public EMAggressiveAttackState (EnemyMainFSM EMFSM)
	{
		m_EMFSM = EMFSM;
		transition = m_EMFSM.emTransition;
		controller = m_EMFSM.emController;
		helper = m_EMFSM.emHelper;
	}
	public override void Execute ()
	{
		transition = m_EMFSM.emTransition;
		controller = m_EMFSM.emController;
		helper = m_EMFSM.emHelper;

		#region Attack only when there are more enemy mini cells than player's 
		if (m_EMFSM.AvailableChildNum > PlayerChildFSM.GetActiveChildCount () && helper.CanAddAttack) 
		{
			float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
			float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f;
			
			if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15)
			{
				for (int nAmount = 0; nAmount < Random.Range (1, 2 + (int)Mathf.Sqrt(nEnemyChildFactor)); nAmount++)
				{
					int nIndex = Random.Range (0, m_EMFSM.ECList.Count);
					if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
					{
						MessageDispatcher.Instance.DispatchMessage(m_EMFSM.gameObject,m_EMFSM.ECList[nIndex].gameObject,MessageType.Attack,0.0);
					}
				}
			}
			else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30)
			{
				for (int nAmount = 0; nAmount < Random.Range (2, 4 + (int)Mathf.Sqrt(nEnemyChildFactor)); nAmount++)
				{
					int nIndex = Random.Range (0, m_EMFSM.ECList.Count);
					if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
					{
						MessageDispatcher.Instance.DispatchMessage(m_EMFSM.gameObject,m_EMFSM.ECList[nIndex].gameObject,MessageType.Attack,0.0);
					}
				}
			}
			else if (m_EMFSM.AvailableChildNum > 30)
			{
				for (int nAmount = 0; nAmount < Random.Range (4, 6 + (int)Mathf.Sqrt(nEnemyChildFactor)); nAmount++)
				{
					int nIndex = Random.Range (0, m_EMFSM.ECList.Count);
					if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
					{
						MessageDispatcher.Instance.DispatchMessage(m_EMFSM.gameObject,m_EMFSM.ECList[nIndex].gameObject,MessageType.Attack,0.0);
					}
				}
			}
			
			// Pause commanding enemy mini cells to Attack state
			float fPauseTime = 1.5f / EMDifficulty.Instance().CurrentDiff;
			if (fPauseTime > 0f)
				helper.StartPauseAddAttack (fPauseTime);
		}
		#endregion

		#region Transition
		if (transition.CanTransit && controller.NutrientNum > 0)
			m_EMFSM.ChangeState (EMState.Production);
		else if (transition.CanTransit && controller.NutrientNum == 0)
			m_EMFSM.ChangeState (EMState.Maintain);
		#endregion
	}
示例#3
0
    public override void Exit()
    {
        transition = m_EMFSM.emTransition;

        // Reset transition availability
        transition.CanTransit = true;
    }
示例#4
0
    public override void Enter()
    {
        transition = m_EMFSM.emTransition;
        helper     = m_EMFSM.emHelper;

        // Turn blink animation on
        EMAnimation.Instance().CanBlink = true;

        // Reset availability to command mini cell to Landmine state
        if (!helper.CanAddLandmine)
        {
            helper.CanAddLandmine = true;
        }

        // Enable expand animation
        if (!EMAnimation.Instance().IsExpanding)
        {
            EMAnimation.Instance().IsExpanding = true;
        }

        // Reset transition availability
        transition.CanTransit = true;
        // Pause the transition for randomized time
        float fPauseTime = Random.Range((m_EMFSM.CurrentAggressiveness / 1.5f) / EMDifficulty.Instance().CurrentDiff,
                                        (m_EMFSM.CurrentAggressiveness) / EMDifficulty.Instance().CurrentDiff);

        helper.StartPauseTransition(fPauseTime);
    }
示例#5
0
    public override void Enter()
    {
        transition = m_EMFSM.emTransition;

        // Reset transition availability
        transition.CanTransit = false;
    }
 public EMAggressiveAttackState(EnemyMainFSM EMFSM)
 {
     m_EMFSM    = EMFSM;
     transition = m_EMFSM.emTransition;
     controller = m_EMFSM.emController;
     helper     = m_EMFSM.emHelper;
 }
示例#7
0
    public override void Exit()
    {
        transition = m_EMFSM.emTransition;

        // Reset transition availability
        transition.CanTransit = true;
    }
示例#8
0
    public override void Enter()
    {
        transition = m_EMFSM.emTransition;

        // Reset transition availability
        transition.CanTransit = false;
    }
    public override void Exit()
    {
        Debug.Log("Exit EMStunnedState");

        transition = m_EMFSM.emTransition;

        // Reset transition availability
        transition.CanTransit = true;
    }
示例#10
0
    public override void Enter()
    {
        transition = m_EMFSM.emTransition;

        // Reset transition availability
        transition.CanTransit = false;

        AudioManager.PlayEMSoundEffect(EnemyMainSFX.MainDeath);
    }
示例#11
0
    public override void Exit()
    {
        Debug.Log ("Exit EMStunnedState");

        transition = m_EMFSM.emTransition;

        // Reset transition availability
        transition.CanTransit = true;
    }
示例#12
0
    public override void Enter()
    {
        transition = m_EMFSM.emTransition;

        // Reset transition availability
        transition.CanTransit = false;

        AudioManager.PlayEMSoundEffect(EnemyMainSFX.MainDeath);
    }
示例#13
0
    public override void Enter()
    {
        Debug.Log ("Enter EMStunnedState");

        transition = m_EMFSM.emTransition;

        // Reset transition availability
        transition.CanTransit = false;

