Exemplo n.º 1
0
 /// <summary>
 /// Called by <see cref="AIBrain"/> after <see cref="IsCompleted(AIBrain)"/> returned true
 /// </summary>
 virtual public void GeneralPostEffects(AIBrain ai)
 {
     if (repeatType != ET.ActionType.Repetitive)
     {
         StateDictionary.OverrideCombine(postEffects, ai.WorldState);
     }
 }
Exemplo n.º 2
0
    /// <summary>
    /// 创建行为列表
    /// </summary>
    /// <param name="root">空节点</param>
    /// <param name="cWorldState">世界状态.</param>
    /// <param name="goalState">当前目的(想要的最终改变)</param>
    /// <param name="allActions">当前目标牵涉到的行为</param>
    /// <param name="matchNodes">Match nodes.</param>
    /// <param name="minCostPlanSoFar">Minimum cost plan so far.</param>
    private void CreateActionTree(Node root, StateDictionary cWorldState, StateDictionary goalState, List <AIAction> allActions, List <Node> matchNodes, ref float minCostPlanSoFar)
    {
        foreach (AIAction action in allActions)
        {
            //当前行为的产生的消耗必须小于低于minCostPlanSoFar && 当前世界状态必须满足当前行为的前提条件
            if (root.cost + action.Cost < minCostPlanSoFar && action.CanApplyToWorld(cWorldState))
            {
                //创建一个世界状态的拷贝
                StateDictionary newWorldState = new StateDictionary(cWorldState.conditions);
                //把当前行为抛出的事件 合并(更新)到 世界状态里去
                StateDictionary.OverrideCombine(action.postEffects, newWorldState);
                //创建一个新的节点
                Node newNode = new Node(/*letter++ + "",*/ root.cost + action.Cost, root, action);

                // check to see if goal is satisfied
                //如果newWorldState包含所有的goalstate
                if (StateDictionary.ConditionsMatch(goalState, newWorldState))
                {
                    matchNodes.Add(newNode);
                    minCostPlanSoFar = newNode.cost;

                    minCostPlan.Clear();
                    Node tempNode = newNode;
                    while (tempNode.parent != null)
                    {
                        //为什么要插入到第一个位置 ? 压入队列 从新到旧
                        minCostPlan.Insert(0, tempNode.upperAction);
                        tempNode = tempNode.parent;
                    }

                    continue;
                }
                else
                {
                    //丢弃当前的行为
                    List <AIAction> newActionsList = new List <AIAction>(allActions);
                    newActionsList.Remove(action);
                    CreateActionTree(newNode, newWorldState, goalState, newActionsList, matchNodes, ref minCostPlanSoFar);
                }
            }
            else
            {
                continue;
            }
        }
        return;
    }
Exemplo n.º 3
0
    private void CreateActionTree(Node root, StateDictionary cWorldState, StateDictionary goalState, List <AIAction> allActions, List <Node> matchNodes, ref float minCostPlanSoFar)
    {
        foreach (AIAction action in allActions)
        {
            if (root.cost + action.Cost < minCostPlanSoFar && action.CanApplyToWorld(cWorldState))
            {
                StateDictionary newWorldState = new StateDictionary(cWorldState.conditions);
                StateDictionary.OverrideCombine(action.postEffects, newWorldState);
                Node newNode = new Node(/*letter++ + "",*/ root.cost + action.Cost, root, action);

                // check to see if goal is satisfied
                if (StateDictionary.ConditionsMatch(goalState, newWorldState))
                {
                    matchNodes.Add(newNode);
                    minCostPlanSoFar = newNode.cost;

                    minCostPlan.Clear();
                    Node tempNode = newNode;
                    while (tempNode.parent != null)
                    {
                        minCostPlan.Insert(0, tempNode.upperAction);
                        tempNode = tempNode.parent;
                    }

                    continue;
                }
                else
                {
                    List <AIAction> newActionsList = new List <AIAction>(allActions);
                    newActionsList.Remove(action);
                    CreateActionTree(newNode, newWorldState, goalState, newActionsList, matchNodes, ref minCostPlanSoFar);
                }
            }
            else
            {
                continue;
            }
        }
        return;
    }