예제 #1
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    private void CreateBehaviourTree()
    {
        behaviourTree = new BehaviourTreeEngine(false);

        rootSequence  = behaviourTree.CreateSequenceNode("Root", false);
        selectorDoor  = behaviourTree.CreateSelectorNode("Selector door");
        sequenceDoor  = behaviourTree.CreateSequenceNode("Sequence door", false);
        walkToDoor1   = behaviourTree.CreateLeafNode("Walk to door 1", WalkToDoor, ArriveToDoor);
        walkToDoor2   = behaviourTree.CreateLeafNode("Walk to door 2", WalkToDoor, ArriveToDoor);
        enterTheHouse = behaviourTree.CreateLeafNode("Enter the house", EnterTheHouse, HasEnteredTheHouse);
        openDoor1     = behaviourTree.CreateLeafNode("Open the door 1", OpenDoor, DoorOpened);
        openDoor2     = behaviourTree.CreateLeafNode("Open the door 2", OpenDoor, DoorOpened);
        unlockDoor    = behaviourTree.CreateLeafNode("Find key", UnlockDoor, IsTheDoorUnlocked);
        smashDoor     = behaviourTree.CreateLeafNode("Explode door", SmashDoor, DoorSmashed);

        rootSequence.AddChild(walkToDoor1);
        rootSequence.AddChild(selectorDoor);
        rootSequence.AddChild(enterTheHouse);

        selectorDoor.AddChild(openDoor1);
        selectorDoor.AddChild(sequenceDoor);
        selectorDoor.AddChild(smashDoor);

        sequenceDoor.AddChild(unlockDoor);
        sequenceDoor.AddChild(walkToDoor2);
        sequenceDoor.AddChild(openDoor2);

        behaviourTree.SetRootNode(rootSequence);
    }
예제 #2
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    protected override void InitTreeNode()
    {
        _NodeRoot = new SelectorNode(this);
        SelectorNode temp = _NodeRoot as SelectorNode;

        temp.AddChild(new MoveAction(this, temp));
        temp.AddChild(new MoveAction(this, temp));
        _CurNode = _NodeRoot;
    }
예제 #3
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        void SetUpBehaviorTree()
        {
            SequenceNode rootSequence = new SequenceNode("Root");

            behaviorTree.AddRoot(rootSequence);

            InverterNode isDeadInverter = new InverterNode();

            rootSequence.AddChild(isDeadInverter);

            ConditionalNode isDead = new DeathCondition <Miner>(this);

            isDeadInverter.AddChild(isDead);

            SelectorNode mainSelector = new SelectorNode("Main");

            rootSequence.AddChild(mainSelector);

            SequenceNode miningSequence = new SequenceNode("Mining");

            mainSelector.AddChild(miningSequence);

            SequenceNode depositingSequence = new SequenceNode("Depositing");

            mainSelector.AddChild(depositingSequence);

            InverterNode isBagFullInverter = new InverterNode();

            miningSequence.AddChild(isBagFullInverter);

            ConditionalNode isBagFull = new BagFullCondition <Miner>(this);

            isBagFullInverter.AddChild(isBagFull);

            LeafNode walkToMine = new WalkToAction <Miner>(this, targetMiningPoint.position, targetMiningPoint.gameObject.name);

            miningSequence.AddChild(walkToMine);

            LeafNode mine = new MineAction <Miner>(this, mineIntervals, resourceMinedPerInterval);

            miningSequence.AddChild(mine);

            LeafNode walkToBase = new WalkToAction <Miner>(this, targetDeployPoint.position, targetDeployPoint.gameObject.name);

            depositingSequence.AddChild(walkToBase);

            LeafNode deposit = new DepositAction <Miner>(this, depositDuration);

            depositingSequence.AddChild(deposit);
        }
예제 #4
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    public static BehaviorNode InitRootNode(BehaviorTree behaviorTree, AbstractActor unit, GameInstance game)
    {
        LanceDetectsEnemiesNode lanceDetectsEnemies0000 = new LanceDetectsEnemiesNode("lanceDetectsEnemies0000", behaviorTree, unit);

        FindDetectedEnemiesNode findDetectedEnemies0000 = new FindDetectedEnemiesNode("findDetectedEnemies0000", behaviorTree, unit);

        IsMovementAvailableForUnitNode movementAvailable0000 = new IsMovementAvailableForUnitNode("movementAvailable0000", behaviorTree, unit);

        BlockUntilPathfindingReadyNode blockUntilPathfindingReady0000 = new BlockUntilPathfindingReadyNode("blockUntilPathfindingReady0000", behaviorTree, unit);

        ClearMoveCandidatesNode clearMoveCandidates0000 = new ClearMoveCandidatesNode("clearMoveCandidates0000", behaviorTree, unit);

        GenerateMoveCandidatesNode generateMoveCandidates0000 = new GenerateMoveCandidatesNode("generateMoveCandidates0000", behaviorTree, unit);

        SortMoveCandidatesByDecreasingDistanceToHostilesNode sortMoveCandidatesByDecreasingDistanceToHostiles0000 = new SortMoveCandidatesByDecreasingDistanceToHostilesNode("sortMoveCandidatesByDecreasingDistanceToHostiles0000", behaviorTree, unit);

        FilterMoveCandidatesByLowestLOSToHostilesNode filterMoveCandidatesByLowestLOSToHostiles0000 = new FilterMoveCandidatesByLowestLOSToHostilesNode("filterMoveCandidatesByLowestLOSToHostiles0000", behaviorTree, unit);

