public override bool ShouldRetry(Creature agent) { return(EntityToGather != null && !EntityToGather.IsDead && !agent.AI.GatherManager.ItemsToGather.Contains(EntityToGather) && PlanAct.PathExists(EntityToGather.GetComponent <Physics>().CurrentVoxel, agent.Physics.CurrentVoxel, agent.AI)); }
public override bool IsFeasible(Creature agent) { if (EntityToKill == null || EntityToKill.IsDead) { return(false); } else { Creature ai = EntityToKill.GetChildrenOfTypeRecursive <Creature>().FirstOrDefault(); switch (Mode) { case KillType.Attack: { if (!agent.Faction.AttackDesignations.Contains(EntityToKill)) { return(false); } return(true); } case KillType.Chop: { if (!agent.Faction.ChopDesignations.Contains(EntityToKill)) { return(false); } return(true); } case KillType.Auto: { return(true); } } Voxel target = new Voxel(); bool voxExists = PlayState.ChunkManager.ChunkData.GetVoxel(EntityToKill.Position, ref target); if (!voxExists || !PlanAct.PathExists(agent.Physics.CurrentVoxel, target, agent.AI)) { return(false); } if (ai == null) { return(true); } Relationship relation = PlayState.ComponentManager.Diplomacy.GetPolitics(ai.Faction, agent.Faction).GetCurrentRelationship(); return(relation == Relationship.Hateful || relation == Relationship.Indifferent); } }
public GoToVoxelAct(string voxel, PlanAct.PlanType planType, CreatureAI creature, float radius = 0.0f) : base(creature) { Name = "Go to Voxel " + voxel; Tree = new Sequence( new ForLoop( new Sequence( new PlanAct(Agent, "PathToVoxel", voxel, planType) { Radius = radius}, new FollowPathAnimationAct(Agent, "PathToVoxel") ) , 3, true), new StopAct(Agent)); }
public GoToVoxelAct(Voxel voxel, PlanAct.PlanType planType, CreatureAI creature, float radius = 0.0f) : base(creature) { Voxel = voxel; Name = "Go to Voxel"; if(Voxel != null) { Tree = new Sequence( new SetBlackboardData<Voxel>(Agent, "TargetVoxel", Voxel), new PlanAct(Agent, "PathToVoxel", "TargetVoxel", planType) { Radius = radius}, new FollowPathAnimationAct(Agent, "PathToVoxel"), new StopAct(Agent)); } }
public override IEnumerable <Status> Run() { while (true) { Creature.AI.Blackboard.Erase(PathName); Agent.Blackboard.SetData <bool>("NoPath", false); PlanAct planAct = new PlanAct(Creature.AI, PathName, VoxelName, PlanType) { Radius = Radius, MaxTimeouts = MaxTimeouts }; planAct.Initialize(); bool planSucceeded = false; while (true) { Act.Status planStatus = planAct.Tick(); if (planStatus == Status.Fail) { yield return(Act.Status.Running); break; } else if (planStatus == Status.Running) { yield return(Act.Status.Running); } else if (planStatus == Status.Success) { planSucceeded = true; break; } yield return(Act.Status.Running); } if (!planSucceeded && planAct.LastResult == AStarPlanner.PlanResultCode.MaxExpansionsReached) { yield return(Act.Status.Running); Creature.CurrentCharacterMode = CharacterMode.Idle; Creature.Physics.Velocity = Vector3.Zero; Timer planTimeout = new Timer(MathFunctions.Rand(30.0f, 120.0f), false, Timer.TimerMode.Real); List <VoxelHandle> exploredVoxels = new List <VoxelHandle>(); Color debugColor = new Color(MathFunctions.RandVector3Cube() + Vector3.One * 0.5f); float debugScale = MathFunctions.Rand() * 0.5f + 0.5f; while (!planTimeout.HasTriggered) { // In this case, try to follow a greedy path toward the entity instead of just failing. var greedyPath = planAct.ComputeGreedyFallback(20, exploredVoxels); var goal = planAct.GetGoal(); Creature.AI.Blackboard.SetData("GreedyPath", greedyPath); var greedyPathFollow = new FollowPathAct(Creature.AI, "GreedyPath") { //BlendEnd = true, //BlendStart = false }; greedyPathFollow.Initialize(); foreach (var currStatus in greedyPathFollow.Run()) { if (Debugger.Switches.DrawPaths) { foreach (var voxel in exploredVoxels) { Drawer3D.DrawBox(voxel.GetBoundingBox().Expand(-debugScale), debugColor, 0.05f, false); } } if (!exploredVoxels.Contains(Agent.Physics.CurrentVoxel)) { exploredVoxels.Add(Agent.Physics.CurrentVoxel); } if (Debugger.Switches.DrawPaths) { Drawer3D.DrawLine(Agent.Position, goal.GetVoxel().WorldPosition, debugColor, 0.1f); } if (goal.IsInGoalRegion(Agent.Physics.CurrentVoxel)) { yield return(Act.Status.Success); yield break; } yield return(Act.Status.Running); } planTimeout.Update(DwarfTime.LastTime); } continue; } else if (!planSucceeded) { Agent.Blackboard.SetData <bool>("NoPath", true); yield return(Act.Status.Fail); yield break; } yield return(Act.Status.Success); yield break; } }