        AudioManager.PlayEMSoundEffect(EnemyMainSFX.Stunned);
    }
示例#14
0
	protected void InitializeSceneReferences()
	{
		GameObject[] managers = GameObject.FindGameObjectsWithTag("GameManager");
		GameObject transition = managers.FirstOrDefault((i) => { return i.name == "Transitions"; });
		Transform inTransition = transition.transform.FindChild("In");
		Transform outTransition = transition.transform.FindChild("Out");
		m_TransitionInEffect = inTransition.GetComponent<EMTransition>();
		m_TransitionOutEffect = outTransition.GetComponent<EMTransition>();
		m_TransitionInEffect.onTransitionComplete.AddListener(() => { OnTransitionInEffectComplete(); });
		m_TransitionOutEffect.onTransitionComplete.AddListener(() => { OnTransitionOutEffectComplete(); });
	}
示例#15
0
    public override void Enter()
    {
        Debug.Log("Enter EMStunnedState");

        transition = m_EMFSM.emTransition;

        // Reset transition availability
        transition.CanTransit = false;

        AudioManager.PlayEMSoundEffect(EnemyMainSFX.Stunned);
    }
示例#16
0
    IEnumerator EnemyMainAggressiveAttackWaiting()
    {
        yield return(new WaitForSeconds(2f));

        Tutorial.Instance().tutorialState = TutorialState.EnemyMainAggressiveAttackWaiting;
        StartCoroutine(EMTransition.Instance().TransitionAvailability(6f));
        EnemyMainFSM.Instance().ChangeState(EMState.AggressiveAttack);
        Time.timeScale = 0.75f;
        yield return(new WaitForSeconds(4f));

        Tutorial.Instance().tutorialState = TutorialState.EnemyMainAggressiveAttackCompleted;
    }
示例#17
0
    public override void Enter()
    {
        // Reset transition availability
        EMTransition.Instance().CanTransit = true;
        // Reset spawn availability

        // Pause the transition for randomized time based on num of available nutrient
        float fPauseTime = Random.Range(Mathf.Sqrt(Mathf.Sqrt(EMController.Instance().NutrientNum + 1f) * 2f) / EMDifficulty.Instance().CurrentDiff,
                                        Mathf.Sqrt(Mathf.Sqrt(EMController.Instance().NutrientNum + 1f) * 10f) / EMDifficulty.Instance().CurrentDiff);

        helper.StartPauseTransition(fPauseTime);
    }
示例#18
0
    protected void InitializeSceneReferences()
    {
        GameObject[] managers      = GameObject.FindGameObjectsWithTag("GameManager");
        GameObject   transition    = managers.FirstOrDefault((i) => { return(i.name == "Transitions"); });
        Transform    inTransition  = transition.transform.FindChild("In");
        Transform    outTransition = transition.transform.FindChild("Out");

        m_TransitionInEffect  = inTransition.GetComponent <EMTransition>();
        m_TransitionOutEffect = outTransition.GetComponent <EMTransition>();
        m_TransitionInEffect.onTransitionComplete.AddListener(() => { OnTransitionInEffectComplete(); });
        m_TransitionOutEffect.onTransitionComplete.AddListener(() => { OnTransitionOutEffectComplete(); });
    }
示例#19
0
    void Start()
    {
        if (instance == null)
        {
            instance = this;
        }

        m_EMFSM    = GetComponent <EnemyMainFSM> ();
        controller = GetComponent <EMController> ();

        bCanTransit = true;
    }
示例#20
0
    public override void Execute()
    {
        transition = m_EMFSM.emTransition;
        controller = m_EMFSM.emController;
        helper     = m_EMFSM.emHelper;

        // If the enemy main cell is not stunned any more, transit to Production State
        if (!controller.Stunned)
        {
            m_EMFSM.ChangeState(EMState.Production);
        }
    }
示例#21
0
    public override void Execute()
    {
        transition = m_EMFSM.emTransition;
        controller = m_EMFSM.emController;
        helper = m_EMFSM.emHelper;

        // If the enemy main cell is not stunned any more, transit to Production State
        if (!controller.Stunned)
        {
            m_EMFSM.ChangeState (EMState.Production);
        }
    }
    public override void Enter()
    {
        transition = m_EMFSM.emTransition;
        helper = m_EMFSM.emHelper;

        transition = m_EMFSM.emTransition;
        // Reset transition availability
        transition.CanTransit = true;
        // Pause the transition for randomized time based on num of available child cells
        float fPauseTime = Random.Range (Mathf.Sqrt(Mathf.Sqrt(EnemyMainFSM.Instance().AvailableChildNum) * 10f) / EMDifficulty.Instance().CurrentDiff,
                                         Mathf.Sqrt(Mathf.Sqrt(EnemyMainFSM.Instance().AvailableChildNum) * 50f) / EMDifficulty.Instance().CurrentDiff);
        helper.StartPauseTransition (fPauseTime);
    }
        private void Start()
        {
            transitionComponent = GetComponent <EMTransition>();
            image = GetComponent <RawImage>();
            image.raycastTarget = false; //イベント貫通
            transitionComponent.flipAfterAnimation = true;
            transitionComponent.onTransitionStart.AddListener(() => onTransactionStartInternal.OnNext(Unit.Default));
            transitionComponent.onTransitionComplete.AddListener(() => onTransactionFinishedInternal.OnNext(Unit.Default));


            //生成時に発行する(デバッグ用)
            onAllSceneLoaded.OnNext(Unit.Default);
        }
示例#24
0
    IEnumerator EnemyMainLandmineWaiting()
    {
        yield return(new WaitForSeconds(2f));

        Tutorial.Instance().tutorialState = TutorialState.EnemyMainLandmineWaiting;
        StartCoroutine(EMTransition.Instance().TransitionAvailability(6f));
        EnemyMainFSM.Instance().ChangeState(EMState.Landmine);
        Time.timeScale = 0.75f;
        yield return(new WaitForSeconds(4f));

