コード例 #1
0
ファイル: ServerInfo.cs プロジェクト: akaiwolf/bunnyblogger
 public ServerInfo(string name, WPConnection conn, string username, string password)
 {
     this.conn     = conn;
     this.username = username;
     this.password = password;
     this.name     = name;
 }
コード例 #2
0
        //All the things the Henchman is thinking right now
        void DrawMind()
        {
            //DrawVisionCone(visionAngle, visionRadius);

            //need to keep track of what my "target(s)" is/are at any time, i.e. is it a Waypoint, or Rayman, or both? ---> prob a List of Vec3s then
            //draw line to target and a ball on the target(, and offset these in Y so they're not in the ground(?))
            //...


            #if UNITY_EDITOR
            //draw the LastWaypoints as numbers floating above those Waypoints
            if (ConnectionHistory != null)
            {
                for (var i = 0; i < ConnectionHistory.Count; i++)
                {
                    WPConnection connHist = ConnectionHistory[i];

                    if (connHist?.wp != null)
                    {
                        ObjDrawText.Draw(connHist.pathHandle.transform, "[" + i.ToString() + "]", 500f, (GetComponent <PersoBehaviour>().poListIndex == 2) ? Color.red * 0.5f : SHR_Colours.purple);
                    }
                }
            }
            #endif
        }
コード例 #3
0
ファイル: ServerInfo.cs プロジェクト: davidsiaw/bunnyblogger
 public ServerInfo(string name, WPConnection conn, string username, string password)
 {
     this.conn = conn;
     this.username = username;
     this.password = password;
     this.name = name;
 }
コード例 #4
0
        //Hmm... I wonder what to do next...
        //Decision-making process that takes time over multiple frames to compute and/or wait to see what Rayman does in order to react to him
        //  set flags accordingly, and then, in Rule_WeighDecision, we will check those flags and reach a conclusion from there
        //  ---> SetRule("WeighDecisions");
        protected void Rule_Ponder()
        {
            if (newRule)
            {
                conn = GetConnection();
            }

            //We are currently off-grid but would like to get back to it; relocate to the nearest Waypoint.
            if (conn == null)
            {
                if (mind.wpState == HenchmanMind.WaypointState.SeekingGrid)
                {
                    GetNextTargetWaypoint(); //also updates the Waypoint history

                    if (WPTarget == null)
                    {
                        GetNearestWaypoint();   //find a target to run to
                    }
                    else if (mind.goal != HenchmanMind.Goal.FindThePath)
                    {
                        mind.goal    = HenchmanMind.Goal.FindThePath;
                        mind.newGoal = true;

                        //no need to calculate any further or ponder other things; let's just go
                        SetRule("WeighDecisions");
                    }
                }
                return;
            }

            //We have a connection; are we on the grid, or still looking to join it?
            if (mind.wpState == HenchmanMind.WaypointState.SeekingGrid)
            {
                if (mind.goal != HenchmanMind.Goal.Patrol)
                {
                    mind.goal    = HenchmanMind.Goal.Patrol;
                    mind.newGoal = true;

                    //no need to calculate any further or ponder other things; let's just go
                    SetRule("WeighDecisions");
                    return;
                }
            }

            //Just chillin' on the beaten path
            if ((mind.goal == HenchmanMind.Goal.Patrol) && (mind.wpState != HenchmanMind.WaypointState.NONE) &&
                (mind.wpState != HenchmanMind.WaypointState.OffGrid) && (mind.wpState != HenchmanMind.WaypointState.SeekingGrid))
            {
                SetRule("WeighDecisions");
                return;
            }
        }
コード例 #5
0
ファイル: Form1.cs プロジェクト: davidsiaw/bunnyblogger
        public Form1(string url, string username, string password)
        {
            InitializeComponent();

            this.url = url;
            this.username = username;
            this.password = password;
            conn = new WPConnection(url);

            ReloadPageInformation();

            timer.Interval = 200;
            timer.Tick += new EventHandler(timer_Tick);
        }
コード例 #6
0
ファイル: Form1.cs プロジェクト: akaiwolf/bunnyblogger
        public Form1(string url, string username, string password)
        {
            InitializeComponent();

            this.url      = url;
            this.username = username;
            this.password = password;
            conn          = new WPConnection(url);

            ReloadPageInformation();

            timer.Interval = 200;
            timer.Tick    += new EventHandler(timer_Tick);
        }
コード例 #7
0
        protected void ResetAll()
        {
            WPCurrent = null;
            WPTarget  = null;
            conn      = null;

            ConnectionHistory  = new List <WPConnection>();;
            mind.DecisionQueue = new List <string>();