public IEnumerable <Status> TrackMovingTarget() { int maxFailures = 10; int currentFailures = 0; while (true) { Creature.AI.Blackboard.Erase("EntityVoxel"); Act.Status status = SetTargetVoxelFromEntityAct.SetTarget("EntityVoxel", EntityName, Creature); Body entity = Agent.Blackboard.GetData <Body>(EntityName); if (entity == null || entity.IsDead) { yield return(Status.Success); yield break; } if (status != Status.Success) { yield return(Act.Status.Running); } Creature.AI.Blackboard.Erase("PathToEntity"); PlanAct planAct = new PlanAct(Creature.AI, "PathToEntity", "EntityVoxel", PlanType) { Radius = Radius }; planAct.Initialize(); bool planSucceeded = false; while (true) { Act.Status planStatus = planAct.Tick(); if (planStatus == Status.Fail) { yield return(Act.Status.Running); break; } else if (planStatus == Status.Running) { yield return(Act.Status.Running); } else if (planStatus == Status.Success) { planSucceeded = true; break; } } if (!planSucceeded) { currentFailures++; yield return(Act.Status.Running); Creature.CurrentCharacterMode = Creature.CharacterMode.Idle; Creature.Physics.Velocity = Vector3.Zero; if (currentFailures > maxFailures) { yield return(Act.Status.Fail); yield break; } continue; } FollowPathAct followPath = new FollowPathAct(Creature.AI, "PathToEntity"); followPath.Initialize(); while (true) { if (PlanType == PlanAct.PlanType.Radius && (Creature.Physics.Position - entity.Position).Length() < Radius) { yield return(Act.Status.Success); } Act.Status pathStatus = followPath.Tick(); if (pathStatus == Status.Fail) { break; } else if (pathStatus == Status.Running) { yield return(Act.Status.Running); List <Creature.MoveAction> path = Agent.Blackboard.GetData <List <Creature.MoveAction> >("PathToEntity"); if (path.Count > 0 && (path.Last().Voxel.Position - entity.LocalTransform.Translation).Length() > 4) { break; } if (MovingTarget && (Creature.Physics.Position - entity.Position).Length() < 2) { yield return(Status.Success); yield break; } continue; } else if (pathStatus == Status.Success) { yield return(Act.Status.Success); yield break; } } yield return(Act.Status.Running); } }
public IEnumerable <Status> TrackMovingTarget() { while (true) { Creature.AI.Blackboard.Erase("EntityVoxel"); Act.Status status = SetTargetVoxelFromEntityAct.SetTarget("EntityVoxel", EntityName, Creature); Body entity = Agent.Blackboard.GetData <Body>(EntityName); if (entity == null || entity.IsDead) { yield return(Status.Success); yield break; } if (status != Status.Success) { yield return(Act.Status.Running); } Creature.AI.Blackboard.Erase("PathToEntity"); PlanAct planAct = new PlanAct(Creature.AI, "PathToEntity", "EntityVoxel", PlanAct.PlanType.Adjacent); planAct.Initialize(); bool planSucceeded = false; while (true) { Act.Status planStatus = planAct.Tick(); if (planStatus == Status.Fail) { yield return(Act.Status.Running); break; } else if (planStatus == Status.Running) { yield return(Act.Status.Running); } else if (planStatus == Status.Success) { planSucceeded = true; break; } } if (!planSucceeded) { yield return(Act.Status.Running); continue; } FollowPathAnimationAct followPath = new FollowPathAnimationAct(Creature.AI, "PathToEntity"); followPath.Initialize(); while (true) { Act.Status pathStatus = followPath.Tick(); if (pathStatus == Status.Fail) { break; } else if (pathStatus == Status.Running) { yield return(Act.Status.Running); List <Creature.MoveAction> path = Agent.Blackboard.GetData <List <Creature.MoveAction> >("PathToEntity"); if (path.Count > 0 && (path.Last().Voxel.Position - entity.LocalTransform.Translation).Length() > 4) { break; } if (MovingTarget && (Creature.Physics.Position - entity.Position).Length() < 2) { yield return(Status.Success); yield break; } continue; } else if (pathStatus == Status.Success) { yield return(Act.Status.Success); yield break; } } yield return(Act.Status.Running); } }