Fianlly
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@@ -9,7 +9,7 @@ using namespace std::placeholders;
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namespace BigThink
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{
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BT::Selector* ItemHandling() {
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constexpr float HpThreshold{ 0.f };
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constexpr float HpThreshold{ 2.f };
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return
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new BT::Selector({
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@@ -131,21 +131,29 @@ namespace BigThink
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constexpr int randomRadius{ 50 };
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constexpr int searchDegree{ 5 };
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constexpr float InsideOffset{ 5.f };
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constexpr float gridCellSize{ 50.f };
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const std::string BeforeLeavingTimer{ "BeforeLeaving" };
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constexpr bool BeforeLeavingDoOnce{ false };
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const std::string NoHouseTimer{ "NoHouse" };
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constexpr float noHouseTimeout = 5.0f; // Time in seconds before giving up and going random
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constexpr float noHouseTimeout = 5.0f;
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constexpr bool NoHouseDoOnce{ false };
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return
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new BT::Selector({
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new BT::Sequence({
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new BT::Conditional(BT_Condition::SeeHouse),
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new BT::Action(BT_Action::CheckHouses),
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new BT::Action(std::bind(BT_Action::SetTimer, _1, NoHouseTimer, NoHouseDoOnce)) // Reset timer when we see a house
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}),
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const std::string HouseExploreTimer{ "HouseExplore" };
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constexpr float houseExploreTimeout = 2.0f;
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constexpr bool HouseExploreDoOnce{ false };
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return new BT::Selector({
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// [1] House visibility update
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new BT::Sequence({
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new BT::Conditional(BT_Condition::SeeHouse),
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new BT::Action(BT_Action::CheckHouses),
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//new BT::Action(BT_Grid::UpdateExplorationGrid),
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new BT::Action(std::bind(BT_Action::SetTimer, _1, NoHouseTimer, NoHouseDoOnce))
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}),
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// [2] Inside house logic
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new BT::PartialSequence({
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new BT::Conditional(BT_Condition::InsideTargetHouse),
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new BT::Action(BT_Action::SetExpireDate),
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@@ -161,21 +169,16 @@ namespace BigThink
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new BT::Action(BT_Action::GoToTarget),
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}),
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new BT::PartialSequence({
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new BT::Action(std::bind(BT_Action::FindRandomLocation, _1, randomRadius)),
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new BT::Action(BT_Action::EnableSpin),
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new BT::Action(BT_Action::GoToTarget)
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}),
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/*new BT::PartialSequence({
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new BT::Action(std::bind(BT_Action::TryFindHouse, _1, searchRadius, searchDegree)),
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new BT::Action(BT_Action::EnableSpin),
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new BT::Action(BT_Action::GoToTarget)
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}),*/
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/*new BT::PartialSequence({
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}),
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new BT::PartialSequence({
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new BT::Conditional(BT_Condition::ReExploreHouse),
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new BT::Action(std::bind(BT_Action::GetHouseAsTarget, _1, maxTravelDistance)),
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new BT::Action(BT_Action::EnableSpin),
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new BT::Action(BT_Action::GoToTarget),
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}),*/
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}),
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new BT::PartialSequence({
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new BT::Action(std::bind(BT_Action::FindRandomLocation, _1, randomRadius)),
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new BT::Action(BT_Action::EnableSpin),
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@@ -190,6 +193,8 @@ namespace BigThink
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}),
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})
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}),
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// [3] Outside house behavior
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new BT::Selector({
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new BT::PartialSequence({
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new BT::Conditional(BT_Condition::NewHouse),
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@@ -198,24 +203,48 @@ namespace BigThink
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new BT::Action(BT_Action::GoToTarget),
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}),
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new BT::PartialSequence({
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new BT::Action(std::bind(BT_Action::TryFindHouse, _1, searchRadius, searchDegree)),
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new BT::Action(BT_Grid::FindUnexploredCell),
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new BT::Action(BT_Action::EnableSpin),
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new BT::Action(BT_Action::GoToTarget)
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}),
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new BT::PartialSequence({
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new BT::Conditional(std::bind(BT_Condition::CheckTimer, _1, NoHouseTimer, NoHouseDoOnce)), // Check if we haven't seen a house in a while
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new BT::Action(std::bind(BT_Action::SetTimer, _1, NoHouseTimer, NoHouseDoOnce)), // Reset the timer
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new BT::Action(std::bind(BT_Action::FindRandomLocation, _1, randomRadius * 2)), // Go further when random walking
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new BT::Action(BT_Action::EnableSpin),
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new BT::Action(BT_Action::GoToTarget)
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new BT::Conditional(std::bind(BT_Condition::CheckTimer, _1, NoHouseTimer, NoHouseDoOnce)),
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new BT::Action(std::bind(BT_Action::SetTimer, _1, NoHouseTimer, NoHouseDoOnce)),
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new BT::Selector({
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new BT::PartialSequence({
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new BT::Action(BT_Grid::FindUnexploredCell),
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new BT::Action(BT_Action::EnableSpin),
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new BT::Action(BT_Action::GoToTarget)
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}),
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new BT::PartialSequence({
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new BT::Action(std::bind(BT_Action::FindRandomLocation, _1, randomRadius * 2)),
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new BT::Action(BT_Action::EnableSpin),
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new BT::Action(BT_Action::GoToTarget)
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})
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})
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}),
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new BT::PartialSequence({
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new BT::Conditional(BT_Condition::ReExploreHouse),
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new BT::Action(std::bind(BT_Action::GetHouseAsTarget, _1, maxTravelDistance)),
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new BT::Action(BT_Action::EnableSpin),
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new BT::Action(BT_Action::GoToTarget),
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})
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}),
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});
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}
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BT::Selector* HandleBug() {
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const std::string StuckTimer{ "StuckTimer" };
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constexpr float stuckTimeout = 3.0f; // Time in seconds before considering stuck
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constexpr bool StuckDoOnce{ false };
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constexpr float unstuckRange = 10.0f; // Range to pick a random target when stuck
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return
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new BT::Selector({
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new BT::Sequence({
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new BT::Conditional(std::bind(BT_Condition::CheckMovement, _1, stuckTimeout)),
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new BT::Conditional(std::bind(BT_Condition::CheckTimer, _1, StuckTimer, StuckDoOnce)),
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new BT::Action(std::bind(BT_Action::SetTimer, _1, StuckTimer, StuckDoOnce)),
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new BT::Action(std::bind(BT_Action::FindRandomLocation, _1, unstuckRange)),
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new BT::Action(BT_Action::EnableSpin),
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new BT::Action(BT_Action::GoToTarget)
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})
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});
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}
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}
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