        Tutorial.Instance().tutorialState = TutorialState.EnemyMainLandmineCompleted;
        StartCoroutine(Ending());
    }
示例#25
0
    public override void Enter()
    {
        transition = m_EMFSM.emTransition;
        helper     = m_EMFSM.emHelper;

        transition = m_EMFSM.emTransition;
        // Reset transition availability
        transition.CanTransit = true;
        // Pause the transition for randomized time based on num of available child cells
        float fPauseTime = Random.Range(Mathf.Sqrt(Mathf.Sqrt(EnemyMainFSM.Instance().AvailableChildNum) * 10f) / EMDifficulty.Instance().CurrentDiff,
                                        Mathf.Sqrt(Mathf.Sqrt(EnemyMainFSM.Instance().AvailableChildNum) * 50f) / EMDifficulty.Instance().CurrentDiff);

        helper.StartPauseTransition(fPauseTime);
    }
示例#26
0
    IEnumerator EnemyMainProductionWaiting()
    {
        yield return(new WaitForSeconds(3f));

        Tutorial.Instance().tutorialState = TutorialState.EnemyMainProductionWaiting;
        // Prohibit other transitions in the next 6 seconds
        StartCoroutine(EMTransition.Instance().TransitionAvailability(6f));
        // Transition to Production state for demonstration
        EnemyMainFSM.Instance().ChangeState(EMState.Production);
        Time.timeScale = 0.75f;
        yield return(new WaitForSeconds(4f));

        Tutorial.Instance().tutorialState = TutorialState.EnemyMainProductionCompleted;
    }
示例#27
0
    public override void Exit()
    {
        transition = m_EMFSM.emTransition;

        // Reset animation status
        if (EMAnimation.Instance().CanBlink)
        {
            EMAnimation.Instance().CanBlink = false;
        }
        // Reset availability to command mini cell to Landmine state
        if (!helper.CanAddLandmine)
        {
            helper.CanAddLandmine = true;
        }
        // Reset transition availability
        transition.CanTransit = true;
    }
	public override void Enter ()
	{
		transition = m_EMFSM.emTransition;
		helper = m_EMFSM.emHelper;

		// Turn blink animation on
		EMAnimation.Instance ().CanBlink = true;

		// Reset availability to command mini cell to Attack state
		if (!helper.CanAddAttack)
			helper.CanAddAttack = true;
		
		// Reset transition availability
		transition.CanTransit = true;
		// Pause the transition for randomized time
		float fPauseTime = Random.Range (Mathf.Sqrt (m_EMFSM.CurrentAggressiveness) * 2.5f/ EMDifficulty.Instance().CurrentDiff, 
		                                 Mathf.Sqrt (m_EMFSM.CurrentAggressiveness) * 3f / EMDifficulty.Instance().CurrentDiff);
		helper.StartPauseTransition (fPauseTime);
	}
示例#29
0
    public override void Exit()
    {
        transition = m_EMFSM.emTransition;
        controller = m_EMFSM.emController;
        helper     = m_EMFSM.emHelper;

        // Reset animation status
        if (EMAnimation.Instance().CanBlink)
        {
            EMAnimation.Instance().CanBlink = false;
        }
        // Reset availability to command mini cell to Defend state
        if (!helper.CanAddDefend)
        {
            helper.CanAddDefend = true;
        }
        // Set status to not defending
        controller.bIsDefend = false;
        // Reset transition availability
        transition.CanTransit = true;
    }
示例#30
0
    public override void Enter()
    {
        transition = m_EMFSM.emTransition;
        helper     = m_EMFSM.emHelper;

        // Turn blink animation on
        EMAnimation.Instance().CanBlink = true;

        // Reset availability to command mini cell to Attack state
        if (!helper.CanAddAttack)
        {
            helper.CanAddAttack = true;
        }

        // Reset transition availability
        transition.CanTransit = true;
        // Pause the transition for randomized time
        float fPauseTime = Random.Range(Mathf.Sqrt(m_EMFSM.CurrentAggressiveness) * 1.5f / EMDifficulty.Instance().CurrentDiff,
                                        Mathf.Sqrt(m_EMFSM.CurrentAggressiveness) * 2.5f / EMDifficulty.Instance().CurrentDiff);

        helper.StartPauseTransition(fPauseTime);
    }
    public override void Enter()
    {
        transition = m_EMFSM.emTransition;
        helper = m_EMFSM.emHelper;

        // Turn blink animation on
        EMAnimation.Instance ().CanBlink = true;

        // Reset availability to command mini cell to Landmine state
        if (!helper.CanAddLandmine)
            helper.CanAddLandmine = true;

        // Enable expand animation
        if (!EMAnimation.Instance ().IsExpanding)
            EMAnimation.Instance ().IsExpanding = true;

        // Reset transition availability
        transition.CanTransit = true;
        // Pause the transition for randomized time
        float fPauseTime = Random.Range ((m_EMFSM.CurrentAggressiveness / 1.5f) / EMDifficulty.Instance().CurrentDiff,
                                         (m_EMFSM.CurrentAggressiveness) / EMDifficulty.Instance().CurrentDiff);
        helper.StartPauseTransition (fPauseTime);
    }
示例#32
0
    public override void Enter()
    {
        transition = m_EMFSM.emTransition;
        controller = m_EMFSM.emController;
        helper     = m_EMFSM.emHelper;

        // Turn blink animation on
        EMAnimation.Instance().CanBlink = true;

        // Reset availability to command mini cell to Defend state
        if (!helper.CanAddDefend)
        {
            helper.CanAddDefend = true;
        }
        // Set status to defending
        controller.bIsDefend = true;

        // Reset transition availability
        transition.CanTransit = true;
        // Pause the transition for randomized time
        float fPauseTime = Random.Range(Mathf.Sqrt(Mathf.Sqrt((float)PlayerChildFSM.GetActiveChildCount() + 4f)) * 2f, Mathf.Sqrt((float)PlayerChildFSM.GetActiveChildCount() + 4f) * 2f);

        helper.StartPauseTransition(fPauseTime);
    }
示例#33
0
    void Start()
    {
        if (instance == null)
            instance = this;

        m_EMFSM = GetComponent<EnemyMainFSM> ();
        controller = GetComponent<EMController> ();

        bCanTransit = true;
    }
	public override void Exit ()
	{
		transition = m_EMFSM.emTransition;
		helper = m_EMFSM.emHelper;

