private void onSetAI(object param) { Int32 Param = Int32.Parse((String)param); switch (Param) { case 0: model.removeAI(); break; case 1: AlphaBetaAI abAI = new AlphaBetaAI(); model.setAI(abAI); break; case 2: GeneralAI genAI = new GeneralAI(); model.setAI(genAI); break; case 3: MinimaxAI mmAI = new MinimaxAI(); model.setAI(mmAI); break; } }
void SetupAll() { if (QuestController.currentQuest.eventID == 1) { Transform currentRoom = RoomManager.GetCurrentActiveRoom().transform; questDrop1 = Instantiate(Resources.Load("Drops"), transform.position, Quaternion.identity, currentRoom) as GameObject; questDrop1.GetComponent <Drops> ().databaseItemID = 26; questDrop1.GetComponentInChildren <SpriteRenderer> ().sprite = questDrop1spr; } if (QuestController.currentQuest.eventID == 2) { //Need to make a special drone for this later, 100% drop rate //set a boolean and an ID to specify if there is a specific drop by ID Transform currentRoom = RoomManager.GetCurrentActiveRoom().transform; specialDrone = Instantiate(Resources.Load("Drone"), transform.position, Quaternion.identity, currentRoom) as GeneralAI; if (specialDrone != null) { droneUp = true; specialDrone.EnemySetup(2, 1, GeneralAI.Behaviour.random); } } if (QuestController.currentQuest.eventID == 3) { print("heat damage, this quest does not function yet"); //need something that does continuous damage based on the current room //this will need UI components, red around the sides? //Do we implement hacking as planned? } if (QuestController.currentQuest.eventID == 4) { Transform currentRoom = RoomManager.GetCurrentActiveRoom().transform; specialTurret = Instantiate(Resources.Load("Turret"), transform.position, Quaternion.identity, currentRoom) as GameObject; specialTurret.GetComponent <RobotLoadout> ().loadout[1].itemHitpoints = 75; specialTurret.GetComponentInChildren <SpriteRenderer> ().color = Color.red; //100% drop, deactivate color and give a special sprite later? } if (QuestController.currentQuest.eventID == 5) { Transform currentRoom = RoomManager.GetCurrentActiveRoom().transform; cStation = Instantiate(Resources.Load("ChargingStation"), transform.position, Quaternion.identity, currentRoom) as GameObject; print("Spawn recharging station"); Instantiate(Resources.Load("Drone"), transform.position + new Vector3(10, 5, 0), Quaternion.identity, currentRoom); //Give station health } setupDone = true; }
public void NPCCollision(GeneralAI npc, string state) { if (!playerInvis) { npc.Action (state); } }
internal void AskForCommands() { GeneralAI.SendInstructions(GENERAL_STATUS.BATTLE_DONE, this); }