Пример #1
0
        static public BtAction GetBehaviorTreeDemo1()
        {
            if (bev_tree_demo1 != null)
            {
                return(bev_tree_demo1);
            }
            // root
            bev_tree_demo1 = new BtActionPrioritizedSelector();
            {
                // 序列节点
                BtActionSequence sequence_01 = new BtActionSequence();
                bev_tree_demo1.AddChild(sequence_01);
                {
                    //
                    TbPreconditionNot not = new TbPreconditionNot(new BtHasReachedTargetCondition());
                    sequence_01.SetPrecondition(not);
                    {
                        sequence_01.AddChild(new BtTurnToLeaf());
                        sequence_01.AddChild(new BtMoveToLeaf());
                    }
                }

                bev_tree_demo1.AddChild(new BtAttackLeaf());
            }
            return(bev_tree_demo1);
        }
Пример #2
0
        protected override bool OnEvaluate(BtWorkingData workData)
        {
            BtActionParallelContext thisContext = GetContext <BtActionParallelContext>(workData);

            _init_list_to(thisContext._evaluationStatus, false);
            bool finalResult = false;

            for (int i = 0; i < GetChildCount(); ++i)
            {
                BtAction node = GetChild <BtAction>(i);
                bool     ret  = node.Evaluate(workData);
                //early break
                if (_evaluationRelationship == E_ChildrenRelationShip.and && ret == false)
                {
                    finalResult = false;
                    break;
                }
                if (ret)
                {
                    finalResult = true;
                }
                thisContext._evaluationStatus[i] = ret;
            }
            return(finalResult);
        }
Пример #3
0
        public BtEntityAi Init()
        {
            _behavior_tree = BtEntityFactory.GetBehaviorTreeDemo1();

            _behavior_working_data          = new AIEntityWorkingData();
            _behavior_working_data.EntityAi = this;
            _blackboard = new BtBlackBoard();

            _nexttime_to_gen_moving_target = 0;
            return(this);
        }
Пример #4
0
        protected override void OnTransition(BtWorkingData workData)
        {
            BtActionParallelContext thisContext = GetContext <BtActionParallelContext>(workData);

            for (int i = 0; i < GetChildCount(); ++i)
            {
                BtAction node = GetChild <BtAction>(i);
                node.Transition(workData);
            }
            //clear running status
            _init_list_to(thisContext._runningStatus, BtRunningStatus.EXECUTING);
        }
Пример #5
0
        protected override int OnUpdate(BtWorkingData workData)
        {
            BtActionParallelContext thisContext = GetContext <BtActionParallelContext>(workData);

            //first time initialization
            if (thisContext._runningStatus.Count != GetChildCount())
            {
                _init_list_to(thisContext._runningStatus, BtRunningStatus.EXECUTING);
            }
            bool hasFinished  = false;
            bool hasExecuting = false;

            for (int i = 0; i < GetChildCount(); ++i)
            {
                if (thisContext._evaluationStatus[i] == false)
                {
                    continue;
                }
                if (BtRunningStatus.IsFinished(thisContext._runningStatus[i]))
                {
                    hasFinished = true;
                    continue;
                }
                BtAction node          = GetChild <BtAction>(i);
                int      runningStatus = node.Update(workData);
                if (BtRunningStatus.IsFinished(runningStatus))
                {
                    hasFinished = true;
                }
                else
                {
                    hasExecuting = true;
                }
                thisContext._runningStatus[i] = runningStatus;
            }
            if (_runningstatusRelationship == E_ChildrenRelationShip.or && hasFinished || _runningstatusRelationship == E_ChildrenRelationShip.and && hasExecuting == false)
            {
                _init_list_to(thisContext._runningStatus, BtRunningStatus.EXECUTING);
                return(BtRunningStatus.FINISHED);
            }
            return(BtRunningStatus.EXECUTING);
        }
Пример #6
0
        public static BtAction GetBtDemo2()
        {
            if (bev_tree_demo2 != null)
            {
                return(bev_tree_demo2);
            }

            // root
            bev_tree_demo2 = new BtActionPrioritizedSelector();
            {
                BtActionPrioritizedSelector patrol = new BtActionPrioritizedSelector();
                patrol.TbName = "巡逻";
                bev_tree_demo2.AddChild(patrol);
                {
                    // 视野内没有目标
                    // 随机走路
                }


                BtActionSequence attack_sequence = new BtActionSequence();
                attack_sequence.TbName = "攻击";
                bev_tree_demo2.AddChild(attack_sequence);
                {
                    BtActionSequence violent_attack = new BtActionSequence();
                    violent_attack.TbName = "狂暴攻击";
                    {
                        // 自身处于狂暴状态
                        // 移动
                        // 普攻
                    }

                    BtActionSequence normal_attack = new BtActionSequence();
                    normal_attack.TbName = "常规攻击";
                    // 视野内发现目标
                    // 目标是玩家

                    {
                        // 移动
                        // 普攻
                    }
                }

                BtActionPrioritizedSelector self_defense = new BtActionPrioritizedSelector();
                self_defense.TbName = "反击";
                bev_tree_demo2.AddChild(self_defense);
                {
                    // 反击
                    {
                        // 玩家被攻击
                        // 生命高于500
                        // 移动 攻击玩家
                    }
                    // 逃跑
                    {
                        // 玩家被攻击
                        // hp 低于500
                        // 在警戒线外
                    }
                }
            }

            return(bev_tree_demo2);
        }