예제 #1
0
    private void Start()
    {
        //init communcation channels
        textCommChannel     = CommunicationChannelFactory.Make2WayTextChannel() as TextCommunicationChannel;
        oneWayCommChannel   = CommunicationChannelFactory.MakeOneWayTextChannel() as OneWayTextCommunication;
        roomExitCommChannel = CommunicationChannelFactory.MakeRoomExitPathChannel() as RoomExitPathCommChannel;
        oneWayTimedComm     = CommunicationChannelFactory.MakeOneWayTimedChannel() as OneWayTimedCommChannel;
        stillnessTimedComm  = CommunicationChannelFactory.MakeTimedStillnessChannel() as StillnessTimedCommChannel;

        //init object mover
        objectMover = ObjectMover.CreateObjectMover();

        playerCurrentCoords = player.MazeCellCoords;

        //start out not in communcation
        aiCommState      = AICommunicationState.NotInCommuncation;
        aiAlignmentState = AIAlignmentState.Neutral;

        //initialize list of possible actions (for each state)
        InitializeActionLists();

        roomsRequestedIn = new Dictionary <IntVector2, bool>();

        rng = new System.Random();
    }
예제 #2
0
    private void Start() {

        //init communcation channels 
        textCommChannel = CommunicationChannelFactory.Make2WayTextChannel() as TextCommunicationChannel;
        oneWayCommChannel = CommunicationChannelFactory.MakeOneWayTextChannel() as OneWayTextCommunication;
        roomExitCommChannel = CommunicationChannelFactory.MakeRoomExitPathChannel() as RoomExitPathCommChannel;
        oneWayTimedComm = CommunicationChannelFactory.MakeOneWayTimedChannel() as OneWayTimedCommChannel;
        stillnessTimedComm = CommunicationChannelFactory.MakeTimedStillnessChannel() as StillnessTimedCommChannel;

        //init object mover
        objectMover = ObjectMover.CreateObjectMover();

        playerCurrentCoords = player.MazeCellCoords;

        //start out not in communcation
        aiCommState = AICommunicationState.NotInCommuncation;
        aiAlignmentState = AIAlignmentState.Neutral;

        //initialize list of possible actions (for each state)
        InitializeActionLists();

        roomsRequestedIn = new Dictionary<IntVector2, bool>();

        rng = new System.Random();
    }