예제 #1
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파일: Shoot.cs 프로젝트: IAJ-g04/Lab9
 public override bool CanExecute(WorldModel worldModel)
 {
     if (!base.CanExecute(worldModel)) return false;
     var arr = (int)worldModel.GetProperty(Properties.ARROWS);
     var hh = (float)worldModel.GetProperty(Properties.HUNGER);
     return arr >= 1 && hh > 0.1;
 }
예제 #2
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파일: MeleeAttack.cs 프로젝트: IAJ-g04/Lab9
 public override bool CanExecute(WorldModel worldModel)
 {
     if (!base.CanExecute(worldModel)) return false;
     var hp = (int)worldModel.GetProperty(Properties.HP);
     var ar = (int)worldModel.GetProperty(Properties.ARROWS);
     var hn = (float)worldModel.GetProperty(Properties.HUNGER);
     return hp > 2 && ar < 1 && hn > 5;
 }
예제 #3
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파일: Rest.cs 프로젝트: IAJ-g04/Lab9
        public override bool CanExecute(WorldModel worldModel)
        {
            //if (!base.CanExecute(worldModel)) return false;
            var energy = (float)worldModel.GetProperty(Properties.ENERGY);
            var hn = (float)worldModel.GetProperty(Properties.HUNGER);

            return (energy < 2.0f && hn < 9.5);
        }
예제 #4
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파일: Shoot.cs 프로젝트: IAJ-g04/Lab9
        public override void ApplyActionEffects(WorldModel worldModel)
        {
            base.ApplyActionEffects(worldModel);

            var eatValue = worldModel.GetGoalValue(AutonomousCharacter.EAT_GOAL);
            worldModel.SetGoalValue(AutonomousCharacter.EAT_GOAL, eatValue - 2.0f);

            var hunger = (float)worldModel.GetProperty(Properties.HUNGER);
            worldModel.SetProperty(Properties.HUNGER, hunger - 2.0f);

            var arrows = (int)worldModel.GetProperty(Properties.ARROWS);
            worldModel.SetProperty(Properties.ARROWS, arrows - 1);

            //disables the target object so that it can't be reused again
            worldModel.SetProperty(this.Target.name, false);
        }
예제 #5
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파일: Rest.cs 프로젝트: IAJ-g04/Lab9
        public override void ApplyActionEffects(WorldModel worldModel)
        {
            base.ApplyActionEffects(worldModel);

            var restValue = worldModel.GetGoalValue(AutonomousCharacter.REST_GOAL);
            worldModel.SetGoalValue(AutonomousCharacter.REST_GOAL, restValue - 0.1f);

            var energy = (float)worldModel.GetProperty(Properties.ENERGY);
            worldModel.SetProperty(Properties.ENERGY, energy + 0.1f);

            var eatValue = worldModel.GetGoalValue(AutonomousCharacter.EAT_GOAL);
            worldModel.SetGoalValue(AutonomousCharacter.EAT_GOAL, restValue + 0.1f);

            var hunger = (float)worldModel.GetProperty(Properties.HUNGER);
            worldModel.SetProperty(Properties.ENERGY, hunger + 0.1f);
        }
예제 #6
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파일: GetArrows.cs 프로젝트: IAJ-g04/Lab9
 public override bool CanExecute(WorldModel worldModel)
 {
     if (!base.CanExecute(worldModel)) return false;
     var hg = (float)worldModel.GetProperty(Properties.HUNGER);
     var sg = (int)worldModel.GetProperty(Properties.HP);
     var ar = (int)worldModel.GetProperty(Properties.ARROWS);
     if (ar > 5)
         return false;
     if (sg > 2)
     {
         return hg < 8.0f;
     }
     else
     {
         return true;
     }
 }
예제 #7
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파일: Sleep.cs 프로젝트: IAJ-g04/Lab9
        public override void ApplyActionEffects(WorldModel worldModel)
        {
            base.ApplyActionEffects(worldModel);

            var restValue = worldModel.GetGoalValue(AutonomousCharacter.REST_GOAL);
            worldModel.SetGoalValue(AutonomousCharacter.REST_GOAL,restValue-1.0f);

            var energy = (float)worldModel.GetProperty(Properties.ENERGY);
            worldModel.SetProperty(Properties.ENERGY, energy + 1.0f);
        }
예제 #8
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파일: GetArrows.cs 프로젝트: IAJ-g04/Lab9
        public override void ApplyActionEffects(WorldModel worldModel)
        {
            base.ApplyActionEffects(worldModel);

            var arrows = (int)worldModel.GetProperty(Properties.ARROWS);
            worldModel.SetProperty(Properties.ARROWS, arrows + 10);

