public ChopWood(GOAPAgent agent, Game game, Movement movement) : base(agent, game, movement) { Preconditions.Add(Effect.HAS_THING, TypeOfThing.Axe); Effects.Add(Effect.HAS_THING, TypeOfThing.Wood); _inventory = agent.GetComponent <Inventory>(); }
public Drop(GOAPAgent agent, Game game) : base(agent, game) { _inventory = agent.GetComponent <Inventory>(); Effects.Add(Effect.HAS_THING, TypeOfThing.None); }
public PickMushroom(GOAPAgent agent, Game game, Movement movement) : base(agent, game, movement) { Effects.Add(Effect.HAS_THING, TypeOfThing.Mushroom); _inventory = agent.GetComponent <Inventory>(); }
public GetClayFromGround(GOAPAgent agent, Game game, Movement movement) : base(agent, game, movement) { Effects.Add(Effect.HAS_THING, TypeOfThing.Clay); _inventory = agent.GetComponent <Inventory>(); }