        MoveTowardsHighestPriorityMoveCandidateNode moveTowardsHighestPriorityMoveCandidate0000 = new MoveTowardsHighestPriorityMoveCandidateNode("moveTowardsHighestPriorityMoveCandidate0000", behaviorTree, unit, false);

        SequenceNode run_away = new SequenceNode("run_away", behaviorTree, unit);

        run_away.AddChild(lanceDetectsEnemies0000);
        run_away.AddChild(findDetectedEnemies0000);
        run_away.AddChild(movementAvailable0000);
        run_away.AddChild(blockUntilPathfindingReady0000);
        run_away.AddChild(clearMoveCandidates0000);
        run_away.AddChild(generateMoveCandidates0000);
        run_away.AddChild(sortMoveCandidatesByDecreasingDistanceToHostiles0000);
        run_away.AddChild(filterMoveCandidatesByLowestLOSToHostiles0000);
        run_away.AddChild(moveTowardsHighestPriorityMoveCandidate0000);

        BraceNode brace0000 = new BraceNode("brace0000", behaviorTree, unit);

        SelectorNode flee_AI_root = new SelectorNode("flee_AI_root", behaviorTree, unit);

        flee_AI_root.AddChild(run_away);
        flee_AI_root.AddChild(brace0000);

        return(flee_AI_root);
    }
예제 #5
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        public void Selector_Node_Stays_Running_When_A_Child_Is_Running()
        {
            var mock = Substitute.For <BTNode>();

            mock.Update().Returns(NodeState.Running);

            SelectorNode seq = new SelectorNode();

            seq.AddChild(mock);

            Assert.IsTrue(seq.Update() == NodeState.Running);
        }
예제 #6
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    private void CreateBehaviourTree()
    {
        behaviourTree = new BehaviourTreeEngine(false);

        LeafNode           throwRod       = behaviourTree.CreateLeafNode("Throw rod", ThrowRod, RodThrown);
        LeafNode           catchSomething = behaviourTree.CreateLeafNode("Catch something", Catch, SomethingCatched);
        LeafNode           returnToWater  = behaviourTree.CreateLeafNode("Return to water", () => Invoke("ReturnToWater", 2), ReturnedToWater);
        LeafNode           storeInBasket  = behaviourTree.CreateLeafNode("Store in the basket", () => Invoke("StoreBasket", 2), StoredInBasket);
        TimerDecoratorNode timerNode      = behaviourTree.CreateTimerNode("Timer node", catchSomething, 3);
        SelectorNode       selectorNode   = behaviourTree.CreateSelectorNode("Selector node");

        selectorNode.AddChild(returnToWater);
        selectorNode.AddChild(storeInBasket);
        SequenceNode sequenceNode = behaviourTree.CreateSequenceNode("Sequence node", false);

        sequenceNode.AddChild(throwRod);
        sequenceNode.AddChild(timerNode);
        sequenceNode.AddChild(selectorNode);
        LoopDecoratorNode rootNode = behaviourTree.CreateLoopNode("Root node", sequenceNode);

        behaviourTree.SetRootNode(rootNode);
    }
    public static BehaviorNode InitRootNode(BehaviorTree behaviorTree, AbstractActor unit, GameInstance game)
    {
        IsAttackAvailableForUnitNode attackAvailable0000 = new IsAttackAvailableForUnitNode("attackAvailable0000", behaviorTree, unit);

        FindPlayerTutorialTargetNode findPlayerTutorialTarget0000 = new FindPlayerTutorialTargetNode("findPlayerTutorialTarget0000", behaviorTree, unit);

        ShootTrainingWeaponsAtTargetNode shootTrainingWeaponsAtTarget0000 = new ShootTrainingWeaponsAtTargetNode("shootTrainingWeaponsAtTarget0000", behaviorTree, unit);

        SequenceNode attack_sequence = new SequenceNode("attack_sequence", behaviorTree, unit);

        attack_sequence.AddChild(attackAvailable0000);
        attack_sequence.AddChild(findPlayerTutorialTarget0000);
        attack_sequence.AddChild(shootTrainingWeaponsAtTarget0000);

        BraceNode brace0000 = new BraceNode("brace0000", behaviorTree, unit);

        SelectorNode selector0000 = new SelectorNode("selector0000", behaviorTree, unit);

        selector0000.AddChild(attack_sequence);
        selector0000.AddChild(brace0000);

        return(selector0000);
    }
예제 #8
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    public static BehaviorNode InitRootNode(BehaviorTree behaviorTree, AbstractActor unit, GameInstance game)
    {
        UnitHasRouteNode unitHasRoute0000 = new UnitHasRouteNode("unitHasRoute0000", behaviorTree, unit);

        LanceHasStartedRouteNode lanceHasStartedRoute0000 = new LanceHasStartedRouteNode("lanceHasStartedRoute0000", behaviorTree, unit);

        LanceStartRouteNode lanceStartRoute0000 = new LanceStartRouteNode("lanceStartRoute0000", behaviorTree, unit);

        SelectorNode selector0000 = new SelectorNode("selector0000", behaviorTree, unit);

        selector0000.AddChild(lanceHasStartedRoute0000);
        selector0000.AddChild(lanceStartRoute0000);

        LanceHasCompletedRouteNode lanceHasCompletedRoute0000 = new LanceHasCompletedRouteNode("lanceHasCompletedRoute0000", behaviorTree, unit);