		// Reset animation status
		if (EMAnimation.Instance ().CanBlink)
			EMAnimation.Instance ().CanBlink = false;
		// Reset availability to command mini cell to Attack state
		if (!helper.CanAddAttack)
			helper.CanAddAttack = true;
		// Reset transition availability
		transition.CanTransit = true;
	}
 void OnEnable()
 {
     _target = (EMTransition)target;
     _target.Resize();
 }
	void OnEnable()
	{
		_target = (EMTransition)target;
	}
    public override void Execute()
    {
        transition = m_EMFSM.emTransition;
        controller = m_EMFSM.emController;
        helper = m_EMFSM.emHelper;

        // Start checking transition only when there are more than 10 available enemy mini cells and transition is allowed
        if (m_EMFSM.AvailableChildNum > 10 && transition.CanTransit)
        {
            // If there are more than 10  and less than 25 available enemy mini cells
            if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15)
            {
                float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f;

                // Transition to Defend
                if (EMHelper.Instance().MinToMaxYRatio > 0.5f) {
                    transition.Transition (1000f /
                                           (nPlayerChildFactor * 10f +
                     EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio),
                                           EMState.Defend);
                }

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) {
                    transition.Transition (1000f /
                                           (helper.Pow (nEnemyChildFactor*1f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.5f +
                     EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                           EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor) {
                    transition.Transition (1000f /
                                           (helper.Pow (nEnemyChildFactor*1.5f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2f +
                     EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                           EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1.5f) {
                    EMTransition.Instance().Transition (1000f /
                                                        ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) +
                     m_EMFSM.CurrentAggressiveness * 2f +
                     EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                        EMState.Landmine);
                }

                // Transition to Production
                if (controller.NutrientNum > 0) {
                    transition.Transition (1000f /
                                           (helper.Pow (Mathf.Sqrt(controller.NutrientNum), 2f) +
                     EMLeraningAgent.Instance().RealScore(EMState.Production)),
                                           EMState.Production);
                }
            }
            else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30)
            {
                float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f;

                // Transition to Defend
                if (EMHelper.Instance().MinToMaxYRatio > 0.5f) {
                    transition.Transition (1000f /
                                           (nPlayerChildFactor * 10f +
                     EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio),
                                           EMState.Defend);
                }

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) {
                    transition.Transition (1000f /
                                           ((helper.Pow (nEnemyChildFactor*1.5f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.75f) +
                     EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                           EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor) {
                    transition.Transition (1000f /
                                           ((helper.Pow (nEnemyChildFactor*2f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2.25f) +
                     EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                           EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1f) {
                    EMTransition.Instance().Transition (1000f /
                                                        ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) +
                     m_EMFSM.CurrentAggressiveness * 2f +
                     EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                        EMState.Landmine);
                }

                // Transition to Production
                if (controller.NutrientNum > 0) {
                    transition.Transition (1000f /
                                           (helper.Pow (Mathf.Sqrt(controller.NutrientNum), 2f) +
                     EMLeraningAgent.Instance().RealScore(EMState.Production)),
                                           EMState.Production);
                }
            }
            else if (m_EMFSM.AvailableChildNum > 30)
            {
                float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f;

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f) {
                    transition.Transition (1000f /
                                           ((helper.Pow (nEnemyChildFactor*1.75f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 4f) +
                     EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                           EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor) {
                    transition.Transition (1000f /
                                           ((helper.Pow (nEnemyChildFactor*2f / nPlayerChildFactor, 2f) * 7.5f + m_EMFSM.CurrentAggressiveness * 2.5f) +
                     EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                           EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1f) {
                    EMTransition.Instance().Transition (1000f /
                                                        ((helper.Pow (nPlayerChildFactor, 2f) / helper.Sqrt (nPlayerChildFactor) * 1f) +
                     m_EMFSM.CurrentAggressiveness * 2f +
                     EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                        EMState.Landmine);
                }

                // Transition to Production
                if (controller.NutrientNum > 0) {
                    transition.Transition (1000f /
                                           (helper.Pow (Mathf.Sqrt(controller.NutrientNum), 2f) +
                     EMLeraningAgent.Instance().RealScore(EMState.Production)),
                                           EMState.Production);
                }
            }

            // Check transition every 0.1 second to save computing power
            if (transition.CanTransit)
                helper.StartPauseTransition (.1f);
        }
    }
示例#38
0
	void Start()
	{
		emTransition = GetComponent<EMTransition>();
		emTransition.SetGradationTexture(gradations[current]);
	}
示例#39
0
    public override void Execute()
    {
        transition = m_EMFSM.emTransition;
        controller = m_EMFSM.emController;
        helper     = m_EMFSM.emHelper;

        // Start checking transition only when there are more than 10 available enemy mini cells and transition is allowed
        if (m_EMFSM.AvailableChildNum > 10 && transition.CanTransit)
        {
            // If there are more than 10  and less than 25 available enemy mini cells
            if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15)
            {
                float nEnemyChildFactor  = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f;

                // Transition to Defend
                if (EMHelper.Instance().MinToMaxYRatio > 0.5f)
                {
                    transition.Transition(1000f /
                                          (nPlayerChildFactor * 10f +
                                           EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio),
                                          EMState.Defend);
                }

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f)
                {
                    transition.Transition(1000f /
                                          (helper.Pow(nEnemyChildFactor * 1f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.5f +
                                           EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                          EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor)
                {
                    transition.Transition(1000f /
                                          (helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2f +
                                           EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                          EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1.5f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) +
                                                        m_EMFSM.CurrentAggressiveness * 2f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                       EMState.Landmine);
                }

