예제 #1
0
    public override void Execute()
    {
        controller = m_EMFSM.emController;
        helper     = m_EMFSM.emHelper;

        // Produce enemy mini cell if has nutrient and can spawn
        if (controller.NutrientNum > 0 && helper.CanSpawn && Level_Manager.LevelID < 4)
        {
            helper.ECPool.SpawnFromPool(EMHelper.Instance().Position, false);
        }
        else if (controller.NutrientNum > 0 && helper.CanSpawn && Level_Manager.LevelID > 3)
        {
            for (int i = 0; i < 2; i++)
            {
                helper.ECPool.SpawnFromPool(EMHelper.Instance().Position, false);
            }
        }
        else if (controller.NutrientNum == 0 && EMTransition.Instance().CanTransit)
        {
            m_EMFSM.ChangeState(EMState.Maintain);
        }

        // Start checking transition only when there are more than 10 available enemy mini cells, transition is allowed and has nutrient
        if (m_EMFSM.AvailableChildNum > 10 && EMTransition.Instance().CanTransit&& controller.NutrientNum > 0)
        {
            // If there are more than 10  and less than 25 available enemy mini cells
            if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15)
            {
                float nEnemyChildFactor  = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f;

                // Transition to Defend
                if (EMHelper.Instance().MinToMaxYRatio > 0.5f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       (nPlayerChildFactor * 10f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio),
                                                       EMState.Defend);
                }

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nEnemyChildFactor * 1f / nPlayerChildFactor, 2f) * 3f) + m_EMFSM.CurrentAggressiveness * 3.5f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                                       EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       (helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                                       EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1.5f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) +
                                                        m_EMFSM.CurrentAggressiveness * 2f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                       EMState.Landmine);
                }

                // Transition to Maintain
                if (nPlayerChildFactor <= 5f && helper.Abs((nEnemyChildFactor - nPlayerChildFactor)) <= 1f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       (helper.Pow(5f - helper.Pow(nEnemyChildFactor - nPlayerChildFactor, 1.5f), 2f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Maintain)),
                                                       EMState.Maintain);
                }
            }
            else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30)
            {
                float nEnemyChildFactor  = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f;

                // Transition to Defend
                if (EMHelper.Instance().MinToMaxYRatio > 0.5f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       (nPlayerChildFactor * 10f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio),
                                                       EMState.Defend);
                }

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.75f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                                       EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2.25f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                                       EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) +
                                                        m_EMFSM.CurrentAggressiveness * 2f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                       EMState.Landmine);
                }

                // Transition to Maintain
                if (nPlayerChildFactor <= 5f && helper.Abs((nEnemyChildFactor - nPlayerChildFactor)) <= 1f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       (helper.Pow(5f - helper.Pow(nEnemyChildFactor - nPlayerChildFactor, 1.25f), 2f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Maintain)),
                                                       EMState.Maintain);
                }
            }
            else if (m_EMFSM.AvailableChildNum > 30)
            {
                float nEnemyChildFactor  = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f;

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nEnemyChildFactor * 1.75f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 4f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                                       EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 7.5f + m_EMFSM.CurrentAggressiveness * 2.5f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                                       EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) +
                                                        m_EMFSM.CurrentAggressiveness * 2f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                       EMState.Landmine);
                }

                // Transition to Maintain
                if (nPlayerChildFactor <= 5f && helper.Abs((nEnemyChildFactor - nPlayerChildFactor)) <= 1f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       (helper.Pow(5f - helper.Pow(nEnemyChildFactor - nPlayerChildFactor, 1f), 2f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Maintain)),
                                                       EMState.Maintain);
                }
            }

            // Check transition every 0.2 to 0.4 second to save computing power
            // With the value given by learning element increases, the transition check will be less frequent
            // Thus transition probability will decline
            if (EMTransition.Instance().CanTransit)
            {
                helper.StartPauseTransition(.2f * (1f + EnemyMainFSM.Instance().LearningDictionary[EMState.Production] / 100f));
            }
        }
    }
    public override void Execute()
    {
        controller = m_EMFSM.emController;
        helper = m_EMFSM.emHelper;

        // Produce enemy mini cell if has nutrient and can spawn
        if (controller.NutrientNum > 0 && helper.CanSpawn && Level_Manager.LevelID < 4)
            helper.ECPool.SpawnFromPool (EMHelper.Instance ().Position, false);
        else if (controller.NutrientNum > 0 && helper.CanSpawn && Level_Manager.LevelID > 3)
        {
            for (int i = 0; i < 2; i++)
                helper.ECPool.SpawnFromPool (EMHelper.Instance ().Position, false);
        }
        else if (controller.NutrientNum == 0 && EMTransition.Instance().CanTransit)
            m_EMFSM.ChangeState (EMState.Maintain);