        InverterNode inverter0000 = new InverterNode("inverter0000", behaviorTree, unit);

        inverter0000.AddChild(lanceHasCompletedRoute0000);

        MoveAlongRouteNode moveAlongRoute0000 = new MoveAlongRouteNode("moveAlongRoute0000", behaviorTree, unit);

        SequenceNode incrementally_patrol = new SequenceNode("incrementally_patrol", behaviorTree, unit);

        incrementally_patrol.AddChild(unitHasRoute0000);
        incrementally_patrol.AddChild(selector0000);
        incrementally_patrol.AddChild(inverter0000);
        incrementally_patrol.AddChild(moveAlongRoute0000);

        BraceNode brace0000 = new BraceNode("brace0000", behaviorTree, unit);

        SelectorNode route_AI_root = new SelectorNode("route_AI_root", behaviorTree, unit);

        route_AI_root.AddChild(incrementally_patrol);
        route_AI_root.AddChild(brace0000);

        return(route_AI_root);
    }
예제 #9
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        public void runs_the_first_node_if_it_succeeds()
        {
            Init();

            var time = new MyTimeData();

            var mockChild1 = new Mock <IMyBehaviourTreeNode>();

            mockChild1
            .Setup(m => m.Tick(time))
            .Returns(MyBehaviourTreeStatus.Success);

            var mockChild2 = new Mock <IMyBehaviourTreeNode>();

            testObject.AddChild(mockChild1.Object);
            testObject.AddChild(mockChild2.Object);

            Assert.Equal(MyBehaviourTreeStatus.Success, testObject.Tick(time));

            mockChild1.Verify(m => m.Tick(time), Times.Once());
            mockChild2.Verify(m => m.Tick(time), Times.Never());
        }
예제 #10
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        public void Selector_Properly_Resets_After_Finishing(NodeState finishState)
        {
            SelectorNode seq       = new SelectorNode();
            int          finishIdx = finishState == NodeState.Failure ? 2 : 1;

            for (int i = 0; i < 3; i++)
            {
                var mock = Substitute.For <BTNode>();
                mock.Update().Returns(i == finishIdx ? finishState : NodeState.Failure);
                seq.AddChild(mock);
            }

            // if it runs correctly after the second time, it has been properly reset
            for (int j = 0; j < 2; j++)
            {
                for (int i = 0; i <= finishIdx; i++)
                {
                    var expected = i == finishIdx ? finishState : NodeState.Running;
                    Assert.IsTrue(seq.Update() == expected);
                }
            }
        }
예제 #11
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        public void Sequence_Node_Succeds_When_One_Child_Succeeds(int childsCount, int successAt)
        {
            SelectorNode seq = new SelectorNode();

            for (int i = 0; i < childsCount; i++)
            {
                var mock = Substitute.For <BTNode>();
                mock.Update().Returns(i == successAt ? NodeState.Success : NodeState.Failure);
                seq.AddChild(mock);
            }

            for (int i = 0; i <= successAt; i++)
            {
                if (i == successAt)
                {
                    Assert.IsTrue(seq.Update() == NodeState.Success);
                }
                else
                {
                    Assert.IsTrue(seq.Update() == NodeState.Running);
                }
            }
        }
예제 #12
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        public void Selector_Node_Fails_If_All_Of_Its_Children_Fails(int childsCount)
        {
            SelectorNode seq = new SelectorNode();

            for (int i = 0; i < childsCount; i++)
            {
                var mock = Substitute.For <BTNode>();
                mock.Update().Returns(NodeState.Failure);
                seq.AddChild(mock);
            }

            for (int i = 0; i < childsCount; i++)
            {
                if (i == childsCount - 1)
                {
                    Assert.IsTrue(seq.Update() == NodeState.Failure);
                }
                else
                {
                    Assert.IsTrue(seq.Update() == NodeState.Running);
                }
            }
        }
예제 #13
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    public static BehaviorNode InitRootNode(BehaviorTree behaviorTree, AbstractActor unit, GameInstance game)
    {
        LanceHasLOSNode lanceHasLOS0000 = new LanceHasLOSNode("lanceHasLOS0000", behaviorTree, unit);

        FindVisibleEnemiesNode findVisibleEnemies0000 = new FindVisibleEnemiesNode("findVisibleEnemies0000", behaviorTree, unit);

        IsMovementAvailableForUnitNode movementAvailable0000 = new IsMovementAvailableForUnitNode("movementAvailable0000", behaviorTree, unit);

        SortEnemiesByThreatNode sortEnemiesByThreat0000 = new SortEnemiesByThreatNode("sortEnemiesByThreat0000", behaviorTree, unit);

        MoveTowardsHighestPriorityEnemyNode moveTowardsHighestPriorityEnemy0000 = new MoveTowardsHighestPriorityEnemyNode("moveTowardsHighestPriorityEnemy0000", behaviorTree, unit);

        SequenceNode canMove = new SequenceNode("canMove", behaviorTree, unit);

        canMove.AddChild(movementAvailable0000);
        canMove.AddChild(sortEnemiesByThreat0000);
        canMove.AddChild(moveTowardsHighestPriorityEnemy0000);

        IsAttackAvailableForUnitNode attackAvailable0000 = new IsAttackAvailableForUnitNode("attackAvailable0000", behaviorTree, unit);

        SortEnemiesByEffectivenessNode sortEnemiesByEffectiveness0000 = new SortEnemiesByEffectivenessNode("sortEnemiesByEffectiveness0000", behaviorTree, unit);

