コード例 #1
0
        private void DecideWhatToSpawn(List <AITaskCommand> aiTaskCommands, AISpawnStrategy strategySpawn)
        {
            int currentBlood             = _bloodController.GetCurrentAIBlood();
            List <EntityBloodCost> costs = strategySpawn.entitiesBloodCost;

            for (int i = 0; i < costs.Count; i++)
            {
                if (costs[i].bloodCost <= currentBlood)
                {
                    SpawnAITaskCommand spawnCommand = new SpawnAITaskCommand(costs[i].entity, _highLevelAi.SpawnableCells);
                    aiTaskCommands.Insert(0, spawnCommand);
                    currentBlood -= costs[i].bloodCost;
                }
                else
                {
                    break;
                }
            }
        }
コード例 #2
0
        public void AnalyzeGameTerrain(StrategicObjective chosenStrategicObjective, AISpawnStrategy aiSpawnStrategy)
        {
            //declaramos la lisa de pequeños comandos que realizara la ia
            List <AITaskCommand> aiTaskCommands = new List <AITaskCommand>();

            LevelController levelController = Object.FindObjectOfType <LevelController>();

            Entity[] IAcontrolledEntities    = levelController.AIEntities.ToArray();
            Entity[] playerControlledEntites = levelController.PlayerEntities.ToArray();

            //check your controlled entities and see the influences they have in their surroundings
            //en funcion del objetivo estrategico se fijaran las tareas que podran ser de un tipo o de otro.
            for (int i = 0; i < IAcontrolledEntities.Length; i++)
            {
                AnalyzeSurroundingInfluences(aiTaskCommands, chosenStrategicObjective, IAcontrolledEntities[i], playerControlledEntites, levelController);
            }

            Debug.Log(aiTaskCommands.Count);
            _tasksAllocator.OnTaskCommandsReceived(aiTaskCommands, IAcontrolledEntities, aiSpawnStrategy);
        }
コード例 #3
0
        public void OnTaskCommandsReceived(List <AITaskCommand> aiTaskCommands, Entity[] controlledEntities, AISpawnStrategy aISpawnStrategy)
        {
            LevelController _levelController = Object.FindObjectOfType <LevelController>();

            //analiar los recursos de sangre que tenemos
            //en funcion de esos recursos y las tareas que tenemos decidir

            //antes de llamar a todos lo comandos hay que ver si hay una desproporcion entre tareas
            //y tropas controladas por nosotros
            //todo cambiar el magic number por un parametro desde el high level
            if (IsSpawnNeeded(aiTaskCommands, _levelController.AIEntities.ToArray(), _levelController.PlayerEntities.ToArray(), 2))
            {
                DecideWhatToSpawn(aiTaskCommands, aISpawnStrategy);
            }

            _highLevelAi.StartCoroutine(PerformDifferentTasks(aiTaskCommands));

            //añadirlo a una cola en algun monobehaviour para que una corutina lo vaya sacando poco a poco.

            Debug.Log("AI Done");
            //_turnHandler.AIDone = true;
        }