void Start() { char1 = PlayerPrefs.GetInt("wandererSelect"); char2 = PlayerPrefs.GetInt("archerSelect"); char3 = PlayerPrefs.GetInt("unknownSoldierSelect"); if (char1 == 1) { wanderer.SetActive(true); archer.SetActive(false); unknownSoldier.SetActive(false); } else if (char2 == 1) { archer.SetActive(true); wanderer.SetActive(false); unknownSoldier.SetActive(false); } else if (char3 == 1) { unknownSoldier.SetActive(true); wanderer.SetActive(false); archer.SetActive(false); } spawner = Spawner.GetComponent <spawn>(); wan = wanderer.GetComponent <Wanderer>(); arc = archer.GetComponent <Archer>(); us = unknownSoldier.GetComponent <UnknownSoldier>(); Time.timeScale = 1; }
private INonPlayerCharacter DeckCrew() { INonPlayerCharacter npc = new NonPlayerCharacter(); npc.Id = npcId++; npc.KeyWords.Add("crew"); npc.KeyWords.Add("deckhand"); npc.KeyWords.Add("member"); npc.Level = 20; npc.ExamineDescription = "He looks like your average sailer, dressed in slightly raged clothing and well tanned from his time at sea."; npc.LongDescription = "This crew member run back and forth trying put out fires and throw spears at the dragons as they attack."; npc.ShortDescription = "A crew member."; IWanderer wanderer = new Wanderer(); wanderer.NavigableRooms.Add(new RoomId(1, 4)); wanderer.NavigableRooms.Add(new RoomId(1, 5)); wanderer.NavigableRooms.Add(new RoomId(1, 6)); npc.Personalities.Add(wanderer); Speaker speaker = new Speaker(); speaker.SpeakPercent = 1; speaker.ThingsToSay.Add("Quick matey, get a bucket to that fire."); speaker.ThingsToSay.Add("Here comes the red dragon! Spears to the ready."); speaker.ThingsToSay.Add("Here comes the black dragon! Hit it in they mouth when it attacks."); speaker.ThingsToSay.Add("Get the passengers to the life boats."); return(npc); }
public AmIInBush(IDecision _trueBranch, IDecision _falseBranch, Wanderer wanderer) // use radius { float minDistance = Mathf.Infinity; // setup distance float newDist; // challenger distance for (int i = 0; i < wanderer.bush.Count; i++) // could be .Count or .size for vectors { newDist = Vector3.Distance(wanderer.transform.position, wanderer.bush[i].transform.position); // Distance check if (newDist < minDistance) // if new distance is less than set distance { minDistance = newDist; // set dist becomes new dist } } if (minDistance < 0.6f) // distance check between the closest bush and the wanderer { wanderer.InBush = true; value = true; } else { wanderer.InBush = false; value = false; } trueBranch = _trueBranch; falseBranch = _falseBranch; }
private INonPlayerCharacter QueensGuard() { INonPlayerCharacter npc = new NonPlayerCharacter(); npc.TypeOfMob = MobType.Humanoid; npc.Level = 45; npc.ShortDescription = "The Queen's guard."; npc.LookDescription = "Dressed in silver armor shaped like a female lions head on their breastplate they have sworn their life to protect the queen."; npc.ExamineDescription = "Each guard has under gone extensive training in both body in mind to ensure their loyalty unto death."; npc.SentenceDescription = "Queen's guard"; npc.KeyWords.Add("Queen's guard"); npc.KeyWords.Add("guard"); npc.AddEquipment(BreastPlate()); npc.AddEquipment(Helmet()); npc.AddEquipment(Sword()); IWanderer wanderer = new Wanderer(); wanderer.NavigableRooms.Add(new BaseObjectId(24, 22)); wanderer.NavigableRooms.Add(new BaseObjectId(24, 23)); wanderer.NavigableRooms.Add(new BaseObjectId(24, 24)); npc.Personalities.Add(new Aggressive()); return(npc); }
public void raiseWanderer() { Wanderer w = new Wanderer(click, RandColor.GetColor(), canvas,this); Thread t = new Thread(w.wander); t.IsBackground = true; t.Start(); }
public void raiseWanderer() { Wanderer w = new Wanderer(click, RandColor.GetColor(), canvas, this); Thread t = new Thread(w.wander); t.IsBackground = true; t.Start(); }