        ShootAtHighestPriorityEnemyNode shootAtHighestPriorityEnemy0000 = new ShootAtHighestPriorityEnemyNode("shootAtHighestPriorityEnemy0000", behaviorTree, unit);

        SequenceNode canAttack = new SequenceNode("canAttack", behaviorTree, unit);

        canAttack.AddChild(attackAvailable0000);
        canAttack.AddChild(sortEnemiesByEffectiveness0000);
        canAttack.AddChild(shootAtHighestPriorityEnemy0000);

        SelectorNode selector0000 = new SelectorNode("selector0000", behaviorTree, unit);

        selector0000.AddChild(canMove);
        selector0000.AddChild(canAttack);

        SequenceNode free_engage = new SequenceNode("free_engage", behaviorTree, unit);

        free_engage.AddChild(lanceHasLOS0000);
        free_engage.AddChild(findVisibleEnemies0000);
        free_engage.AddChild(selector0000);

        IsMovementAvailableForUnitNode movementAvailable0001 = new IsMovementAvailableForUnitNode("movementAvailable0001", behaviorTree, unit);

        FindPreviouslySeenEnemiesNode findPreviouslySeenEnemies0000 = new FindPreviouslySeenEnemiesNode("findPreviouslySeenEnemies0000", behaviorTree, unit);

        SortEnemiesByProximityNode sortEnemiesByProximity0000 = new SortEnemiesByProximityNode("sortEnemiesByProximity0000", behaviorTree, unit);

        MoveTowardsHighestPriorityEnemyNode moveTowardsHighestPriorityEnemy0001 = new MoveTowardsHighestPriorityEnemyNode("moveTowardsHighestPriorityEnemy0001", behaviorTree, unit);

        SequenceNode hunt_previously_seen = new SequenceNode("hunt_previously_seen", behaviorTree, unit);

        hunt_previously_seen.AddChild(movementAvailable0001);
        hunt_previously_seen.AddChild(findPreviouslySeenEnemies0000);
        hunt_previously_seen.AddChild(sortEnemiesByProximity0000);
        hunt_previously_seen.AddChild(moveTowardsHighestPriorityEnemy0001);

        SelectorNode selector0001 = new SelectorNode("selector0001", behaviorTree, unit);

        selector0001.AddChild(hunt_previously_seen);

        FailNode fail0000 = new FailNode("fail0000", behaviorTree, unit);

        SelectorNode patrol = new SelectorNode("patrol", behaviorTree, unit);

        patrol.AddChild(fail0000);

        BraceNode brace0000 = new BraceNode("brace0000", behaviorTree, unit);

        SelectorNode dumb_AI_root = new SelectorNode("dumb_AI_root", behaviorTree, unit);

        dumb_AI_root.AddChild(free_engage);
        dumb_AI_root.AddChild(selector0001);
        dumb_AI_root.AddChild(patrol);
        dumb_AI_root.AddChild(brace0000);

        return(dumb_AI_root);
    }
예제 #14
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    void Start()
    {
        _behaviorTreeController = new BehaviorTreeController();

        // rootとなるSequencer
        SequencerNode rootNode = new SequencerNode();

        rootNode.name = "rootノード";

        // 出発
        ActionNode departure = new ActionNode();

        departure.name = "出発する";
        departure.SetRunningFunc(() => {
            Debug.LogError("出発");
            return(NodeStatus.SUCCESS);
        });

        // HP確認のDecorator
        DecoratorNode confirmationHp = new DecoratorNode();

        confirmationHp.name = "HP確認するのDecorator";
        confirmationHp.SetConditionFunc(() => {
            return(_myHp >= 100 ? NodeStatus.SUCCESS : NodeStatus.FAILURE);
        });

        // 敵に寄る
        ActionNode enemyApproach = new ActionNode();

        enemyApproach.name = "敵に寄るアクションノード";
        enemyApproach.SetRunningFunc(() => {
            Debug.LogError("敵に寄る");
            return(NodeStatus.SUCCESS);
        });

        // HP確認のDecoratorの子供登録
        confirmationHp.AddChild(enemyApproach);

        // 友達2人を呼ぶParallelNode
        ParallelNode callFriendAB = new ParallelNode();

        callFriendAB.name = "友達2人を呼ぶParallelNode";

        // 友達A
        ActionNode friendA = new ActionNode();

        friendA.name = "友達Aを呼ぶ";
        friendA.SetRunningFunc(() => {
            Debug.LogError("友達A");
            return(NodeStatus.SUCCESS);
        });

        // 友達B
        ActionNode friendB = new ActionNode();

        friendB.name = "友達Bを呼ぶ";
        friendB.SetRunningFunc(() => {
            Debug.LogError("友達B");
            return(NodeStatus.SUCCESS);
        });

        // 友達2人を呼ぶParallelNodeの子供登録
        callFriendAB.AddChild(friendA);
        callFriendAB.AddChild(friendB);

        // スキルを繰り返し行うRepeaterNode
        RepeaterNode skillRepeater = new RepeaterNode();

        skillRepeater.name = "スキルを繰り返し行うRepeaterNode";

        // スキルを選択するSelector
        SelectorNode selectSkill = new SelectorNode();

        selectSkill.name = "スキルを選択するSelector";

