1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using AIDemos;
using Microsoft.Xna.Framework.Content;
using System.Threading;
using Microsoft.Xna.Framework.Input;
using Brains.Framework;
using AIRendering;
using AIDemos.GameClasses;
using Brains;
using Brains.Framework.Behaviors;
using AIDemos.GameClasses.Behaviors;
using System.Collections;
using Brains.Framework.Map;
using Brains.Framework.Utility;
using AIDemos.GameClasses.Behaviors.Conditions;
using AIDemos.GameClasses.Behaviors.Decorators;
namespace AIDemos.Screens.Demos
{
public class Demo6 : DemoGameScreen
{
GridCell _endNode;
public Demo6():base("Demo 6 - Combining Behaviors","The main actor will patrol until an enemy is seen\nIt will then attack the enemy until it is dead")
{
TransitionOnTime = TimeSpan.FromSeconds(1.5);
TransitionOffTime = TimeSpan.FromSeconds(0.5);
}
public override void LoadContent()
{
base.LoadContent();
LoadAI();
CenterCamOnMap();
ScreenManager.Game.ResetElapsedTime();
}
Soldier _secretAgent;
private void LoadAI()
{
_engine.CreateWorld(new DrawableWorld());
_engine.World.LoadMapDataFromTexture(
content.Load<Texture2D>("DemoTextures/MAPDemo2"),
32,
typeof(DrawableGrid));
GridCell fromcell=_engine.World.Map.AllCells.First<GridCell>(
a => a.Labels[AIConsts.COLORR]==0&&
a.Labels[AIConsts.COLORG]==255 &&
a.Labels[AIConsts.COLORB]==0);
_secretAgent= new Soldier(fromcell.Position, 10);
_secretAgent.Locomotion = new Brains.Framework.Locomotion.LocomtionSteering();
_secretAgent.Locomotion.MaxSpeed = 50;
_secretAgent.Locomotion.MaxRotation = MathHelper.TwoPi;
_engine.World.AddActor(_secretAgent);
RootSoldierBehavior root = new RootSoldierBehavior();
//***Idle***
ParallelBehavior _idle = new ParallelBehavior();
//If there are no enemies nearby
EnemyNearby _enemy = new EnemyNearby();
_enemy.ConditionCheck = false;
_idle.SubBehaviors.Add(_enemy);
//Patrol for 10 seconds
IEnumerable<GridCell> cells = _engine.World.Map.AllCells.Where(
a => a.Labels[AIConsts.COLORG] == 255 &&
a.Labels[AIConsts.COLORR] < 10 && //Hack - Limit number of patrol points to 10
a.Labels[AIConsts.COLORB] == 0
);
GridCell[] _arrayofCells = cells.ToArray<GridCell>();
Array.Sort(_arrayofCells, new CellComparer());
DrawableCyclicRoute _route = new DrawableCyclicRoute();
foreach (var item in _arrayofCells)
{
_route.AddPoint(item);
}
TimerBehavior _time = new TimerBehavior();
_time.Time = 10;
_time.SubBehaviors.Add(_route);
_idle.SubBehaviors.Add(_time);
root.SubBehaviors.Add(_idle);
//Attack
SequenceBehavior _attack = new SequenceBehavior();
//If there are no enemies nearby
EnemyNearby _enemy1 = new EnemyNearby();
_enemy1.ConditionCheck = true;
_attack.SubBehaviors.Add(_enemy1);
AttackBehavior _atk = new AttackBehavior();
_attack.SubBehaviors.Add(_atk);
root.SubBehaviors.Add(_attack);
_secretAgent.RootBehavior = root;
}
class CellComparer:IComparer
{
public int Compare(object x, object y)
{
GridCell p1;
GridCell p2;
if (x is GridCell)
p1 = x as GridCell;
else
throw new ArgumentException("Object is not of type GridCell.");
if (y is GridCell)
p2 = y as GridCell;
else
throw new ArgumentException("Object is not of type GridCell.");
return p1.Labels[AIConsts.COLORR].CompareTo(p2.Labels[AIConsts.COLORR]);
}
}
public override void UnloadContent()
{
content.Unload();
}
public override void Update(GameTime gameTime, bool otherScreenHasFocus,
bool coveredByOtherScreen)
{
base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
if (IsActive)
{
_engine.Update(gameTime);
Vector2 mousPos = new Vector2(_currentMouse.X, _currentMouse.Y);
if (_currentMouse.LeftButton == ButtonState.Released &&
_lastMouse.LeftButton == ButtonState.Pressed)
{
Vector2 mapMousePos = mousPos + primitiveBatch.CameraPosition;
GridCell cell = _engine.World.Map.ClusterGrid.Grids[0].GetCellAtPosition(mapMousePos);
if (cell != null)
{
GameActor actor = new GameActor(cell.Position, 5);
actor.Locomotion = new Brains.Framework.Locomotion.LocomotionController();
actor.Locomotion.MaxSpeed = 30;
actor.Locomotion.MaxRotation = MathHelper.TwoPi;
_engine.World.AddActor(actor);
SequenceBehavior _sequence = new SequenceBehavior();
DrawableBehaviorGoTo _goto = new DrawableBehaviorGoTo();
_goto.StartNode = cell;
_goto.EndNode = _secretAgent.CellsIAmIn[0];
_sequence.SubBehaviors.Add(_goto);
_sequence.SubBehaviors.Add(new DieBehavior());
actor.RootBehavior = _sequence;
}
}
}
}
MouseState _currentMouse;
MouseState _lastMouse;
public override void HandleInput(InputState input)
{
if (input == null)
throw new ArgumentNullException("input");
_lastMouse = _currentMouse;
_currentMouse = Mouse.GetState();
int playerIndex = (int)ControllingPlayer.Value;
KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];
GamePadState gamePadState = input.CurrentGamePadStates[playerIndex];
bool gamePadDisconnected = !gamePadState.IsConnected &&
input.GamePadWasConnected[playerIndex];
base.HandleInput(input);
}
public override void Draw(GameTime gameTime)
{
ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
Color.Black, 0, 0);
SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
spriteBatch.Begin();
base.Draw(gameTime);
((IRender)_engine.World).Render(primitiveBatch);
spriteBatch.End();
if (TransitionPosition > 0)
ScreenManager.FadeBackBufferToBlack(255 - TransitionAlpha);
}
}
} |