コード例 #1
0
ファイル: Miner.cs プロジェクト: Snowball115/SOL-UtilityAI
    protected override void Start()
    {
        base.Start();

        // Utility AI setup

        // ****** VALUES ******
        UAIV_AgentHealth       agentHealth       = new UAIV_AgentHealth(this, _AgentController._AgentStats.HealthPoints);
        UAIV_AgentFood         agentFood         = new UAIV_AgentFood(this, _AgentController._AgentStats.FoodPoints);
        UAIV_AgentEnergy       agentEnergy       = new UAIV_AgentEnergy(this, _AgentController._AgentStats.EnergyPoints);
        UAIV_MinePlaced        minePlaced        = new UAIV_MinePlaced(this, 1);
        UAIV_ResourceCount     oreCount          = new UAIV_ResourceCount(GameCache._Cache.GetData("Ore").tag, this, 1);
        UAIV_InventorySize     inventorySize     = new UAIV_InventorySize(this, _AgentController._Inventory._MaxInventorySize);
        UAIV_SoldierEnemyCount enemySoldierCount = new UAIV_SoldierEnemyCount(this, 3.0f);

        // ****** SCORERS ******
        UtilityScorer scorer_AgentHealth             = new UtilityScorer(agentHealth, _HealthCurve);
        UtilityScorer scorer_AgentFood               = new UtilityScorer(agentFood, _FoodCurve);
        UtilityScorer scorer_AgentEnergy             = new UtilityScorer(agentEnergy, _EnergyCurve);
        UtilityScorer scorer_OreBoolCheck            = new UtilityScorer(minePlaced, _MinePlacedCurve);
        UtilityScorer scorer_OreCount                = new UtilityScorer(oreCount, _OreCountCurve);
        UtilityScorer scorer_InventorySize           = new UtilityScorer(inventorySize, _InventorySizeCurve);
        UtilityScorer scorer_enemySoldierThreatLevel = new UtilityScorer(enemySoldierCount, _EnemySoldierThreatCurve);

        // ****** ACTIONS ******
        RoamAround roamAction_SearchOres = new RoamAround(this, 1.0f);

        roamAction_SearchOres.AddScorer(scorer_OreCount);
        roamAction_SearchOres.AddScorer(scorer_OreBoolCheck);

        MineOre mineOreAction = new MineOre(this, 0.5f);

        DeliverResources deliverResourceAction = new DeliverResources(GameCache._Cache.GetData("Mine").tag, this, 0.0f);

        deliverResourceAction.AddScorer(scorer_InventorySize);

        EatFood eatFoodAction = new EatFood(this, 0.0f);

        eatFoodAction.AddScorer(scorer_AgentFood);
        eatFoodAction.SetWeight(2);

        SleepAndRest sleepRestAction = new SleepAndRest("Mine", this, 0.0f);

        sleepRestAction.AddScorer(scorer_AgentEnergy);

        Hide hideAction = new Hide("Headquarters", this, 0.0f);

        hideAction.AddScorer(scorer_enemySoldierThreatLevel);
        hideAction.SetWeight(3);

        // ****** REGISTER ACTIONS ******
        _AgentActions.Add(roamAction_SearchOres);
        _AgentActions.Add(mineOreAction);
        _AgentActions.Add(deliverResourceAction);
        _AgentActions.Add(eatFoodAction);
        _AgentActions.Add(sleepRestAction);
        _AgentActions.Add(hideAction);
    }
コード例 #2
0
    protected override void Start()
    {
        base.Start();

        // Utility AI setup

        // ****** VALUES ******
        UAIV_AgentHealth       agentHealth       = new UAIV_AgentHealth(this, _AgentController._AgentStats.HealthPoints);
        UAIV_AgentFood         agentFood         = new UAIV_AgentFood(this, _AgentController._AgentStats.FoodPoints);
        UAIV_AgentEnergy       agentEnergy       = new UAIV_AgentEnergy(this, _AgentController._AgentStats.EnergyPoints);
        UAIV_FarmPlaced        farmPlaced        = new UAIV_FarmPlaced(this, 1);
        UAIV_DistanceTo        distanceToHQ      = new UAIV_DistanceTo(_AgentController._PlayerOwner.GetBuilding_ByTag(GameCache._Cache.GetData("Headquarters").tag), this, 20);
        UAIV_InventorySize     inventorySize     = new UAIV_InventorySize(this, _AgentController._Inventory._MaxInventorySize);
        UAIV_SoldierEnemyCount enemySoldierCount = new UAIV_SoldierEnemyCount(this, 3.0f);

        // ****** SCORERS ******
        UtilityScorer scorer_AgentHealth             = new UtilityScorer(agentHealth, _HealthCurve);
        UtilityScorer scorer_AgentFood               = new UtilityScorer(agentFood, _FoodCurve);
        UtilityScorer scorer_AgentEnergy             = new UtilityScorer(agentEnergy, _EnergyCurve);
        UtilityScorer scorer_FarmBoolCheck           = new UtilityScorer(farmPlaced, _FarmPlacedCurve);
        UtilityScorer scorer_DistanceToHQ            = new UtilityScorer(distanceToHQ, _DistanceToHQCurve);
        UtilityScorer scorer_InventorySize           = new UtilityScorer(inventorySize, _InventorySizeCurve);
        UtilityScorer scorer_enemySoldierThreatLevel = new UtilityScorer(enemySoldierCount, _EnemySoldierThreatCurve);

        // ****** ACTIONS ******
        RoamAround roamAction_SearchFarmSpot = new RoamAround(this, 0.0f);

        roamAction_SearchFarmSpot.AddScorer(scorer_DistanceToHQ);
        roamAction_SearchFarmSpot.AddScorer(scorer_FarmBoolCheck);

        FarmField farmFieldAction = new FarmField(this, 0.5f);

        DeliverResources deliverResourceAction = new DeliverResources(GameCache._Cache.GetData("Headquarters").tag, this, 0.0f);

        deliverResourceAction.AddScorer(scorer_InventorySize);

        EatFood eatFoodAction = new EatFood(this, 0.0f);

        eatFoodAction.AddScorer(scorer_AgentFood);
        eatFoodAction.SetWeight(2);

        SleepAndRest sleepRestAction = new SleepAndRest("Field", this, 0.0f);

        sleepRestAction.AddScorer(scorer_AgentEnergy);

        Hide hideAction = new Hide("Headquarters", this, 0.0f);

        hideAction.AddScorer(scorer_enemySoldierThreatLevel);
        hideAction.SetWeight(3);

        // ****** REGISTER ACTIONS ******
        _AgentActions.Add(roamAction_SearchFarmSpot);
        _AgentActions.Add(farmFieldAction);
        _AgentActions.Add(deliverResourceAction);
        _AgentActions.Add(eatFoodAction);
        _AgentActions.Add(sleepRestAction);
        _AgentActions.Add(hideAction);
    }