        // スキルAの発動を確認するDecorator
        DecoratorNode triggerSkillA = new DecoratorNode();

        triggerSkillA.name = "スキルAの発動を確認するDecorator";
        triggerSkillA.SetConditionFunc(() => {
            int probability = Mathf.Clamp(probabilitySkillA, 0, 100);
            int random      = Random.Range(0, 100);
            return(probability > random ? NodeStatus.SUCCESS : NodeStatus.FAILURE);
        });

        // スキルA
        ActionNode skillA = new ActionNode();

        skillA.name = "skillA";
        skillA.SetRunningFunc(() => {
            Debug.LogError("skillA");
            _enemyHp -= 50;
            return(NodeStatus.SUCCESS);
        });

        // スキルAの発動を確認するDecoratorの子供登録
        triggerSkillA.AddChild(skillA);


        // スキルB
        ActionNode skillB = new ActionNode();

        skillB.name = "skillB";
        skillB.SetRunningFunc(() => {
            Debug.LogError("skillB");
            _enemyHp -= 60;
            return(NodeStatus.SUCCESS);
        });

        // スキルを選択するSelectorの子供登録
        selectSkill.AddChild(triggerSkillA);
        selectSkill.AddChild(skillB);

        // スキルを繰り返し行うRepeaterNodeの子供登録
        skillRepeater._repeatNum = 2;
        skillRepeater.AddChild(selectSkill);

        // 敵の生存を確認するSelector
        SelectorNode enemySurvial = new SelectorNode();

        enemySurvial.name = "敵の生存を確認するSelector";

        // 敵が死んでいるか確認するDecorator
        DecoratorNode enemyDied = new DecoratorNode();

        enemyDied.name = "敵が死んでいるか確認するDecorator";
        enemyDied.SetConditionFunc(() => {
            return(_enemyHp <= 0 ? NodeStatus.SUCCESS : NodeStatus.FAILURE);
        });

        // 敵が死んでいる
        ActionNode died = new ActionNode();

        died.name = "敵が死んでいる";
        died.SetRunningFunc(() => {
            Debug.LogError("End1");
            Debug.LogError("EnemyHp : " + _enemyHp);
            return(NodeStatus.SUCCESS);
        });

        // 敵が死んでいるか確認するDecoratorの子供登録
        enemyDied.AddChild(died);

        // 敵が生きているか確認するDecorator
        DecoratorNode enemyAlive = new DecoratorNode();

        enemyAlive.name = "敵が生きているか確認するDecorator";
        enemyAlive.SetConditionFunc(() => {
            return(_enemyHp > 0 ? NodeStatus.SUCCESS : NodeStatus.FAILURE);
        });

        // 敵が生きている
        ActionNode alive = new ActionNode();

        alive.name = "敵が生きている";
        alive.SetRunningFunc(() => {
            Debug.LogError("End2");
            Debug.LogError("EnemyHp : " + _enemyHp);
            return(NodeStatus.SUCCESS);
        });

        // 敵が生きているか確認するDecoratorの子供登録
        enemyAlive.AddChild(alive);

        // 敵の生存を確認するSelectorの子供登録
        enemySurvial.AddChild(enemyDied);
        enemySurvial.AddChild(enemyAlive);


        // rootノードの子供登録
        rootNode.AddChild(departure);
        rootNode.AddChild(confirmationHp);
        rootNode.AddChild(callFriendAB);
        rootNode.AddChild(skillRepeater);
        rootNode.AddChild(enemySurvial);

        // ツリー実行
        _behaviorTreeController.Initialize(rootNode);
        _behaviorTreeController.OnStart();
    }
예제 #15
0
    public static BehaviorNode InitRootNode(BehaviorTree behaviorTree, AbstractActor unit, GameInstance game)
    {
        IsShutDownNode isShutdown0000 = new IsShutDownNode("isShutdown0000", behaviorTree, unit);

        MechStartUpNode mechStartUp0000 = new MechStartUpNode("mechStartUp0000", behaviorTree, unit);

        SequenceNode if_shutdown__restart = new SequenceNode("if_shutdown__restart", behaviorTree, unit);

        if_shutdown__restart.AddChild(isShutdown0000);
        if_shutdown__restart.AddChild(mechStartUp0000);

        IsMovementAvailableForUnitNode movementAvailable0000 = new IsMovementAvailableForUnitNode("movementAvailable0000", behaviorTree, unit);

        IsProneNode isProne0000 = new IsProneNode("isProne0000", behaviorTree, unit);

        StandNode stand0000 = new StandNode("stand0000", behaviorTree, unit);

        SequenceNode if_prone__stand_up = new SequenceNode("if_prone__stand_up", behaviorTree, unit);

        if_prone__stand_up.AddChild(movementAvailable0000);
        if_prone__stand_up.AddChild(isProne0000);
        if_prone__stand_up.AddChild(stand0000);

        IsMovementAvailableForUnitNode movementAvailable0001 = new IsMovementAvailableForUnitNode("movementAvailable0001", behaviorTree, unit);

        HasSensorLockAbilityNode hasSensorLockAbility0000 = new HasSensorLockAbilityNode("hasSensorLockAbility0000", behaviorTree, unit);

        HasSensorLockTargetNode hasSensorLockTarget0000 = new HasSensorLockTargetNode("hasSensorLockTarget0000", behaviorTree, unit);

        SortEnemiesBySensorLockQualityNode sortEnemiesBySensorLockQuality0000 = new SortEnemiesBySensorLockQualityNode("sortEnemiesBySensorLockQuality0000", behaviorTree, unit);

