private void SetupPursuitSequence(Script_Sequence p_pursuitSequence) { Script_Action_UnoccupyTile unoccupyTile = new Script_Action_UnoccupyTile(_behaviourTree, _grid, _locationFlag); Script_Action_MoveTowardsEntity moveTowardsTarget = new Script_Action_MoveTowardsEntity(_behaviourTree, _grid, _targetEntityFlag, this as Script_IEntity); Script_Action_SetNearestLocationSurroundingEntity setLocationAroundTarget = new Script_Action_SetNearestLocationSurroundingEntity(_behaviourTree, _grid, _targetEntityFlag, this as Script_IEntity, _locationFlag); Script_Action_MoveToLocation moveToLocation = new Script_Action_MoveToLocation(_behaviourTree, this as Script_IEntity, _locationFlag); Script_Action_OccupyTile occupyTile = new Script_Action_OccupyTile(_behaviourTree, _grid, _locationFlag); Script_Condition_IsEntityNull isTargetNull = new Script_Condition_IsEntityNull(_behaviourTree, _targetEntityFlag); Script_Condition_IsEntityNearby isTargetAdjacent = new Script_Condition_IsEntityNearby(_behaviourTree, _grid, _targetEntityFlag, this as Script_IEntity, _attackRange); Script_LeafTask isTargetNullLeaf = new Script_LeafTask(_behaviourTree, isTargetNull); Script_LeafTask isTargetAdjacentLeaf = new Script_LeafTask(_behaviourTree, isTargetAdjacent); Script_LeafTask occupyTileLeaf = new Script_LeafTask(_behaviourTree, occupyTile); Script_LeafTask unoccupyTileLeaf = new Script_LeafTask(_behaviourTree, unoccupyTile); Script_LeafTask moveTowardsTargetLeaf = new Script_LeafTask(_behaviourTree, moveTowardsTarget); Script_LeafTask setLocationAroundTargetLeaf = new Script_LeafTask(_behaviourTree, setLocationAroundTarget); Script_LeafTask moveToLocationLeaf = new Script_LeafTask(_behaviourTree, moveToLocation); Script_Decorator_Inverter isTargetNotAdjacentDecorator = new Script_Decorator_Inverter(_behaviourTree, isTargetAdjacentLeaf); Script_Decorator_Inverter isTargetNotNullDecorator = new Script_Decorator_Inverter(_behaviourTree, isTargetNullLeaf); p_pursuitSequence.AddTask(isTargetNotNullDecorator); p_pursuitSequence.AddTask(isTargetNotAdjacentDecorator); p_pursuitSequence.AddTask(unoccupyTileLeaf); p_pursuitSequence.AddTask(moveTowardsTargetLeaf); p_pursuitSequence.AddTask(setLocationAroundTargetLeaf); p_pursuitSequence.AddTask(occupyTileLeaf); p_pursuitSequence.AddTask(moveToLocationLeaf); }
private void SetupMoveToTankSequence(Script_Sequence p_moveNearTankSequence) { Script_Action_SetFlag setTankFlag = new Script_Action_SetFlag(_behaviourTree, _manager.GetTank() as Script_IEntity, _entityToFollowFlag); Script_Action_UnoccupyTile unoccupyTile = new Script_Action_UnoccupyTile(_behaviourTree, _grid, _locationFlag); Script_Action_SetNearestLocationSurroundingEntity setLocationNearTank = new Script_Action_SetNearestLocationSurroundingEntity(_behaviourTree, _grid, _entityToFollowFlag, this as Script_IEntity, _locationFlag); Script_Action_OccupyTile occupyTile = new Script_Action_OccupyTile(_behaviourTree, _grid, _locationFlag); Script_Action_MoveToLocation moveToLocation = new Script_Action_MoveToLocation(_behaviourTree, this as Script_IEntity, _locationFlag); Script_Condition_IsEntityNull isTankNull = new Script_Condition_IsEntityNull(_behaviourTree, _entityToFollowFlag); Script_LeafTask setTankFlagLeaf = new Script_LeafTask(_behaviourTree, setTankFlag); Script_LeafTask isTankNullLeaf = new Script_LeafTask(_behaviourTree, isTankNull); Script_LeafTask unoccupyTileLeaf = new Script_LeafTask(_behaviourTree, unoccupyTile); Script_LeafTask setLocationNearTankLeaf = new Script_LeafTask(_behaviourTree, setLocationNearTank); Script_LeafTask occupyTileLeaf = new Script_LeafTask(_behaviourTree, occupyTile); Script_LeafTask moveToLocationLeaf = new Script_LeafTask(_behaviourTree, moveToLocation); Script_Decorator_Inverter isTankNotNullDecorator = new Script_Decorator_Inverter(_behaviourTree, isTankNullLeaf); p_moveNearTankSequence.AddTask(setTankFlagLeaf); p_moveNearTankSequence.AddTask(isTankNotNullDecorator); p_moveNearTankSequence.AddTask(unoccupyTileLeaf); p_moveNearTankSequence.AddTask(setLocationNearTankLeaf); p_moveNearTankSequence.AddTask(occupyTileLeaf); p_moveNearTankSequence.AddTask(moveToLocationLeaf); }
private void SetupAttackSequence(Script_Sequence p_attackSequence) { Script_Condition_IsEntityNearby isTargetNearby = new Script_Condition_IsEntityNearby(_behaviourTree, _grid, _targetToAttackFlag, this as Script_IEntity, _attackRange); Script_Action_SetFlag setForwardSwingFlag = new Script_Action_SetFlag(_behaviourTree, false, _isForwardSwingingFlag); Script_Action_RangedAttack attackTarget = new Script_Action_RangedAttack(_behaviourTree, _manager, _targetToAttackFlag, _locationFlag, this as Script_IEntity, _isForwardSwingingFlag, Color.green); Script_Condition_IsEntityNull isTargetNull = new Script_Condition_IsEntityNull(_behaviourTree, _targetToAttackFlag); Script_LeafTask isTargetNullLeaf = new Script_LeafTask(_behaviourTree, isTargetNull); Script_Decorator_Inverter isTargetNotNullDecorator = new Script_Decorator_Inverter(_behaviourTree, isTargetNullLeaf); Script_LeafTask isTargetNearbyLeaf = new Script_LeafTask(_behaviourTree, isTargetNearby); Script_LeafTask setForwardSwingFlagLeaf = new Script_LeafTask(_behaviourTree, setForwardSwingFlag); Script_LeafTask attackTargetLeaf = new Script_LeafTask(_behaviourTree, attackTarget); p_attackSequence.AddTask(isTargetNotNullDecorator); p_attackSequence.AddTask(isTargetNearbyLeaf); p_attackSequence.AddTask(setForwardSwingFlagLeaf); p_attackSequence.AddTask(attackTargetLeaf); }
private void SetupHealSequence(Script_Sequence p_healSequence) { int healThreshold = 80; Script_Condition_IsEntityHealthUnderThreshold isTargetUnderHealthValue = new Script_Condition_IsEntityHealthUnderThreshold(_behaviourTree, _targetToHealFlag, healThreshold); Script_Condition_IsEntityNearby isTargetToHealNearby = new Script_Condition_IsEntityNearby(_behaviourTree, _grid, _targetToHealFlag, this as Script_IEntity, _attackRange); Script_Action_SetFlag forwardSwingFlag = new Script_Action_SetFlag(_behaviourTree, false, _isForwardSwingingFlag); Script_Action_Heal healTarget = new Script_Action_Heal(_behaviourTree, _manager, _targetToHealFlag, _locationFlag, this as Script_IEntity, _isForwardSwingingFlag); Script_Condition_IsEntityNull isTargetNull = new Script_Condition_IsEntityNull(_behaviourTree, _targetToHealFlag); Script_LeafTask isTargetNullLeaf = new Script_LeafTask(_behaviourTree, isTargetNull); Script_Decorator_Inverter isTargetNotNullDecorator = new Script_Decorator_Inverter(_behaviourTree, isTargetNullLeaf); Script_LeafTask IsTargetUnderHealthValueLeaf = new Script_LeafTask(_behaviourTree, isTargetUnderHealthValue); Script_LeafTask isTargetToHealNearbyLeaf = new Script_LeafTask(_behaviourTree, isTargetToHealNearby); Script_LeafTask SetForwardSwingFlagLeaf = new Script_LeafTask(_behaviourTree, forwardSwingFlag); Script_LeafTask healTargetLeaf = new Script_LeafTask(_behaviourTree, healTarget); p_healSequence.AddTask(isTargetNotNullDecorator); p_healSequence.AddTask(IsTargetUnderHealthValueLeaf); p_healSequence.AddTask(isTargetToHealNearbyLeaf); p_healSequence.AddTask(SetForwardSwingFlagLeaf); p_healSequence.AddTask(healTargetLeaf); }