            DecisionTimeoutTimer.Abort();
            snoringTimer.Abort();
            wakeUpTimer.Abort();
            surpriseTimer.Abort();
            StuckRunning.Abort();
            PrepareJumpTimer.Abort();
            LandTimeout.Abort();
            LandedTimer.Abort();
            DrillSubmergeTimer.Abort();
            DrillEmergeTimer.Abort();
            DrillWindDownTimer.Abort();
        }
コード例 #8
0
    public override void OnInspectorGUI()
    {
        if (wp != null)
        {
            GUILayout.Label("Outbound Connections");

            foreach (var n in wp.next)
            {
                EditorGUILayout.BeginHorizontal();
                n.wp = (SHR_Waypoint)EditorGUILayout.ObjectField(n.wp, typeof(SHR_Waypoint), true);

                //Keep track of whether the user just used the enum field
                GUI.changed = false;
                n.type      = (WPConnection.Type)EditorGUILayout.EnumPopup(n.type);
                if (GUI.changed)
                {
                    //The user just changed this value. That means we need to update its pair in the next Waypoint's prev list.
                    foreach (var p in n.wp.prev)
                    {
                        if (p.wp == wp)
                        {
                            p.type = n.type;
                        }
                    }
                }

                if (GUILayout.Button("-", GUILayout.Width(30)))
                {
                    //remove forward references
                    wp.next.Remove(n);

                    //remove backward references
                    for (int i = 0; i < n.wp.prev.Count; i++)
                    {
                        if (n.wp.prev[i].wp == wp)
                        {
                            n.wp.prev.Remove(n.wp.prev[i--]);
                        }
                    }

                    //destroy the children
                    if (wp.transform.childCount != 0)
                    {
                        if (n.pathHandle != null)
                        {
                            DestroyImmediate(n.pathHandle.gameObject);
                            n.pathHandle = null;
                        }
                    }
                    break;
                }

                EditorGUILayout.EndHorizontal();

                EditorGUILayout.Space();
            }

            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("+", GUILayout.Width(30)) && (connectionToAddOutbound.wp != null))
            {
                //We can't connect to ourselves...
                if (connectionToAddOutbound.wp == wp)
                {
                    Debug.LogError("You can't create a Connection from this Waypoint to itself!");
                }
                else
                {
                    bool foundMe = false;
                    bool addMe   = true;

                    //If this connection does not already exist...
                    foreach (var p in connectionToAddOutbound.wp.prev)
                    {
                        if (p.wp == wp)
                        {
                            foundMe = true;
                            if (p.type == connectionToAddOutbound.type)
                            {
                                addMe = false;
                                Debug.LogError("There already exists an Outbound Connection of type " + connectionToAddOutbound.type + " to " + p.wp + "!");
                            }
                        }
                    }

                    //If a previous connection either didn't already exist, or that connection was not of the type we're trying to add right now, go ahead.
                    if ((!foundMe) || (foundMe && addMe))
                    {
                        //add him to our forwards array
                        wp.next.Add(connectionToAddOutbound);

                        //add us to his backwards array
                        connectionToAddOutbound.wp.prev.Add(new WPConnection(wp, connectionToAddOutbound.type));

                        //reset connection for next UI interaction
                        connectionToAddOutbound = new WPConnection();
                    }
                }
            }

            connectionToAddOutbound.wp   = (SHR_Waypoint)EditorGUILayout.ObjectField(connectionToAddOutbound.wp, typeof(SHR_Waypoint), true);
            connectionToAddOutbound.type = (WPConnection.Type)EditorGUILayout.EnumPopup(connectionToAddOutbound.type);
            EditorGUILayout.EndHorizontal();


            EditorGUILayout.Space();


            GUILayout.Label("Inbound Connections");

            foreach (var p in wp.prev)
            {
                EditorGUILayout.BeginHorizontal();
                p.wp = (SHR_Waypoint)EditorGUILayout.ObjectField(p.wp, typeof(SHR_Waypoint), true);

                //Keep track of whether the user just used the enum field
                GUI.changed = false;
                p.type      = (WPConnection.Type)EditorGUILayout.EnumPopup(p.type);
                if (GUI.changed)
                {
                    //The user just changed this value. That means we need to update its pair in the prev Waypoint's next list.
                    foreach (var n in p.wp.next)
                    {
                        if (n.wp == wp)
                        {
                            n.type = p.type;
                        }
                    }
                }

                if (GUILayout.Button("-", GUILayout.Width(30)))
                {
                    //remove forward references
                    wp.prev.Remove(p);

                    //remove backward references
                    for (int i = 0; i < p.wp.next.Count; i++)
                    {
                        if (p.wp.next[i].wp == wp)
                        {
                            p.wp.next.Remove(p.wp.next[i--]);
                            break;
                        }
                    }

                    //destroy the children
                    if (p.wp.transform.childCount != 0)
                    {
                        if (p.pathHandle != null)
                        {
                            DestroyImmediate(p.pathHandle.gameObject);
                            p.pathHandle = null;
                        }
                    }
                    break;
                }