        RecordHighestPriorityEnemyAsSensorLockTargetNode recordHighestPriorityEnemyAsSensorLockTarget0000 = new RecordHighestPriorityEnemyAsSensorLockTargetNode("recordHighestPriorityEnemyAsSensorLockTarget0000", behaviorTree, unit);

        SequenceNode sensor_lock_success = new SequenceNode("sensor_lock_success", behaviorTree, unit);

        sensor_lock_success.AddChild(hasSensorLockAbility0000);
        sensor_lock_success.AddChild(hasSensorLockTarget0000);
        sensor_lock_success.AddChild(sortEnemiesBySensorLockQuality0000);
        sensor_lock_success.AddChild(recordHighestPriorityEnemyAsSensorLockTarget0000);

        ClearSensorLockNode clearSensorLock0000 = new ClearSensorLockNode("clearSensorLock0000", behaviorTree, unit);

        SelectorNode selector0000 = new SelectorNode("selector0000", behaviorTree, unit);

        selector0000.AddChild(sensor_lock_success);
        selector0000.AddChild(clearSensorLock0000);

        SequenceNode evalSensorLock = new SequenceNode("evalSensorLock", behaviorTree, unit);

        evalSensorLock.AddChild(selector0000);

        SuccessDecoratorNode maybe_sensor_lock = new SuccessDecoratorNode("maybe_sensor_lock", behaviorTree, unit);

        maybe_sensor_lock.AddChild(evalSensorLock);

        UnitHasRouteNode unitHasRoute0000 = new UnitHasRouteNode("unitHasRoute0000", behaviorTree, unit);

        LanceHasCompletedRouteNode lanceHasCompletedRoute0000 = new LanceHasCompletedRouteNode("lanceHasCompletedRoute0000", behaviorTree, unit);

        InverterNode inverter0000 = new InverterNode("inverter0000", behaviorTree, unit);

        inverter0000.AddChild(lanceHasCompletedRoute0000);

        LanceHasStartedRouteNode lanceHasStartedRoute0000 = new LanceHasStartedRouteNode("lanceHasStartedRoute0000", behaviorTree, unit);

        LanceStartRouteNode lanceStartRoute0000 = new LanceStartRouteNode("lanceStartRoute0000", behaviorTree, unit);

        SelectorNode selector0001 = new SelectorNode("selector0001", behaviorTree, unit);

        selector0001.AddChild(lanceHasStartedRoute0000);
        selector0001.AddChild(lanceStartRoute0000);

        BlockUntilPathfindingReadyNode blockUntilPathfindingReady0000 = new BlockUntilPathfindingReadyNode("blockUntilPathfindingReady0000", behaviorTree, unit);

        MoveAlongRouteNode moveAlongRoute0000 = new MoveAlongRouteNode("moveAlongRoute0000", behaviorTree, unit);

        SequenceNode move_along_route = new SequenceNode("move_along_route", behaviorTree, unit);

        move_along_route.AddChild(movementAvailable0001);
        move_along_route.AddChild(maybe_sensor_lock);
        move_along_route.AddChild(unitHasRoute0000);
        move_along_route.AddChild(inverter0000);
        move_along_route.AddChild(selector0001);
        move_along_route.AddChild(blockUntilPathfindingReady0000);
        move_along_route.AddChild(moveAlongRoute0000);

        HasSensorLockAbilityNode hasSensorLockAbility0001 = new HasSensorLockAbilityNode("hasSensorLockAbility0001", behaviorTree, unit);

        HasRecordedSensorLockTargetNode hasRecordedSensorLockTarget0000 = new HasRecordedSensorLockTargetNode("hasRecordedSensorLockTarget0000", behaviorTree, unit);

        SetMoodNode setMood0000 = new SetMoodNode("setMood0000", behaviorTree, unit, AIMood.Aggressive);

        SensorLockRecordedSensorLockTargetNode sensorLockRecordedSensorLockTarget0000 = new SensorLockRecordedSensorLockTargetNode("sensorLockRecordedSensorLockTarget0000", behaviorTree, unit);

        SequenceNode choseToSensorLock = new SequenceNode("choseToSensorLock", behaviorTree, unit);

        choseToSensorLock.AddChild(hasSensorLockAbility0001);
        choseToSensorLock.AddChild(hasRecordedSensorLockTarget0000);
        choseToSensorLock.AddChild(setMood0000);
        choseToSensorLock.AddChild(sensorLockRecordedSensorLockTarget0000);

        LanceDetectsEnemiesNode lanceDetectsEnemies0000 = new LanceDetectsEnemiesNode("lanceDetectsEnemies0000", behaviorTree, unit);

        FindDetectedEnemiesNode findDetectedEnemies0000 = new FindDetectedEnemiesNode("findDetectedEnemies0000", behaviorTree, unit);

        IsAttackAvailableForUnitNode attackAvailable0000 = new IsAttackAvailableForUnitNode("attackAvailable0000", behaviorTree, unit);

        SortEnemiesByThreatNode sortEnemiesByThreat0000 = new SortEnemiesByThreatNode("sortEnemiesByThreat0000", behaviorTree, unit);

        UseNormalToHitThreshold useNormalToHitThreshold0000 = new UseNormalToHitThreshold("useNormalToHitThreshold0000", behaviorTree, unit);

        WasTargetedRecentlyNode wasTargetedRecently0000 = new WasTargetedRecentlyNode("wasTargetedRecently0000", behaviorTree, unit);

