222 lines
8.4 KiB
C++
222 lines
8.4 KiB
C++
#include "stdafx.h"
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#include "BigThink.h"
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#include "Behaviour.h"
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#include "BehaviourTree.h"
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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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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::ItemInInv, _1, eItemType::MEDKIT)),
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new BT::Conditional(std::bind(BT_Condition::HpUnderThreshold, _1, HpThreshold)),
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new BT::Action(std::bind(BT_Action::UseItem, _1, eItemType::MEDKIT))
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}),
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new BT::Sequence({
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new BT::Conditional(std::bind(BT_Condition::ItemInInv, _1, eItemType::FOOD)),
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new BT::Conditional(BT_Condition::CheckMinNeededEnergy),
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new BT::Action(std::bind(BT_Action::UseItem, _1, eItemType::FOOD))
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})
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});
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}
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BT::Sequence* ZombieHandling() {
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constexpr float minShotgunAngleDiff{ .2f };
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constexpr float minPistolAngleDiff{ .1f };
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constexpr float maxShotgunShootRange{ 8.f };
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constexpr float maxPistolShootRange{ 15.f };
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const std::string ShotgunTimer{ "Shotgun" };
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constexpr bool ShotgunDoOnce{ true };
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const std::string PistolTimer{ "Pistol" };
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constexpr bool PistolDoOnce{ true };
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return
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new BT::Sequence({
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new BT::Conditional(BT_Condition::SeeZombie),
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new BT::Sequence({
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new BT::Action(BT_Action::AvoidingZombie),
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new BT::Conditional(BT_Condition::HasWeapon),
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new BT::Action(BT_Action::SetZombieTarget),
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new BT::Sequence({
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new BT::Action(BT_Action::RotateToZombie),
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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::ItemInInv, _1, eItemType::SHOTGUN)),
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new BT::Conditional(std::bind(BT_Condition::InRange, _1, maxShotgunShootRange)),
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new BT::Action(std::bind(BT_Action::ReadyToShoot, _1, minShotgunAngleDiff)),
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new BT::Conditional(std::bind(BT_Condition::CheckTimer, _1, ShotgunTimer, ShotgunDoOnce)),
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new BT::Action(std::bind(BT_Action::Shoot, _1, eItemType::SHOTGUN)),
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new BT::Action(std::bind(BT_Action::SetTimer, _1, ShotgunTimer, ShotgunDoOnce))
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}),
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new BT::Sequence({
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new BT::Conditional(std::bind(BT_Condition::ItemInInv, _1, eItemType::PISTOL)),
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new BT::Conditional(std::bind(BT_Condition::InRange, _1, maxPistolShootRange)),
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new BT::Action(std::bind(BT_Action::ReadyToShoot, _1, minPistolAngleDiff)),
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new BT::Conditional(std::bind(BT_Condition::CheckTimer, _1, PistolTimer, PistolDoOnce)),
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new BT::Action(std::bind(BT_Action::Shoot, _1, eItemType::PISTOL)),
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new BT::Action(std::bind(BT_Action::SetTimer, _1, PistolTimer, PistolDoOnce))
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})
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})
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})
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})
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});
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}
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BT::Sequence* PurgeZoneHandling() {
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constexpr int searchDegree{ 5 };
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return
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new BT::Sequence({
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new BT::Conditional(BT_Condition::InPurgeZone),
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new BT::Action(std::bind(BT_Action::FindClosestEdge, _1, searchDegree)),
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new BT::Action(BT_Action::GoToTarget)
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});
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}
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BT::PartialSequence* PickUpHandling() {
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return
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new BT::PartialSequence({
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new BT::Conditional(BT_Condition::SeeItem),
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new BT::Action(BT_Action::DisableSpin),
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new BT::Action(BT_Action::SetItemAsTarget),
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new BT::Action(BT_Action::GoToTarget),
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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::IsTypeOfItem, _1, eItemType::GARBAGE)),
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new BT::Action(BT_Action::DestroyItemOnFloor)
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}),
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new BT::Sequence({
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new BT::Conditional(BT_Condition::EmptyValue),
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new BT::Action(BT_Action::SwapItem)
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}),
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new BT::Sequence({
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new BT::Conditional(BT_Condition::InvIsNotFull),
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new BT::Action(BT_Action::PickUpItem)
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}),
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new BT::Sequence({
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new BT::Conditional(BT_Condition::InvIsFull),
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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::IsTypeOfItem,_1, eItemType::FOOD)),
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new BT::Action(BT_Action::CheckItem)
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}),
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new BT::Sequence({
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new BT::Conditional(std::bind(BT_Condition::IsTypeOfItem, _1, eItemType::MEDKIT)),
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new BT::Action(BT_Action::CheckItem)
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}),
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new BT::Sequence({
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new BT::Conditional(std::bind(BT_Condition::IsTypeOfItem, _1, eItemType::SHOTGUN)),
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new BT::Action(BT_Action::CheckItem)
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}),
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new BT::Sequence({
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new BT::Conditional(std::bind(BT_Condition::IsTypeOfItem, _1, eItemType::PISTOL)),
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new BT::Action(BT_Action::CheckItem)
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})
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})
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})
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})
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});
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}
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BT::Selector* HouseHandling() {
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constexpr float maxTravelDistance{ 400.f };
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constexpr int searchRadius{ 500 };
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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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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 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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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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new BT::Action(std::bind(BT_Action::SetTimer, _1, BeforeLeavingTimer, BeforeLeavingDoOnce)),
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new BT::Selector({
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new BT::PartialSequence({
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new BT::Conditional(std::bind(BT_Condition::CheckTimer, _1, BeforeLeavingTimer, BeforeLeavingDoOnce)),
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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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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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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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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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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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}),
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}),
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new BT::PartialSequence({
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new BT::Action(std::bind(BT_Action::GetInsideTarget, _1, InsideOffset)),
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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::Selector({
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new BT::PartialSequence({
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new BT::Conditional(BT_Condition::NewHouse),
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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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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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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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}),
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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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}
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