public void WandererID_Test() { Wanderer wanderer1 = wandererFactory.CreateWanderer(); Wanderer wanderer2 = wandererFactory.CreateWanderer(); Assert.AreEqual("Wanderer_1", wanderer1.id); Assert.AreEqual("Wanderer_2", wanderer2.id); }
public void Begin() { GameObject wandererObject = Instantiate(Resources.Load("Wanderer"), transform.position, Quaternion.identity, transform) as GameObject; Wanderer wanderer = wandererObject.GetComponent <Wanderer>(); wanderers.Add(wanderer); started = true; }
public void SpawnWanderer(Vector3 vector) { GameObject wandererObject = Instantiate(Resources.Load("Wanderer"), transform.position, Quaternion.identity, transform) as GameObject; Wanderer wanderer = wandererObject.GetComponent <Wanderer>(); wanderer.seedNum = seedNum; wanderers.Add(wanderer); }
void Awake() { // Components Damageable = GetComponent <Damageable>(); pathfinder = GetComponent <NavMeshAgent>(); rigidbody = GetComponent <Rigidbody>(); collisionRadius = GetComponent <CapsuleCollider>().radius; skinMaterial = GetComponent <Renderer>().material; wanderer = GetComponent <Wanderer>(); }
// Use this for initialization void Start() { markers = new GameObject[size]; for (int i = 0; i < size; i++) { markers[i] = Instantiate(prefab); Wanderer w = markers[i].AddComponent <Wanderer>(); w.squad = this; } }
private Wanderer Wanderer() { Wanderer wanderer = new Wanderer(); for (int i = 0; i < 25; i++) { wanderer.NavigableRooms.Add(new BaseObjectId(Zone.Id, i + 1)); } return(wanderer); }
public DoISeeEnemy(IDecision _trueBranch, IDecision _falseBranch, Wanderer wanderer) { if (wanderer.iSeeEnemy == true) // collider controls the outcome { value = true; } else { value = false; } trueBranch = _trueBranch; falseBranch = _falseBranch; }
public override void direct(Wanderer newWanderer) { do { newWanderer.destination = randomNeighbor(); } while (newWanderer.source == newWanderer.destination); newWanderer.targetPosition = newWanderer.destination.targetPosition(); newWanderer.source = this; wanderers.Add(newWanderer); Vector2 direction = newWanderer.targetPosition - newWanderer.rigid.position; wandererDistances.Add(direction.magnitude); }
private IWanderer ValidDuckAreaWander() { IWanderer wanderer = new Wanderer(); wanderer.NavigableRooms.Add(new RoomId(zone.Id, 28)); wanderer.NavigableRooms.Add(new RoomId(zone.Id, 29)); wanderer.NavigableRooms.Add(new RoomId(zone.Id, 30)); wanderer.NavigableRooms.Add(new RoomId(zone.Id, 31)); wanderer.NavigableRooms.Add(new RoomId(zone.Id, 32)); wanderer.NavigableRooms.Add(new RoomId(zone.Id, 33)); wanderer.NavigableRooms.Add(new RoomId(zone.Id, 34)); wanderer.NavigableRooms.Add(new RoomId(zone.Id, 35)); wanderer.NavigableRooms.Add(new RoomId(zone.Id, 36)); return(wanderer); }
private IWanderer ValidDuckAreaWander(int?wanderAmount = null) { IWanderer wanderer = new Wanderer(); if (wanderAmount != null) { wanderer.MovementPercent = (int)wanderAmount; } wanderer.NavigableRooms.Add(new RoomId(Zone.Id, 20)); wanderer.NavigableRooms.Add(new RoomId(Zone.Id, 21)); wanderer.NavigableRooms.Add(new RoomId(Zone.Id, 22)); wanderer.NavigableRooms.Add(new RoomId(Zone.Id, 23)); wanderer.NavigableRooms.Add(new RoomId(Zone.Id, 24)); wanderer.NavigableRooms.Add(new RoomId(Zone.Id, 25)); wanderer.NavigableRooms.Add(new RoomId(Zone.Id, 26)); wanderer.NavigableRooms.Add(new RoomId(Zone.Id, 27)); wanderer.NavigableRooms.Add(new RoomId(Zone.Id, 28)); return(wanderer); }