        InverterNode inverter0001 = new InverterNode("inverter0001", behaviorTree, unit);

        inverter0001.AddChild(wasTargetedRecently0000);

        RandomPercentageLessThanBVNode randomPercentageLessThanBV0000 = new RandomPercentageLessThanBVNode("randomPercentageLessThanBV0000", behaviorTree, unit, BehaviorVariableName.Float_PriorityAttackPercentage);

        SortEnemiesByPriorityListNode sortEnemiesByPriorityList0000 = new SortEnemiesByPriorityListNode("sortEnemiesByPriorityList0000", behaviorTree, unit);

        SequenceNode sequence0000 = new SequenceNode("sequence0000", behaviorTree, unit);

        sequence0000.AddChild(inverter0001);
        sequence0000.AddChild(randomPercentageLessThanBV0000);
        sequence0000.AddChild(sortEnemiesByPriorityList0000);

        MaybeFilterOutPriorityTargetsNode maybeFilterOutPriorityTargets0000 = new MaybeFilterOutPriorityTargetsNode("maybeFilterOutPriorityTargets0000", behaviorTree, unit);

        FilterKeepingRecentAttackersNode filterKeepingRecentAttackers0000 = new FilterKeepingRecentAttackersNode("filterKeepingRecentAttackers0000", behaviorTree, unit);

        SucceedNode succeed0000 = new SucceedNode("succeed0000", behaviorTree, unit);

        SelectorNode priorityAttack = new SelectorNode("priorityAttack", behaviorTree, unit);

        priorityAttack.AddChild(sequence0000);
        priorityAttack.AddChild(maybeFilterOutPriorityTargets0000);
        priorityAttack.AddChild(filterKeepingRecentAttackers0000);
        priorityAttack.AddChild(succeed0000);

        ShootAtHighestPriorityEnemyNode shootAtHighestPriorityEnemy0000 = new ShootAtHighestPriorityEnemyNode("shootAtHighestPriorityEnemy0000", behaviorTree, unit);

        SequenceNode opportunity_fire = new SequenceNode("opportunity_fire", behaviorTree, unit);

        opportunity_fire.AddChild(lanceDetectsEnemies0000);
        opportunity_fire.AddChild(findDetectedEnemies0000);
        opportunity_fire.AddChild(attackAvailable0000);
        opportunity_fire.AddChild(sortEnemiesByThreat0000);
        opportunity_fire.AddChild(useNormalToHitThreshold0000);
        opportunity_fire.AddChild(priorityAttack);
        opportunity_fire.AddChild(shootAtHighestPriorityEnemy0000);

        BraceNode brace0000 = new BraceNode("brace0000", behaviorTree, unit);

        SelectorNode patrol_and_shoot_AI_root = new SelectorNode("patrol_and_shoot_AI_root", behaviorTree, unit);

        patrol_and_shoot_AI_root.AddChild(if_shutdown__restart);
        patrol_and_shoot_AI_root.AddChild(if_prone__stand_up);
        patrol_and_shoot_AI_root.AddChild(move_along_route);
        patrol_and_shoot_AI_root.AddChild(choseToSensorLock);
        patrol_and_shoot_AI_root.AddChild(opportunity_fire);
        patrol_and_shoot_AI_root.AddChild(brace0000);

        return(patrol_and_shoot_AI_root);
    }
예제 #16
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    public static BehaviorNode InitRootNode(BehaviorTree behaviorTree, AbstractActor unit, GameInstance game)
    {
        IsShutDownNode isShutdown0000 = new IsShutDownNode("isShutdown0000", behaviorTree, unit);

        MechStartUpNode mechStartUp0000 = new MechStartUpNode("mechStartUp0000", behaviorTree, unit);

        SequenceNode if_shutdown__restart = new SequenceNode("if_shutdown__restart", behaviorTree, unit);

        if_shutdown__restart.AddChild(isShutdown0000);
        if_shutdown__restart.AddChild(mechStartUp0000);

        IsMovementAvailableForUnitNode movementAvailable0000 = new IsMovementAvailableForUnitNode("movementAvailable0000", behaviorTree, unit);

        IsProneNode isProne0000 = new IsProneNode("isProne0000", behaviorTree, unit);

        StandNode stand0000 = new StandNode("stand0000", behaviorTree, unit);

        SequenceNode if_prone__stand_up = new SequenceNode("if_prone__stand_up", behaviorTree, unit);

        if_prone__stand_up.AddChild(movementAvailable0000);
        if_prone__stand_up.AddChild(isProne0000);
        if_prone__stand_up.AddChild(stand0000);

        IsMovementAvailableForUnitNode movementAvailable0001 = new IsMovementAvailableForUnitNode("movementAvailable0001", behaviorTree, unit);

        UnitHasRouteNode unitHasRoute0000 = new UnitHasRouteNode("unitHasRoute0000", behaviorTree, unit);

        LanceHasStartedRouteNode lanceHasStartedRoute0000 = new LanceHasStartedRouteNode("lanceHasStartedRoute0000", behaviorTree, unit);

        LanceStartRouteNode lanceStartRoute0000 = new LanceStartRouteNode("lanceStartRoute0000", behaviorTree, unit);

        SelectorNode selector0000 = new SelectorNode("selector0000", behaviorTree, unit);

        selector0000.AddChild(lanceHasStartedRoute0000);
        selector0000.AddChild(lanceStartRoute0000);

        LanceHasCompletedRouteNode lanceHasCompletedRoute0000 = new LanceHasCompletedRouteNode("lanceHasCompletedRoute0000", behaviorTree, unit);

