示例#1
0
        // Handles additional firing behavior that can be called by inherited gun nodes.
        protected static double Fire(Blackboard blackboard)
        {
            if (!blackboard.TryGetValue(BB.robotKey, out AdvancedRobot robot) ||
                robot.GunHeat > double.Epsilon ||
                !blackboard.TryGetValue(BB.lastScannedEventKey, out ScannedRobotEvent evnt))
            {
                return(0);
            }

            // Decide upon the bullet power based on the distance from the enemy.
            var    bulletPowerT = Utility.Map(evnt.Distance, minPowerDistance, maxPowerDistance, 0, 1);
            double bulletPower  = Utility.Lerp(Rules.MIN_BULLET_POWER, Rules.MAX_BULLET_POWER, bulletPowerT);

            // Never make the bulletPower higher than the remaining victims energy
            bulletPower = Math.Min(bulletPower, evnt.Energy);

            var bullet = robot.SetFireBullet(bulletPower);

            // Add the bullet to the fired bullets list.
            var bullets = blackboard.GetValue <List <Bullet> >(BB.bulletsKey);

            bullets.Add(bullet);
            blackboard.SetValue(BB.bulletsKey, bullets);

            return(bullet.Power);
        }
示例#2
0
        public BTBot()
        {
            blackboard.SetValue(BB.robotKey, this);
            blackboard.SetValue(BB.enemyPositionLogKey, new Vector[7]);
            blackboard.SetValue(BB.bulletsKey, new List <Bullet>());

            // Scanner behavior tree
            behaviorTrees.Add
            (
                new Sequencer(
                    new NoRepeat(new RoamScanningToCenter())
                    , new NoRepeat(new ContinueOnFail(new ThinLock()), 2)
                    , new NoRepeat(new RoamScanningToOppositeDirection())
                    , new NoRepeat(new ContinueOnFail(new NarrowLock()))
                    , new Looper(
                        new RoamScanningToOppositeDirection()
                        , new ContinueOnFail(new FixedLock())
                        )
                    )
            );

            // Gun behavior tree
            behaviorTrees.Add
            (
                new Sequencer(
                    new NoRepeat(new TurnGunWithScanner())
                    , new NoRepeat(new TurnGunToEnemy())
                    , new FireAtEnemy()
                    )
            );

            // Wheels behavior tree
            behaviorTrees.Add
            (
                new Selector(
                    new Ram()
                    , new AwayFromWall()
                    , new Spin()
                    )
            );
        }