTNode f5 = new FallbackNode(unit); s5.children.Add(f5); BTNode s6 = new SequenceNode(unit); f5.children.Add(s6); BTNode c6 = new BeingShotAt(unit); s6.children.Add(c6); BTNode f6 = new FallbackNode(unit); s6.children.Add(f6); BTNode s7 = new SequenceNode(unit); f6.children.Add(s7); BTNode c7 = new IsEnemyWeakerThanUs(unit); s7.children.Add(c7); BTNode a6 = new PushForward(unit); s7.children.Add(a6); BTNode a7 = new RunToTheHills(unit); f6.children.Add(a7); BTNode s8 = new SequenceNode(unit); f5.children.Add(s8); BTNode c8 = new NotAtTargetLocation(unit); s8.children.Add(c8); BTNode a8 = new GoTowardsTargetLocation(unit); s8.children.Add(a8); BTNode a9 = new MakeUnitIdle(unit); f5.children.Add(a9); root = f0; }
void GenerateMarineBTv100() { BTNode f0 = new FallbackNode(unit); BTNode s0 = new SequenceNode(unit); f0.children.Add(s0); BTNode c0 = new IsCommandIdle(unit); s0.children.Add(c0); BTNode c1 = new BeingShotAt(unit); s0.children.Add(c1); BTNode sf0 = new RSF0(unit); s0.children.Add(sf0); BTNode f1 = new FallbackNode(unit); sf0.children.Add(f1); BTNode a0 = new TakeCover(unit, emptySlot); f1.children.Add(a0); BTNode a1 = new Charge(unit); f1.children.Add(a1); BTNode a2 = new Charge(unit); sf0.children.Add(a2); BTNode s1 = new SequenceNode(unit); f0.children.Add(s1); BTNode c2 = new IsCommandMove(unit); s1.children.Add(c2); BTNode f2 = new FallbackNode(unit); s1.children.Add(f2); BTNode s2 = new SequenceNode(unit); f2.children.Add(s2); BTNode c3 = new BeingShotAt(unit); s2.children.Add(c3); BTNode sf1 = new CSF0(unit, 70f); s2.children.Add(sf1); BTNode a3 = new RunToTheHills(unit); sf1.children.Add(a3); BTNode f3 = new FallbackNode(unit); sf1.children.Add(f3); BTNode s3 = new SequenceNode(unit); f3.children.Add(s3); BTNode c4 = new Overwhelmed(unit); s3.children.Add(c4); BTNode f4 = new FallbackNode(unit); s3.children.Add(f4); BTNode a4 = new TakeCover(unit, emptySlot); f4.children.Add(a4); BTNode a5 = new RunToTheHills(unit); f4.children.Add(a5); BTNode a6 = new PushForward(unit); f3.children.Add(a6); BTNode s4 = new SequenceNode(unit); f2.children.Add(s4); BTNode w0 = new InverterNode(unit); s4.children.Add(w0); BTNode c5 = new AtTargetLocation(unit); w0.children.Add(c5); BTNode a7 = new GoTowardsTargetLocation(unit); s4.children.Add(a7); BTNode a8 = new MakeUnitIdle(unit); f2.children.Add(a8); BTNode s5 = new SequenceNode(unit); f0.children.Add(s5); BTNode c6 = new IsCommandHoldPosition(unit); s5.children.Add(c6); BTNode f5 = new FallbackNode(unit); s5.children.Add(f5); BTNode s6 = new SequenceNode(unit); f5.children.Add(s6); BTNode f6 = new FallbackNode(unit); s6.children.Add(f6); BTNode c7 = new BeingShotAt(unit); f6.children.Add(c7); BTNode c8 = new IsEnemyNearby(unit); f6.children.Add(c8); BTNode f7 = new FallbackNode(unit); s6.children.Add(f7); BTNode a9 = new TakeCover(unit, emptySlot); f7.children.Add(a9); BTNode a10 = new PushForward(unit); f7.children.Add(a10); BTNode s7 = new SequenceNode(unit); f5.children.Add(s7); BTNode w1 = new InverterNode(unit); s7.children.Add(w1); BTNode c9 = new AtTargetLocation(unit); w1.children.Add(c9); BTNode a11 = new GoTowardsTargetLocation(unit); s7.children.Add(a11); BTNode s8 = new SequenceNode(unit); f5.children.Add(s8); BTNode a12 = new Diffuse(unit, emptySlot); s8.children.Add(a12); BTNode a13 = new MakeUnitInPosition(unit); s8.children.Add(a13); BTNode s9 = new SequenceNode(unit); f0.children.Add(s9); BTNode c10 = new IsCommandInPosition(unit); s9.children.Add(c10); BTNode c11 = new BeingShotAt(unit); s9.children.Add(c11); BTNode sf2 = new CSF0(unit, 100f); s9.children.Add(sf2); BTNode a14 = new Charge(unit); sf2.children.Add(a14); BTNode a15 = new TakeCover(unit, emptySlot); s9.children.Add(a15); root = f0; }