        InverterNode inverter0000 = new InverterNode("inverter0000", behaviorTree, unit);

        inverter0000.AddChild(lanceHasCompletedRoute0000);

        MoveAlongRouteNode moveAlongRoute0000 = new MoveAlongRouteNode("moveAlongRoute0000", behaviorTree, unit);

        SequenceNode patrol_opportunistic_shoot = new SequenceNode("patrol_opportunistic_shoot", behaviorTree, unit);

        patrol_opportunistic_shoot.AddChild(movementAvailable0001);
        patrol_opportunistic_shoot.AddChild(unitHasRoute0000);
        patrol_opportunistic_shoot.AddChild(selector0000);
        patrol_opportunistic_shoot.AddChild(inverter0000);
        patrol_opportunistic_shoot.AddChild(moveAlongRoute0000);

        LanceDetectsEnemiesNode lanceDetectsEnemies0000 = new LanceDetectsEnemiesNode("lanceDetectsEnemies0000", behaviorTree, unit);

        FindDetectedEnemiesNode findDetectedEnemies0000 = new FindDetectedEnemiesNode("findDetectedEnemies0000", behaviorTree, unit);

        IsAttackAvailableForUnitNode attackAvailable0000 = new IsAttackAvailableForUnitNode("attackAvailable0000", behaviorTree, unit);

        SortEnemiesByThreatNode sortEnemiesByThreat0000 = new SortEnemiesByThreatNode("sortEnemiesByThreat0000", behaviorTree, unit);

        UseNormalToHitThreshold useNormalToHitThreshold0000 = new UseNormalToHitThreshold("useNormalToHitThreshold0000", behaviorTree, unit);

        WasTargetedRecentlyNode wasTargetedRecently0000 = new WasTargetedRecentlyNode("wasTargetedRecently0000", behaviorTree, unit);

        InverterNode inverter0001 = new InverterNode("inverter0001", behaviorTree, unit);

        inverter0001.AddChild(wasTargetedRecently0000);

        RandomPercentageLessThanBVNode randomPercentageLessThanBV0000 = new RandomPercentageLessThanBVNode("randomPercentageLessThanBV0000", behaviorTree, unit, BehaviorVariableName.Float_PriorityAttackPercentage);

        SortEnemiesByPriorityListNode sortEnemiesByPriorityList0000 = new SortEnemiesByPriorityListNode("sortEnemiesByPriorityList0000", behaviorTree, unit);

        SequenceNode sequence0000 = new SequenceNode("sequence0000", behaviorTree, unit);

        sequence0000.AddChild(inverter0001);
        sequence0000.AddChild(randomPercentageLessThanBV0000);
        sequence0000.AddChild(sortEnemiesByPriorityList0000);

        MaybeFilterOutPriorityTargetsNode maybeFilterOutPriorityTargets0000 = new MaybeFilterOutPriorityTargetsNode("maybeFilterOutPriorityTargets0000", behaviorTree, unit);

        FilterKeepingRecentAttackersNode filterKeepingRecentAttackers0000 = new FilterKeepingRecentAttackersNode("filterKeepingRecentAttackers0000", behaviorTree, unit);

        SequenceNode sequence0001 = new SequenceNode("sequence0001", behaviorTree, unit);

        sequence0001.AddChild(maybeFilterOutPriorityTargets0000);
        sequence0001.AddChild(filterKeepingRecentAttackers0000);

        SucceedNode succeed0000 = new SucceedNode("succeed0000", behaviorTree, unit);

        SelectorNode priorityAttack = new SelectorNode("priorityAttack", behaviorTree, unit);

        priorityAttack.AddChild(sequence0000);
        priorityAttack.AddChild(sequence0001);
        priorityAttack.AddChild(succeed0000);

        ShootAtHighestPriorityEnemyNode shootAtHighestPriorityEnemy0000 = new ShootAtHighestPriorityEnemyNode("shootAtHighestPriorityEnemy0000", behaviorTree, unit);

        SequenceNode opportunity_fire = new SequenceNode("opportunity_fire", behaviorTree, unit);

        opportunity_fire.AddChild(lanceDetectsEnemies0000);
        opportunity_fire.AddChild(findDetectedEnemies0000);
        opportunity_fire.AddChild(attackAvailable0000);
        opportunity_fire.AddChild(sortEnemiesByThreat0000);
        opportunity_fire.AddChild(useNormalToHitThreshold0000);
        opportunity_fire.AddChild(priorityAttack);
        opportunity_fire.AddChild(shootAtHighestPriorityEnemy0000);

        BraceNode brace0000 = new BraceNode("brace0000", behaviorTree, unit);

        SelectorNode patrol_With_Opportunistic_Shooting_AI_root = new SelectorNode("patrol_With_Opportunistic_Shooting_AI_root", behaviorTree, unit);

        patrol_With_Opportunistic_Shooting_AI_root.AddChild(if_shutdown__restart);
        patrol_With_Opportunistic_Shooting_AI_root.AddChild(if_prone__stand_up);
        patrol_With_Opportunistic_Shooting_AI_root.AddChild(patrol_opportunistic_shoot);
        patrol_With_Opportunistic_Shooting_AI_root.AddChild(opportunity_fire);
        patrol_With_Opportunistic_Shooting_AI_root.AddChild(brace0000);

        return(patrol_With_Opportunistic_Shooting_AI_root);
    }