                // Transition to Production
                if (controller.NutrientNum > 0)
                {
                    transition.Transition(1000f /
                                          (helper.Pow(Mathf.Sqrt(controller.NutrientNum), 2f) +
                                           EMLeraningAgent.Instance().RealScore(EMState.Production)),
                                          EMState.Production);
                }
            }
            else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30)
            {
                float nEnemyChildFactor  = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f;

                // Transition to Defend
                if (EMHelper.Instance().MinToMaxYRatio > 0.5f)
                {
                    transition.Transition(1000f /
                                          (nPlayerChildFactor * 10f +
                                           EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio),
                                          EMState.Defend);
                }

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f)
                {
                    transition.Transition(1000f /
                                          ((helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.75f) +
                                           EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                          EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor)
                {
                    transition.Transition(1000f /
                                          ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2.25f) +
                                           EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                          EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) +
                                                        m_EMFSM.CurrentAggressiveness * 2f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                       EMState.Landmine);
                }

                // Transition to Production
                if (controller.NutrientNum > 0)
                {
                    transition.Transition(1000f /
                                          (helper.Pow(Mathf.Sqrt(controller.NutrientNum), 2f) +
                                           EMLeraningAgent.Instance().RealScore(EMState.Production)),
                                          EMState.Production);
                }
            }
            else if (m_EMFSM.AvailableChildNum > 30)
            {
                float nEnemyChildFactor  = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f;

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f)
                {
                    transition.Transition(1000f /
                                          ((helper.Pow(nEnemyChildFactor * 1.75f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 4f) +
                                           EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                          EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor)
                {
                    transition.Transition(1000f /
                                          ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 7.5f + m_EMFSM.CurrentAggressiveness * 2.5f) +
                                           EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                          EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) +
                                                        m_EMFSM.CurrentAggressiveness * 2f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                       EMState.Landmine);
                }

                // Transition to Production
                if (controller.NutrientNum > 0)
                {
                    transition.Transition(1000f /
                                          (helper.Pow(Mathf.Sqrt(controller.NutrientNum), 2f) +
                                           EMLeraningAgent.Instance().RealScore(EMState.Production)),
                                          EMState.Production);
                }
            }

            // Check transition every 0.1 second to save computing power
            if (transition.CanTransit)
            {
                helper.StartPauseTransition(.1f);
            }
        }
    }
示例#40
0
    public override void Execute()
    {
        controller = m_EMFSM.emController;
        helper     = m_EMFSM.emHelper;

        // Produce enemy mini cell if has nutrient and can spawn
        if (controller.NutrientNum > 0 && helper.CanSpawn && Level_Manager.LevelID < 4)
        {
            helper.ECPool.SpawnFromPool(EMHelper.Instance().Position, false);
        }
        else if (controller.NutrientNum > 0 && helper.CanSpawn && Level_Manager.LevelID > 3)
        {
            for (int i = 0; i < 2; i++)
            {
                helper.ECPool.SpawnFromPool(EMHelper.Instance().Position, false);
            }
        }
        else if (controller.NutrientNum == 0 && EMTransition.Instance().CanTransit)
        {
            m_EMFSM.ChangeState(EMState.Maintain);
        }

        // Start checking transition only when there are more than 10 available enemy mini cells, transition is allowed and has nutrient
        if (m_EMFSM.AvailableChildNum > 10 && EMTransition.Instance().CanTransit&& controller.NutrientNum > 0)
        {
            // If there are more than 10  and less than 25 available enemy mini cells
            if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15)
            {
                float nEnemyChildFactor  = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f;

                // Transition to Defend
                if (EMHelper.Instance().MinToMaxYRatio > 0.5f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       (nPlayerChildFactor * 10f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio),
                                                       EMState.Defend);
                }

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nEnemyChildFactor * 1f / nPlayerChildFactor, 2f) * 3f) + m_EMFSM.CurrentAggressiveness * 3.5f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                                       EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       (helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                                       EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1.5f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) +
                                                        m_EMFSM.CurrentAggressiveness * 2f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                       EMState.Landmine);
                }

                // Transition to Maintain
                if (nPlayerChildFactor <= 5f && helper.Abs((nEnemyChildFactor - nPlayerChildFactor)) <= 1f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       (helper.Pow(5f - helper.Pow(nEnemyChildFactor - nPlayerChildFactor, 1.5f), 2f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Maintain)),
                                                       EMState.Maintain);
                }
            }
            else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30)
            {
                float nEnemyChildFactor  = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f;

                // Transition to Defend
                if (EMHelper.Instance().MinToMaxYRatio > 0.5f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       (nPlayerChildFactor * 10f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Defend)) * (1f + EMHelper.Instance().MinToMaxYRatio),
                                                       EMState.Defend);
                }

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nEnemyChildFactor * 1.5f / nPlayerChildFactor, 2f) * 3f + m_EMFSM.CurrentAggressiveness * 3.75f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                                       EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 2.25f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                                       EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) +
                                                        m_EMFSM.CurrentAggressiveness * 2f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                       EMState.Landmine);
                }

                // Transition to Maintain
                if (nPlayerChildFactor <= 5f && helper.Abs((nEnemyChildFactor - nPlayerChildFactor)) <= 1f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       (helper.Pow(5f - helper.Pow(nEnemyChildFactor - nPlayerChildFactor, 1.25f), 2f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Maintain)),
                                                       EMState.Maintain);
                }
            }
            else if (m_EMFSM.AvailableChildNum > 30)
            {
                float nEnemyChildFactor  = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
                float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f;

                // Transition to EMAggressiveAttack
                if (nEnemyChildFactor > nPlayerChildFactor * 1.5f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nEnemyChildFactor * 1.75f / nPlayerChildFactor, 2f) * 5f + m_EMFSM.CurrentAggressiveness * 4f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.AggressiveAttack)),
                                                       EMState.AggressiveAttack);
                }

                // Transition to EMCautiousAttack
                if (nEnemyChildFactor > nPlayerChildFactor)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nEnemyChildFactor * 2f / nPlayerChildFactor, 2f) * 7.5f + m_EMFSM.CurrentAggressiveness * 2.5f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.CautiousAttack)),
                                                       EMState.CautiousAttack);
                }

