示例#1
0
        protected virtual bool CanDoNow(GoapAgent agent, IStateful target)
        {
            var worldState = WorldState.pool.Borrow();

            worldState.Clear();
            worldState[agent]  = agent.GetState();
            worldState[target] = target.GetState();
            var  conditions = GetDependentPreconditions(agent, target);
            bool result     = GoapPlanner.DoConditionsApplyToWorld(conditions, worldState);

            WorldState.pool.Return(worldState);
            return(result);
        }
示例#2
0
        private void IdleState(FSM fsm, GameObject gameObj)
        {
            // GOAP planning.
            // Get the goal we want to plan for.
            var goal = CreateGoalState();

            // Plan.
            var plan = GoapPlanner.Plan(this, availableActions, goal);

            if (plan != null)
            {
                // We have a plan, hooray!
                // Clear old plan.
                while (currentActions.Count > 0)
                {
                    var context = currentActions.Dequeue();
                    GoapAction.WithContext.pool.Return(context);
                }
                currentActions = plan;
                PlanFound(goal, plan);

        #if DEBUG_PLAN
                currentPlan.Clear();
                foreach (var action in currentActions)
                {
                    currentPlan.Add(action.actionData.name + " " + (action.target as Component).name);
                }
        #endif

                // Move to PerformAction state.
                fsm.PopState();
                fsm.PushState(PerformActionState);
            }
            else
            {
                // Couldn't get a plan.
                Debug.Log("<color=orange>Failed Plan:</color>" + PrettyPrint(goal));
                PlanFailed(goal);
                // Move back to IdleAction state.
                fsm.PopState();
                fsm.PushState(IdleState);
            }
        }
示例#3
0
文件: GoapAgent.cs 项目: yagelch/ex_4
        private void IdleState(FSM fsm)
        {
            // GOAP planning.
            // Get the goal we want to plan for.
            var goal = CreateGoalState();

            // Plan.
            var plan = regressiveSearch ? GoapRegressiveSearchPlanner.Plan(this, goal) : GoapPlanner.Plan(this, goal);

            if (plan != null)
            {
                // We have a plan, hooray!
                // Clear old plan.
                while (currentActions.Count > 0)
                {
                    var context = currentActions.Dequeue();
                    context.ReturnSelf();
                }
                currentActions = plan;
                PlanFound(goal, plan);

#if DEBUG_PLAN
                currentPlan.Clear();
                foreach (GoapAction.WithContext action in currentActions)
                {
                    string targetName = "";
                    if (action.target != null && action.target.ToString() != "Null" && action.target.ToString() != "null")
                    {
                        targetName = (action.target as Component).name;
                    }
                    currentPlan.Add(action.actionData.name + " " + targetName);
                }
#endif

                // Move to PerformAction state.
                fsm.PopState();
                fsm.PushState(PerformActionState);
            }
            else
            {
                // Couldn't get a plan.
                Debug.Log("<color=orange>Failed Plan:</color>" + goal);
                PlanFailed(goal);
                // Move back to IdleAction state.
                fsm.PopState();
                fsm.PushState(IdleState);
            }
        }