        // Start checking transition only when there are more than 10 available enemy mini cells, transition is allowed and has nutrient
        if (m_EMFSM.AvailableChildNum > 10 && EMTransition.Instance().CanTransit && controller.NutrientNum > 0)
        {
            // If there are more than 10  and less than 25 available enemy mini cells
            if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15)
            {
                float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f;

                // Transition to Defend
                if (EMHelper.Instance().MinToMaxYRatio > 0.5f) {
                    EMTransition.Instance().Transition (1000f /
                                                        (nPlayerChildFactor * 10f +
                     EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio),
                                           EMState.Defend);
                }

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) {
                    EMTransition.Instance().Transition (1000f /
                                           ((helper.Pow (nEnemyChildFactor*1f / nPlayerChildFactor, 2f) * 3f) + m_EMFSM.CurrentAggressiveness * 3.5f +
                     EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                           EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor) {
                    EMTransition.Instance().Transition (1000f /
                                           (helper.Pow (nEnemyChildFactor*1.5f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2f +
                     EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                           EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1.5f) {
                    EMTransition.Instance().Transition (1000f /
                                                        ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) +
                     m_EMFSM.CurrentAggressiveness * 2f +
                     EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                        EMState.Landmine);
                }

                // Transition to Maintain
                if (nPlayerChildFactor <= 5f && helper.Abs ((nEnemyChildFactor - nPlayerChildFactor)) <= 1f) {
                    EMTransition.Instance().Transition (1000f /
                                           (helper.Pow (5f - helper.Pow (nEnemyChildFactor - nPlayerChildFactor, 1.5f), 2f) +
                     EMLeraningAgent.Instance().RealScore(EMState.Maintain)),
                                           EMState.Maintain);
                }
            }
            else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30)
            {
                float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f;

                // Transition to Defend
                if (EMHelper.Instance().MinToMaxYRatio > 0.5f) {
                    EMTransition.Instance().Transition (1000f /
                                                        (nPlayerChildFactor * 10f +
                     EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio),
                                           EMState.Defend);
                }

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) {
                    EMTransition.Instance().Transition (1000f /
                                           ((helper.Pow (nEnemyChildFactor*1.5f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.75f) +
                     EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                           EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor) {
                    EMTransition.Instance().Transition (1000f /
                                           ((helper.Pow (nEnemyChildFactor*2f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2.25f) +
                     EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                           EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1f) {
                    EMTransition.Instance().Transition (1000f /
                                                        ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) +
                     m_EMFSM.CurrentAggressiveness * 2f +
                     EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                        EMState.Landmine);
                }

                // Transition to Maintain
                if (nPlayerChildFactor <= 5f && helper.Abs ((nEnemyChildFactor - nPlayerChildFactor)) <= 1f) {
                    EMTransition.Instance().Transition (1000f /
                                           (helper.Pow (5f - helper.Pow (nEnemyChildFactor - nPlayerChildFactor, 1.25f), 2f) +
                     EMLeraningAgent.Instance().RealScore(EMState.Maintain)),
                                           EMState.Maintain);
                }
            }
            else if (m_EMFSM.AvailableChildNum > 30)
            {
                float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f;

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) {
                    EMTransition.Instance().Transition (1000f /
                                           ((helper.Pow (nEnemyChildFactor*1.75f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 4f) +
                     EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                           EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor) {
                    EMTransition.Instance().Transition (1000f /
                                           ((helper.Pow (nEnemyChildFactor*2f / nPlayerChildFactor, 2f) * 7.5f + m_EMFSM.CurrentAggressiveness * 2.5f) +
                     EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                           EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1f) {
                    EMTransition.Instance().Transition (1000f /
                                                        ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) +
                     m_EMFSM.CurrentAggressiveness * 2f +
                     EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                        EMState.Landmine);
                }

                // Transition to Maintain
                if (nPlayerChildFactor <= 5f && helper.Abs ((nEnemyChildFactor - nPlayerChildFactor)) <= 1f) {
                    EMTransition.Instance().Transition (1000f /
                                           (helper.Pow (5f - helper.Pow (nEnemyChildFactor - nPlayerChildFactor, 1f), 2f) +
                     EMLeraningAgent.Instance().RealScore(EMState.Maintain)),
                                           EMState.Maintain);
                }
            }

            // Check transition every 0.2 to 0.4 second to save computing power
            // With the value given by learning element increases, the transition check will be less frequent
            // Thus transition probability will decline
            if (EMTransition.Instance().CanTransit)
                helper.StartPauseTransition (.2f * (1f + EnemyMainFSM.Instance().LearningDictionary[EMState.Production] / 100f));
        }
    }