private IRoom GenerateRoom36() { IRoom room = GenearteRoom(); room.MovementCost = 10; room.Attributes.Add(Room.RoomAttribute.Outdoor); room.Attributes.Add(Room.RoomAttribute.Weather); room.ExamineDescription = "The pond water is a nice cool temperature and small fish swim up to you and then dart away. Too curious to ignore you but too afraid to stay."; room.LongDescription = "You are standing in the center of the duck pond. Small fish swim around you curious as to who or what has entered their pond."; room.ShortDescription = "Duck Pond"; room.Items.Add(Sign()); INonPlayerCharacter mommaDuck = MommaDuck(); mommaDuck.Room = room; room.AddMobileObjectToRoom(mommaDuck); Wanderer mommaWander = mommaDuck.Personalities[1] as Wanderer; for (int x = 0; x < 5; x++) { INonPlayerCharacter babyDuck = BabyDuck(); Wanderer babyWander = babyDuck.Personalities[0] as Wanderer; babyDuck.Room = room; babyDuck.FollowTarget = mommaDuck; babyWander.NavigableRooms.AddRange(mommaWander.NavigableRooms); room.AddMobileObjectToRoom(babyDuck); } INonPlayerCharacter daddyDuck = DaddyDuck(); daddyDuck.Room = room; room.AddMobileObjectToRoom(daddyDuck); Wanderer daddyWander = daddyDuck.Personalities[1] as Wanderer; daddyWander.NavigableRooms.AddRange(mommaWander.NavigableRooms); return(room); }
public IsPlayerInBush(IDecision _trueBranch, IDecision _falseBranch, Assassin assassin) { for (int i = 0; i < assassin.player.Count; i++) { if (assassin.player[i] != null) { wanderer = assassin.player[i].GetComponent <Wanderer>(); if (wanderer.InBush) { value = true; } } } if (value != true) { value = false; } trueBranch = _trueBranch; falseBranch = _falseBranch; }
public HideInBush(Wanderer _wanderer) { wanderer = _wanderer; }
public void Wanderer_Constructor() { Wanderer wanderer = new Wanderer(100); Assert.AreEqual(100, wanderer.MovementPercent); }
private void Start() { wanderer = GetComponent <Wanderer>(); }
public abstract void direct(Wanderer wander);
public ContinuePath(Wanderer _wanderer) { wanderer = _wanderer; }
public StayInBush(Wanderer _wanderer) { wanderer = _wanderer; }
public Panic(Wanderer _wanderer) { wanderer = _wanderer; }
static void Main(string[] args) { string[] inputs; int width = int.Parse(Console.ReadLine()); int height = int.Parse(Console.ReadLine()); var map = new CellType[width, height]; var baseState = new State(); for (int i = 0; i < height; i++) { string line = Console.ReadLine(); for (var j = 0; j < line.Length; j++) { if (line.ElementAt(j) == '.') { map[i, j] = CellType.Empty; } if (line.ElementAt(j) == '#') { map[i, j] = CellType.Wall; } if (line.ElementAt(j) == 'w') { map[i, j] = CellType.Spawn; baseState.Spawns.Add(new Spawn(new Vec(i, j))); } } } baseState.Map = map; inputs = Console.ReadLine().Split(' '); int sanityLossLonely = int.Parse(inputs[0]); // how much sanity you lose every turn when alone, always 3 until wood 1 int sanityLossGroup = int.Parse(inputs[1]); // how much sanity you lose every turn when near another player, always 1 until wood 1 int wandererSpawnTime = int.Parse(inputs[2]); // how many turns the wanderer take to spawn, always 3 until wood 1 int wandererLifeTime = int.Parse(inputs[3]); // how many turns the wanderer is on map after spawning, always 40 until wood 1 // game loop while (true) { var currentState = baseState.Copy(); int entityCount = int.Parse(Console.ReadLine()); // the first given entity corresponds to your explorer for (int i = 0; i < entityCount; i++) { inputs = Console.ReadLine().Split(' '); string entityType = inputs[0]; int id = int.Parse(inputs[1]); int x = int.Parse(inputs[2]); int y = int.Parse(inputs[3]); int param0 = int.Parse(inputs[4]); int param1 = int.Parse(inputs[5]); int param2 = int.Parse(inputs[6]); if (entityType == "EXPLORER") { var explorer = new Explorer(new Vec(x, y)); explorer.Id = id; explorer.Sanity = param0; if (i == 0) { currentState.MyExplorer = explorer; } else { currentState.OtherExplorers.Add(explorer); } } if (entityType == "WANDERER") { var wanderer = new Wanderer(new Vec(x, y)); wanderer.Id = id; wanderer.TimeBeforeRecall = param0; currentState.Wanderers.Add(wanderer); } //Console.Error.WriteLine(inputs); } // Write an action using Console.WriteLine() // To debug: Console.Error.WriteLine("Debug messages..."); Console.WriteLine("WAIT"); // MOVE <x> <y> | WAIT } }