            //disables the target object so that it can't be reused again
            worldModel.SetProperty(this.Target.name, false);
        }
예제 #9
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        public override void ApplyActionEffects(WorldModel worldModel)
        {
            var duration = this.GetDuration(worldModel);
            var energyChange = duration * 0.01f;
            var hungerChange = duration * 0.1f;

            var restValue = worldModel.GetGoalValue(AutonomousCharacter.REST_GOAL);
            worldModel.SetGoalValue(AutonomousCharacter.REST_GOAL, restValue + energyChange);

            var energy = (float)worldModel.GetProperty(Properties.ENERGY);
            worldModel.SetProperty(Properties.ENERGY, energy - energyChange);

            var eatGoalValue = worldModel.GetGoalValue(AutonomousCharacter.EAT_GOAL);
            worldModel.SetGoalValue(AutonomousCharacter.EAT_GOAL, eatGoalValue + hungerChange);

            var hunger = (float)worldModel.GetProperty(Properties.HUNGER);
            worldModel.SetProperty(Properties.HUNGER, hunger + hungerChange);

            worldModel.SetProperty(Properties.POSITION, Target.transform.position);
        }
예제 #10
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파일: MeleeAttack.cs 프로젝트: IAJ-g04/Lab9
        public override void ApplyActionEffects(WorldModel worldModel)
        {
            base.ApplyActionEffects(worldModel);

            var eatValue = worldModel.GetGoalValue(AutonomousCharacter.EAT_GOAL);
            worldModel.SetGoalValue(AutonomousCharacter.EAT_GOAL,eatValue-2.0f);
            var restValue = worldModel.GetGoalValue(AutonomousCharacter.REST_GOAL);
            worldModel.SetGoalValue(AutonomousCharacter.REST_GOAL,restValue+0.5f);
            var surviveValue = worldModel.GetGoalValue(AutonomousCharacter.SURVIVE_GOAL);
            worldModel.SetGoalValue(AutonomousCharacter.SURVIVE_GOAL,surviveValue+2.0f);

            var hp = (int)worldModel.GetProperty(Properties.HP);
            worldModel.SetProperty(Properties.HP,hp-2);
            var energy = (float)worldModel.GetProperty(Properties.ENERGY);
            worldModel.SetProperty(Properties.ENERGY,energy-0.5f);
            var hunger = (float)worldModel.GetProperty(Properties.HUNGER);
            worldModel.SetProperty(Properties.HUNGER,hunger-2.0f);

            //disables the target object so that it can't be reused again
            worldModel.SetProperty(this.Target.name,false);
        }
예제 #11
0
파일: PickUpChest.cs 프로젝트: IAJ-g04/Lab9
        public override void ApplyActionEffects(WorldModel worldModel)
        {
            base.ApplyActionEffects(worldModel);

            var grich = worldModel.GetGoalValue(AutonomousCharacter.GET_RICH_GOAL);
            worldModel.SetGoalValue(AutonomousCharacter.REST_GOAL, grich - 5.0f);

            var money = (int)worldModel.GetProperty(Properties.MONEY);
            worldModel.SetProperty(Properties.MONEY, money + 5);

            //disables the target object so that it can't be reused again
            worldModel.SetProperty(this.Target.name, false);
        }
예제 #12
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        public override bool CanExecute(WorldModel worldModel)
        {
            if (!base.CanExecute(worldModel)) return false;
            if (this.Target == null) return false;
            //Secret level 1
            var node = this.Character.navMesh.QuantizeToNode(this.Target.transform.position, 1.0f);

            float redInfluence = this.Character.RedInfluenceMap.GetInfluence(node);
            float greenInfluence = this.Character.GreenInfluenceMap.GetInfluence(node);

            float Security = redInfluence - greenInfluence;
            if (Security <= 0) return false;

            var targetEnabled = (bool)worldModel.GetProperty(this.Target.name);
            var distance =
                  (this.Target.transform.position - this.Character.Character.KinematicData.position).magnitude;
            if (((float)worldModel.GetProperty(Properties.ENERGY) - 0.5f <= (distance *0.01f)) &&
                ((float)worldModel.GetProperty(Properties.HUNGER) - 0.1f <= (distance * 0.1f)))
            {
                return false;
            }
            return targetEnabled;
        }
예제 #13
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 public override bool CanExecute(WorldModel worldModel)
 {
     var en = (float)worldModel.GetProperty(Properties.ENERGY);
     return en > 0.2;
 }
예제 #14
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 public override float GetDuration(WorldModel worldModel)
 {
     //assume a velocity of 20.0f/s to get to the target
     var position = (Vector3)worldModel.GetProperty(Properties.POSITION);
     return (this.Target.transform.position - position).magnitude / 20.0f;
 }