public Entity(double speed, int size, double x, double y, Color color, int ageSeconds) : base(x, y, size) { Speed = speed; BaseSpeed = speed; Damage = BaseDamage; IdleAction = new WanderAction(); Color = color; Velocity = new OrderedPair <double>(0, 0); AttackThisAction = new AttackAction(this); FollowThisAction = new FollowAction(this, FollowDistance); base.OnScheduleEvent(this, new ScheduleEventArgs(ageSeconds, new AgeAction())); }
public void DecideAction(Animal animal, List <GameObject> nearbyObjects) { List <ActionUtility> actionAds = nearbyObjects. Where(o => o != animal) .SelectMany(o => o.GetAdvertisedActions(animal, 0.0)).ToList(); actionAds.Add(new ActionUtility(animal.IdleAction, new Tuple <Need, double>[] { ActionUtility.NewPair(Need.JobFullfilment, 0.002) })); EntityAction attackerResponseAction; // Add actions to respond to the attacker being nearby. // Bears will always attack nearby entities, but wolves might not, and goats and hogs will not. if (animal.Attacker != null && nearbyObjects.Contains(animal.Attacker)) { if (animal.Type == AnimalType.Bear) { attackerResponseAction = new AttackAction(animal.Attacker); } // Wolves will fight back if it can win. I.e. it will take less ticks for the wolf to kill the attacker than for the // attacker to kill the wolf. else if (animal.Type == AnimalType.Wolf && animal.GetHealth() / animal.Attacker.Strength > animal.GetHealth() / animal.Strength) { attackerResponseAction = new AttackAction(animal.Attacker); } else { attackerResponseAction = new FleeAction(animal.Attacker); } actionAds.Add(new ActionUtility(attackerResponseAction, new Tuple <Need, double>[] { ActionUtility.NewPair(Need.JobFullfilment, DDeltaConfig.attackerResponseDelta) })); } EntityAction bestAction = utilityDecider.GetBestAction(animal, actionAds); if (!Utilities.AreSameBaseType(animal.Action, bestAction)) { animal.TrySetAction(bestAction); } }
// Uses the person's needs and the list of GameObjects that are nearby public void DecideAction(Person person, List <GameObject> nearbyObjects, int personCount, int food, int mouseX, int mouseY) { //person.SetAction(new FollowMouseAction(mouseX, mouseY, housePosition, houseRectangle)); double personCountMod = (personCount == 0 ? 1.0 : food / (2 * personCount)); List <ActionUtility> actionAds = nearbyObjects .Where(o => o != person) // Kinda clunky but this will allow extra data to control action advertisements. .SelectMany(o => o is Person ? o.GetAdvertisedActions(person, personCountMod) : o.GetAdvertisedActions(person, 0.0)) .ToList(); //if (personCount >= personLimit) // actionAds = actionAds.Where(ad => !(ad.Action is MateAction)).ToList(); // Limit the number of people that can be present at one time. This would be more efficient as a check inside Person to prevent // people from advertising a mate action if their are too many people. if (personCount >= personLimit) { actionAds = actionAds.Where(au => !(au.Action is MateAction)).ToList(); } double deliverFoodDelta = person.GetItemCount(ItemType.Apple) / 2; // Return food to house. actionAds.Add(new ActionUtility(new DeliverFoodAction(houseRectangle), new Tuple <Need, double>[] { ActionUtility.NewPair(Need.JobFullfilment, deliverFoodDelta) })); // Wander around. actionAds.Add(new ActionUtility(person.IdleAction, new Tuple <Need, double>[] { ActionUtility.NewPair(Need.JobFullfilment, DDeltaConfig.idleActionAdvertisement) })); // Hunger need. if ((person.GetItemCount(ItemType.Apple) > 0 || food > 0) && person.Hunger <= 0.5) { actionAds.Add(new ActionUtility(new EatAction(), new Tuple <Need, double>[] { ActionUtility.NewPair(Need.Hunger, 1.0 - person.Hunger) })); } // Tiredness need. if ((person.Tiredness < 0.6 || person.Health < 50) && !person.AttackerInRange()) // Sleep required. ** Add check to see if attacker is nearby **. { actionAds.Add(new ActionUtility(new SleepAction(Person.sleepSeconds, true), new Tuple <Need, double>[] { ActionUtility.NewPair(Need.Tiredness, DDeltaConfig.sleepActionAdvertisement), ActionUtility.NewPair(Need.Health, DDeltaConfig.sleepHealthAdvertisement) })); } else // Napping optional. This should be picked more often unless there are a lot of other actions to pick. { actionAds.Add(new ActionUtility(new SleepAction(Person.napSeconds, false), new Tuple <Need, double>[] { ActionUtility.NewPair(Need.Tiredness, DDeltaConfig.napActionDelta) })); } if (person.GetRectangleF().IntersectsWith(houseRectangle)) { actionAds.Add(dropUtility); } EntityAction attackerResponseAction; if (person.Attacker != null && nearbyObjects.Contains(person.Attacker)) { if (person.Sex == Sex.Male && person.GetHealth() / person.Attacker.Strength > person.GetHealth() / person.Strength) { attackerResponseAction = new AttackAction(person.Attacker); } else { attackerResponseAction = new FleeAction(person.Attacker); } actionAds.Add(new ActionUtility(attackerResponseAction, new Tuple <Need, double>[] { ActionUtility.NewPair(Need.JobFullfilment, DDeltaConfig.attackerResponseDelta) })); } // *** Apply action ad filters here from EntitController's tasks *** ApplyTaskFilters(actionAds); // NOTE: Doesn't filter actions that give 0.0 delta or a negative! EntityAction bestAction = utilityDecider.GetBestAction(person, actionAds); if (!Utilities.AreSameBaseType(person.Action, bestAction)) { if (!(bestAction is WanderAction)) // Remove leftover velocity from a WanderAction. { person.Stop(); } person.TrySetAction(bestAction); } }