                // Transition to Landmine
                if (nPlayerChildFactor > 1f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       ((helper.Pow(nPlayerChildFactor, 2f) / helper.Sqrt(nPlayerChildFactor) * 1f) +
                                                        m_EMFSM.CurrentAggressiveness * 2f +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Landmine)),
                                                       EMState.Landmine);
                }

                // Transition to Maintain
                if (nPlayerChildFactor <= 5f && helper.Abs((nEnemyChildFactor - nPlayerChildFactor)) <= 1f)
                {
                    EMTransition.Instance().Transition(1000f /
                                                       (helper.Pow(5f - helper.Pow(nEnemyChildFactor - nPlayerChildFactor, 1f), 2f) +
                                                        EMLeraningAgent.Instance().RealScore(EMState.Maintain)),
                                                       EMState.Maintain);
                }
            }

            // Check transition every 0.2 to 0.4 second to save computing power
            // With the value given by learning element increases, the transition check will be less frequent
            // Thus transition probability will decline
            if (EMTransition.Instance().CanTransit)
            {
                helper.StartPauseTransition(.2f * (1f + EnemyMainFSM.Instance().LearningDictionary[EMState.Production] / 100f));
            }
        }
    }
示例#41
0
 public override void Exit()
 {
     // Reset transition availability
     EMTransition.Instance().CanTransit = true;
 }
示例#42
0
    void Start()
    {
        enemyMainObject = this.gameObject;
        #region Initialize state dictionary
        m_statesDictionary = new Dictionary<EMState, IEMState>();
        m_statesDictionary.Add (EMState.Production, new EMProductionState (this));
        m_statesDictionary.Add (EMState.Maintain, new EMMaintainState (this));
        m_statesDictionary.Add (EMState.Defend, new EMDefendState (this));
        m_statesDictionary.Add (EMState.AggressiveAttack, new EMAggressiveAttackState (this));
        m_statesDictionary.Add (EMState.CautiousAttack, new EMCautiousAttackState (this));
        m_statesDictionary.Add (EMState.Landmine, new EMLandmineState (this));
        m_statesDictionary.Add (EMState.Stunned, new EMStunnedState (this));
        m_statesDictionary.Add (EMState.Die, new EMDieState (this));
        m_statesDictionary.Add (EMState.Win, new EMWinState (this));
        #endregion

        #region Initialize the Learning Element dictionary
        m_learningDictionary = new Dictionary<EMState, float>();
        m_learningDictionary.Add (EMState.Production, 0f);
        m_learningDictionary.Add (EMState.Maintain, 0f);
        m_learningDictionary.Add (EMState.Defend, 0f);
        m_learningDictionary.Add (EMState.AggressiveAttack, 0f);
        m_learningDictionary.Add (EMState.CautiousAttack, 0f);
        m_learningDictionary.Add (EMState.Landmine, 0f);
        m_learningDictionary.Add (EMState.Stunned, 0f);
        m_learningDictionary.Add (EMState.Die, 0f);
        m_learningDictionary.Add (EMState.Win, 0f);
        #endregion

        // Initialize the default to Production
        m_CurrentState = m_statesDictionary [EMState.Production];
        m_currentStateIndex = EMState.Production;

        // Get the enemy main controller, helper class and transition class
        emController = GetComponent<EMController> ();
        emHelper = GetComponent<EMHelper> ();
        emTransition = GetComponent<EMTransition> ();

        //Initialize and refresh the point database for Enemy Child Cells
        PointDatabase.Instance.InitializeDatabase();
        PointDatabase.Instance.RefreshDatabase();
        FormationDatabase.Instance.RefreshDatabases(ECList);

        // Initialise the enemy child list
        /*
        EnemyChildFSM[] ecClasses = (EnemyChildFSM[])GameObject.FindObjectsOfType (typeof(EnemyChildFSM));
        foreach (EnemyChildFSM ecClass in ecClasses)
        {
            if (ecClass.CurrentStateEnum != ECState.Dead)
                ecList.Add (ecClass);
        }
        */
        // ecList = GameObject.FindGameObjectsWithTag("EnemyChild").Select(gameObject => gameObject.GetComponent<EnemyChildFSM>()).ToList();
        // Count the number of child cells in list
        /*
        for (int i = 0; i < ecList.Count; i++) {
            if(ecList[i].CurrentStateEnum != ECState.Dead)
                nAvailableChildNum++;
        }
        */
    }
    public override void Execute()
    {
        transition = m_EMFSM.emTransition;
        controller = m_EMFSM.emController;
        helper = m_EMFSM.emHelper;

        int nCommandNum = 0;

        #region Landmine Behaviour
        if (helper.CanAddLandmine)
        {
            float nEnemyChildFactor = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
            float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount () / 10f + 1f;

            if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15)
            {
                nCommandNum = Random.Range (1, 2 + (int)nPlayerChildFactor);
                for (int nAmount = 0; nAmount < nCommandNum; nAmount++)
                {
                    int nIndex = Random.Range (0, m_EMFSM.ECList.Count);
                    if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
                    {
                        MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject,m_EMFSM.ECList[nIndex].gameObject,MessageType.Landmine,0.0);
                        helper.CanAddLandmine = false;
                    }
                }
            }
            else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30)
            {
                nCommandNum = Random.Range (2, 3 + (int)nPlayerChildFactor);
                for (int nAmount = 0; nAmount < nCommandNum; nAmount++)
                {
                    int nIndex = Random.Range (0, m_EMFSM.ECList.Count);
                    if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
                    {
                        MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject,m_EMFSM.ECList[nIndex].gameObject,MessageType.Landmine,0.0);
                        helper.CanAddLandmine = false;
                    }
                }
            }
            else if (m_EMFSM.AvailableChildNum > 30)
            {
                nCommandNum = Random.Range (3, 4 + (int)nPlayerChildFactor);
                for (int nAmount = 0; nAmount < nCommandNum; nAmount++)
                {
                    int nIndex = Random.Range (0, m_EMFSM.ECList.Count);
                    if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
                    {
                        MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject,m_EMFSM.ECList[nIndex].gameObject,MessageType.Landmine,0.0);
                        helper.CanAddLandmine = false;
                    }
                }
            }