                EditorGUILayout.EndHorizontal();

                EditorGUILayout.Space();
            }

            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("+", GUILayout.Width(30)) && (connectionToAddInbound.wp != null))
            {
                //We can't connect to ourselves...
                if (connectionToAddInbound.wp == wp)
                {
                    Debug.LogError("You can't create a Connection from this Waypoint to itself!");
                }
                else
                {
                    bool foundMe = false;
                    bool addMe   = true;
                    //If this connection does not already exist...
                    foreach (var n in connectionToAddInbound.wp.next)
                    {
                        if (n.wp == wp)
                        {
                            foundMe = true;
                            if (n.type == connectionToAddInbound.type)
                            {
                                addMe = false;
                                Debug.LogError("There already exists an Inbound Connection of type " + connectionToAddInbound.type + " from " + n.wp + "!");
                            }
                        }
                    }

                    //If a previous connection either didn't already exist, or that connection was not of the type we're trying to add right now, go ahead.
                    if ((!foundMe) || (foundMe && addMe))
                    {
                        //add him to our backwards array
                        wp.prev.Add(connectionToAddInbound);

                        //add us to his forwards arary
                        connectionToAddInbound.wp.next.Add(new WPConnection(wp, connectionToAddInbound.type));

                        //reset connection for next UI interaction
                        connectionToAddInbound = new WPConnection();
                    }
                }
            }

            connectionToAddInbound.wp   = (SHR_Waypoint)EditorGUILayout.ObjectField(connectionToAddInbound.wp, typeof(SHR_Waypoint), true);
            connectionToAddInbound.type = (WPConnection.Type)EditorGUILayout.EnumPopup(connectionToAddInbound.type);
            EditorGUILayout.EndHorizontal();


            EditorGUILayout.Space();



            if (GUILayout.Button("Snap to Ground", GUILayout.Width(300)))
            {
                SnapToGround();
            }
        }
    }
コード例 #9
0
        void GetNextTargetWaypoint()
        {
            TrackLastWaypoints();
            WPCurrent = WPTarget;

            if (WPCurrent != null)
            {
                //let's build a small collection of potential connections we could form, assign them scores based on how attractive they are, and choose one from
                //  the most attractive ones at random
                int attempt = 10;
                List <PotentialConnection> PCs   = new List <PotentialConnection>();
                List <PotentialConnection> valid = new List <PotentialConnection>();

                while (attempt > 0)
                {
                    bool useful = true;
                    //Create new connection with max score
                    PotentialConnection PC = new PotentialConnection(WPCurrent.GetRandomNextConnection(), 1000);
                    foreach (var pc in PCs)
                    {
                        if (pc.connection == PC.connection)
                        {
                            useful = false;  //don't add the same connection to our list twice
                            break;
                        }
                    }

                    if (useful)
                    {
                        foreach (var c in ConnectionHistory)
                        {
                            if (c != null)
                            {
                                if (c == PC.connection)
                                {
                                    PC.score -= 400;                             //heavy score penalty for exactly the same path we just came from
                                }
                                //look through our own prev list
                                foreach (var p in WPCurrent.prev)
                                {
                                    //ask whether one of the Waypoints here owns the Waypoint described by the Connection History
                                    if (p.wp.ConnectionInNext(c))
                                    {
                                        //Are you the one we're trying to path towards?
                                        if (p.wp == PC.connection.wp)
                                        {
                                            //then subtract score
                                            PC.score -= 200; //we don't super like going back to a Waypoint we've visited in general,
                                        }                    //   but it's not as bad as using the exact same path

                                        break;               //If no, that's gucci; and also we can stop asking around, because there's no way someone else owns the same connection.
                                    }                        //  Either way, we're breaking out of here
                                }
                            }
                        }

                        PCs.Add(PC);
                    }

                    attempt--;
                }

                //sort the list by highest scorers (highest at the end)
                PCs.Sort((PC1, PC2) => PC1.score.CompareTo(PC2.score));

                int threshold = 100;
                int highScore = PCs[PCs.Count - 1].score;

                valid.Add(PCs[PCs.Count - 1]);

                //starting at one before the end (which has already been added to valid), search through each PC and only add entries to valid that
                //  are within threshold of the highest scores
                for (var i = PCs.Count - 2; i >= 0; i--)
                {
                    if (PCs[i].score + threshold >= highScore)
                    {
                        valid.Add(PCs[i]);
                    }
                }

                //finally, go through all these valid candidates, and select one at random!
                conn     = valid[Random.Range(0, valid.Count)].connection;
                WPTarget = conn.wp;
            }
        }
コード例 #10
0
 public PotentialConnection(WPConnection connection_in, int score_in)
 {
     connection = connection_in;
     score      = score_in;
 }