//does the unit require to be given a new destination public static bool NeedsWanderingDestination(Unit unit) { //no destination if (unit.GetComponent <Target>().targetVector3 == Vector3.zero) { return(true); } ////destination already reached if (UnitQueries.IsNearTarget(unit)) { return(true); } //if its wandering and couldn't reach the destination in 10 sec reset if (Time.time - unit.wanderTimeStamp > 3f && unit.unitState == UnitState.Wander) { return(true); } //otherwise return(false); }
public static UnitState NextState(Unit unit) //returns next state //todo: if enemies approach them they start attacking? or only if the user puts them in attack mode //if they don't start attacking do they run away? //todo: only show mating thought when having a baby (make the f*****g process longer) //todo: add actions that happen from every state here! { if (unit.shouldDie) { UnitActions.Die(unit); return(UnitState.Dead); } switch (unit.unitState) { case UnitState.Wander: { if (unit.isBeingOverride) { return(UnitState.Override); } //rethink this if (UnitQueries.EnemyInRange(unit)) { return(UnitState.TargetEnemy); } if (UnitQueries.NeedsChange(unit)) { return(UnitState.TargetBase); } //TODO this should probably override everything cause it seems like a bug otherwise if (UnitQueries.IsHungry(unit) && UnitQueries.FoodSourceAvailable(unit)) { UnitActions.TargetFood(unit); return(UnitState.TargetFood); } if (UnitQueries.IsThirsty(unit)) { UnitActions.TargetWater(unit); return(UnitState.TargetWater); } if (UnitQueries.IsHorny(unit) && UnitQueries.AvailableMate(unit)) { return(UnitState.TargetMate); } if (UnitQueries.GenetiumAvailable(unit) && !UnitQueries.IsStorageFull(unit)) //todo: make funuction is genetium available? (unit storage not full, genetium enough genetium, genetium chosen in species) { UnitActions.TargetGenetium(unit); return(UnitState.TargetGenetium); } if (UnitQueries.IsCarryingGenetium(unit)) { return(UnitState.TargetBase); } UnitActions.Wander(unit); break; } case UnitState.TargetWater: { if (unit.isBeingOverride) { return(UnitState.Override); } if (UnitQueries.EnemyInRange(unit)) { return(UnitState.TargetEnemy); } //if (!UnitQueries.SeesWater(unit)) { return UnitState.Wander; } if (UnitQueries.IsNearTarget(unit)) { return(UnitState.Drink); } break; } case UnitState.TargetFood: { if (unit.isBeingOverride) { return(UnitState.Override); } //todo handle change of food source as its targetting if (UnitQueries.EnemyInRange(unit)) { return(UnitState.TargetEnemy); } //if (!UnitQueries.SeesFood(unit)) { return UnitState.Wander; } if (UnitQueries.IsNearTarget(unit)) { return(UnitState.Eat); } break; } case UnitState.TargetMate: { if (unit.isBeingOverride) { return(UnitState.Override); } UnitActions.TargetMate(unit); if (UnitQueries.EnemyInRange(unit)) { return(UnitState.TargetEnemy); } if (!UnitQueries.AvailableMate(unit)) { return(UnitState.Wander); } if (UnitQueries.IsNearTarget(unit)) { return(UnitState.Mate); } break; } case UnitState.TargetGenetium: { if (unit.isBeingOverride) { return(UnitState.Override); } if (UnitQueries.EnemyInRange(unit)) { return(UnitState.TargetEnemy); } //if (UnitQueries.IsThreatened(unit)) { return UnitState.Wander; } if (UnitQueries.IsHungry(unit) && UnitQueries.FoodSourceAvailable(unit)) { UnitActions.TargetFood(unit); return(UnitState.TargetFood); } if (UnitQueries.IsThirsty(unit)) { UnitActions.TargetWater(unit); return(UnitState.TargetWater); } //todo handle change of genetium source as its targetting if (UnitQueries.IsNearTarget(unit)) { return(UnitState.Harvest); } break; } case UnitState.TargetBase: { if (unit.isBeingOverride) { return(UnitState.Override); } UnitActions.TargetBase(unit); if (UnitQueries.EnemyInRange(unit)) { return(UnitState.TargetEnemy); } if (UnitQueries.IsHungry(unit) && UnitQueries.FoodSourceAvailable(unit)) { UnitActions.TargetFood(unit); return(UnitState.TargetFood); } if (UnitQueries.IsThirsty(unit)) { UnitActions.TargetWater(unit); return(UnitState.TargetWater); } if (UnitQueries.IsNearTarget(unit)) { UnitActions.ReachBase(unit); return(UnitState.Wander); } break; } case UnitState.TargetEnemy: { UnitActions.TargetEnemy(unit); //if (UnitQueries.HasLowHealth(unit)) { return UnitState.Flee; } //if (UnitQueries.IsVeryHungry(unit)) { return UnitState.Flee; } //if (UnitQueries.IsVeryThirsty(unit)) { return UnitState.Flee; } if (UnitQueries.IsNearTarget(unit)) { return(UnitState.Attack); } if (!UnitQueries.EnemyInRange(unit)) { return(UnitState.Wander); } break; } //todo: change food and genetium to be near the known food target case UnitState.Drink: { if (unit.isBeingOverride) { return(UnitState.Override); } if (UnitQueries.EnemyInRange(unit)) { return(UnitState.TargetEnemy); } if (UnitQueries.IsQuenched(unit)) { UnitActions.TurnQuenched(unit); return(UnitState.Wander); } UnitActions.Drink(unit); break; } case UnitState.Eat: { if (unit.isBeingOverride) { return(UnitState.Override); } //todo handle change of food source as its eating if (UnitQueries.EnemyInRange(unit)) { return(UnitState.TargetEnemy); } if (UnitQueries.IsFed(unit)) { UnitActions.TurnFed(unit); return(UnitState.Wander); } UnitActions.Eat(unit); break; } case UnitState.Mate: { if (unit.isBeingOverride) { return(UnitState.Override); } if (!UnitQueries.IsHorny(unit)) { return(UnitState.Wander); } UnitActions.Mate(unit); break; } case UnitState.Harvest: { if (unit.isBeingOverride) { return(UnitState.Override); } //todo handle change of genetium source as its harvesting if (UnitQueries.EnemyInRange(unit)) { return(UnitState.TargetEnemy); } if (!UnitQueries.IsNearTarget(unit)) { return(UnitState.Wander); } if (UnitQueries.IsStorageFull(unit)) { return(UnitState.Wander); } if (!UnitQueries.GenetiumAvailable(unit)) { return(UnitState.Wander); } UnitActions.Harvest(unit); break; } case UnitState.Attack: { //if (unit.isBeingOverride) return UnitState.Override; if (UnitQueries.IsTargettedEnemyDead(unit)) { return(UnitState.Wander); } if (!UnitQueries.EnemyInRange(unit)) { return(UnitState.Wander); } //if (UnitQueries.HasLowHealth(unit)) { return UnitState.Flee; } if (!UnitQueries.IsNearTarget(unit)) { return(UnitState.TargetEnemy); } UnitActions.Attack(unit); break; } case UnitState.Flee: { UnitActions.Flee(unit); if (!UnitQueries.EnemyInRange(unit)) { return(UnitState.Wander); } break; } case UnitState.Override: { //todo: think how override behaves with enemies in range if (UnitQueries.IsNearTarget(unit)) { UnitActions.StopOverride(unit); return(UnitState.Wander); } if (UnitQueries.EnemyInRange(unit)) { return(UnitState.TargetEnemy); } break; } } return(unit.unitState); //no state change }