            // Pause commanding enemy mini cells to Attack state
            // Pause duration depends only on the number of enemy mini cell commanded
            //helper.StartPauseAddLandmine ((float)nCommandNum * 2f);
        }
        #endregion

        #region Transition
        if (transition.CanTransit && controller.NutrientNum > 0)
            m_EMFSM.ChangeState (EMState.Production);
        else if (transition.CanTransit && controller.NutrientNum == 0)
            m_EMFSM.ChangeState (EMState.Maintain);
        #endregion
    }
示例#44
0
 void OnEnable()
 {
     _target = (EMTransition)target;
 }
示例#45
0
    public override void Execute()
    {
        transition = m_EMFSM.emTransition;
        controller = m_EMFSM.emController;
        helper     = m_EMFSM.emHelper;

        int nCommandNum = 0;

        #region Landmine Behaviour
        if (helper.CanAddLandmine)
        {
            float nEnemyChildFactor  = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
            float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f;

            if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15)
            {
                nCommandNum = Random.Range(1, 2 + (int)nPlayerChildFactor);
                for (int nAmount = 0; nAmount < nCommandNum; nAmount++)
                {
                    int nIndex = Random.Range(0, m_EMFSM.ECList.Count);
                    if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
                    {
                        MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Landmine, 0.0);
                        helper.CanAddLandmine = false;
                    }
                }
            }
            else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30)
            {
                nCommandNum = Random.Range(2, 3 + (int)nPlayerChildFactor);
                for (int nAmount = 0; nAmount < nCommandNum; nAmount++)
                {
                    int nIndex = Random.Range(0, m_EMFSM.ECList.Count);
                    if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
                    {
                        MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Landmine, 0.0);
                        helper.CanAddLandmine = false;
                    }
                }
            }
            else if (m_EMFSM.AvailableChildNum > 30)
            {
                nCommandNum = Random.Range(3, 4 + (int)nPlayerChildFactor);
                for (int nAmount = 0; nAmount < nCommandNum; nAmount++)
                {
                    int nIndex = Random.Range(0, m_EMFSM.ECList.Count);
                    if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
                    {
                        MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Landmine, 0.0);
                        helper.CanAddLandmine = false;
                    }
                }
            }

            // Pause commanding enemy mini cells to Attack state
            // Pause duration depends only on the number of enemy mini cell commanded
            //helper.StartPauseAddLandmine ((float)nCommandNum * 2f);
        }
        #endregion

        #region Transition
        if (transition.CanTransit && controller.NutrientNum > 0)
        {
            m_EMFSM.ChangeState(EMState.Production);
        }
        else if (transition.CanTransit && controller.NutrientNum == 0)
        {
            m_EMFSM.ChangeState(EMState.Maintain);
        }
        #endregion
    }
示例#46
0
 // Disable transition for fTime
 public void StartPauseTransition(float fTime)
 {
     StartCoroutine(EMTransition.Instance().TransitionAvailability(fTime));
 }
示例#47
0
    public override void Execute()
    {
        transition = m_EMFSM.emTransition;
        controller = m_EMFSM.emController;
        helper     = m_EMFSM.emHelper;

        #region Attack only when there are more enemy mini cells than player's
        if (m_EMFSM.AvailableChildNum > PlayerChildFSM.GetActiveChildCount() && helper.CanAddAttack)
        {
            float nEnemyChildFactor  = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
            float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f;

            if (m_EMFSM.AvailableChildNum > 0 && m_EMFSM.AvailableChildNum <= 15)
            {
                for (int nAmount = 0; nAmount < Random.Range(1, 2 + (int)Mathf.Sqrt((nEnemyChildFactor))); nAmount++)
                {
                    int nIndex = Random.Range(0, m_EMFSM.ECList.Count);
                    if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
                    {
                        MessageDispatcher.Instance.DispatchMessage(m_EMFSM.gameObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Attack, 0.0);
                    }
                }
            }
            else if (m_EMFSM.AvailableChildNum > 15 && m_EMFSM.AvailableChildNum <= 30)
            {
                for (int nAmount = 0; nAmount < Random.Range(2, 3 + (int)Mathf.Sqrt((nEnemyChildFactor))); nAmount++)
                {
                    int nIndex = Random.Range(0, m_EMFSM.ECList.Count);
                    if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
                    {
                        MessageDispatcher.Instance.DispatchMessage(m_EMFSM.gameObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Attack, 0.0);
                    }
                }
            }
            else if (m_EMFSM.AvailableChildNum > 30)
            {
                for (int nAmount = 0; nAmount < Random.Range(3, 4 + (int)Mathf.Sqrt((nEnemyChildFactor))); nAmount++)
                {
                    int nIndex = Random.Range(0, m_EMFSM.ECList.Count);
                    if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Defend || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
                    {
                        MessageDispatcher.Instance.DispatchMessage(m_EMFSM.gameObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Attack, 0.0);
                    }
                }
            }

            // Pause commanding enemy mini cells to Attack state
            float fPauseTime = 2f / EMDifficulty.Instance().CurrentDiff;
            if (fPauseTime > 0f)
            {
                helper.StartPauseAddAttack(fPauseTime);
            }
        }
        #endregion

        #region Transition
        if (transition.CanTransit && controller.NutrientNum > 0)
        {
            m_EMFSM.ChangeState(EMState.Production);
        }
        else if (transition.CanTransit && controller.NutrientNum == 0)
        {
            m_EMFSM.ChangeState(EMState.Maintain);
        }
        #endregion
    }
示例#48
0
 void OnEnable()
 {
     _target = (EMTransition)target;
     _target.Resize();
 }
示例#49
0
    public override void Execute()
    {
        transition = m_EMFSM.emTransition;
        controller = m_EMFSM.emController;
        helper     = m_EMFSM.emHelper;

        #region Command child cells to transit to Defend state only when there are more player mini cells than enemy mini cells
        if (m_EMFSM.AvailableChildNum < PlayerChildFSM.GetActiveChildCount() && helper.CanAddDefend)
        {
            float nEnemyChildFactor  = (float)m_EMFSM.AvailableChildNum / 10f + 1f;
            float nPlayerChildFactor = (float)PlayerChildFSM.GetActiveChildCount() / 10f + 1f;

            // If there are more than 10 and less than 25 available enemy mini cells
            if (m_EMFSM.AvailableChildNum > 10 && m_EMFSM.AvailableChildNum <= 25 && helper.CanAddDefend)
            {
                for (int nAmount = 0; nAmount < Random.Range(5, 11); nAmount++)
                {
                    int nIndex = Random.Range(0, m_EMFSM.ECList.Count);
                    if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
                    {
                        MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Defend, 0.0);
                        helper.CanAddDefend = false;
                    }
                }

                if (helper.CanAddDefend)
                {
                    EMHelper.Instance().StartPauseAddDefend(0.25f);
                }
            }
            else if (m_EMFSM.AvailableChildNum > 25 && m_EMFSM.AvailableChildNum <= 50 && helper.CanAddDefend)
            {
                for (int nAmount = 0; nAmount < Random.Range(3, 9); nAmount++)
                {
                    int nIndex = Random.Range(0, m_EMFSM.ECList.Count);
                    if (m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Idle || m_EMFSM.ECList[nIndex].CurrentStateEnum == ECState.Avoid)
                    {
                        MessageDispatcher.Instance.DispatchMessage(m_EMFSM.EnemyMainObject, m_EMFSM.ECList[nIndex].gameObject, MessageType.Defend, 0.0);
                        helper.CanAddDefend = false;
                    }
                }
            }

            // Pause commanding enemy mini cells to defend state
            helper.StartPauseTransition(2f);
        }
        #endregion

        //Start checking transition only when transition is allowed
        if (transition.CanTransit)
        {
            // Transit to other states only when there are more player mini cells than enemy mini cells
            if (m_EMFSM.AvailableChildNum >= PlayerChildFSM.GetActiveChildCount())
            {
                m_EMFSM.ChangeState(EMState.Production);
            }

            // If not transit to Production state, then transit to Maintain state
            m_EMFSM.ChangeState(EMState.Maintain);
        }

        // Check transition every 0.2 second to save computing power
        if (transition.CanTransit)
        {
            helper.StartPauseTransition(.2f);
        }
    }
示例#50
0
    void Start()
    {
        enemyMainObject = this.gameObject;
        #region Initialize state dictionary
        m_statesDictionary = new Dictionary <EMState, IEMState>();
        m_statesDictionary.Add(EMState.Production, new EMProductionState(this));
        m_statesDictionary.Add(EMState.Maintain, new EMMaintainState(this));
        m_statesDictionary.Add(EMState.Defend, new EMDefendState(this));
        m_statesDictionary.Add(EMState.AggressiveAttack, new EMAggressiveAttackState(this));
        m_statesDictionary.Add(EMState.CautiousAttack, new EMCautiousAttackState(this));
        m_statesDictionary.Add(EMState.Landmine, new EMLandmineState(this));
        m_statesDictionary.Add(EMState.Stunned, new EMStunnedState(this));
        m_statesDictionary.Add(EMState.Die, new EMDieState(this));
        m_statesDictionary.Add(EMState.Win, new EMWinState(this));
        #endregion

        #region Initialize the Learning Element dictionary
        m_learningDictionary = new Dictionary <EMState, float>();
        m_learningDictionary.Add(EMState.Production, 0f);
        m_learningDictionary.Add(EMState.Maintain, 0f);
        m_learningDictionary.Add(EMState.Defend, 0f);
        m_learningDictionary.Add(EMState.AggressiveAttack, 0f);
        m_learningDictionary.Add(EMState.CautiousAttack, 0f);
        m_learningDictionary.Add(EMState.Landmine, 0f);
        m_learningDictionary.Add(EMState.Stunned, 0f);
        m_learningDictionary.Add(EMState.Die, 0f);
        m_learningDictionary.Add(EMState.Win, 0f);
        #endregion

        // Initialize the default to Production
        m_CurrentState      = m_statesDictionary [EMState.Production];
        m_currentStateIndex = EMState.Production;

        // Get the enemy main controller, helper class and transition class
        emController = GetComponent <EMController> ();
        emHelper     = GetComponent <EMHelper> ();
        emTransition = GetComponent <EMTransition> ();

        //Initialize and refresh the point database for Enemy Child Cells
        PointDatabase.Instance.InitializeDatabase();
        PointDatabase.Instance.RefreshDatabase();
        FormationDatabase.Instance.RefreshDatabases(ECList);

        // Initialise the enemy child list

        /*
         *      EnemyChildFSM[] ecClasses = (EnemyChildFSM[])GameObject.FindObjectsOfType (typeof(EnemyChildFSM));
         *      foreach (EnemyChildFSM ecClass in ecClasses)
         *      {
         *              if (ecClass.CurrentStateEnum != ECState.Dead)
         *                      ecList.Add (ecClass);
         *      }
         */
        // ecList = GameObject.FindGameObjectsWithTag("EnemyChild").Select(gameObject => gameObject.GetComponent<EnemyChildFSM>()).ToList();
        // Count the number of child cells in list

        /*
         * for (int i = 0; i < ecList.Count; i++) {
         *      if(ecList[i].CurrentStateEnum != ECState.Dead)
         *              nAvailableChildNum++;
         * }
         */
    }