Created
February 13, 2012 20:02
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Example of my new Fluent-ish behavior tree definition API
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public class PatrolBehavior : LoopNode | |
{ | |
private int minimumPatrolTime = 4; | |
private int patrolTimeModifier = 8; | |
public PatrolBehavior() | |
{ | |
// The Patrol Behavior has two major parts, a timer/skillcheck to decide how long it runs for and movement/flip branch. | |
Parallel | |
( | |
new LoopNode().Sequence // lets define the first branch. this controls the amount of time we spend patroling | |
( | |
new SetStateDebugName("Patrol"), // First, lets set the debug name to patrol so we can see what state the ai is in. we could do it in either branch, dosnt matter. | |
new TimerNode(() => TimeSpan.FromSeconds(minimumPatrolTime + Helpers.Instance.GetRandomInt(patrolTimeModifier))), // then we wait... | |
new ConditionNode(LazinessCheck) // Ok, times up! Laziness test. if this fails, the whole behavior will bail out. | |
).Root(), | |
new LoopNode().Selector// here we have to decided if the Guard walks forward or flips round. we do this with a selector. it tries to run all its child nodes untill one succeeds. If a node fails, it runs the next one | |
( | |
new SequenceNode // this sequence decided if we need to flip. | |
( | |
new SelectorNode // this selector runs some conditions. if both pass we flip, if any fail, we bail out and walk forward instead. | |
( | |
new ConditionNode(() => !this.Owner.Blackboard.GetRecord<bool>("HasDetectedStableGround") && !this.Owner.bCanFallOffPlatform), | |
new ConditionNode(() => this.Owner.Blackboard.GetRecord<bool>("IsBlockedByWall")) | |
), | |
new ActionNode(FlipCharacter) | |
), | |
new WalkForwardBehavior()// ok, cool. we dont need to flip. lets walk forward! | |
).Root() | |
); | |
} | |
#region helpers | |
/// <summary> | |
/// Does a laziness stat check. | |
/// </summary> | |
private bool LazinessCheck() | |
{ | |
return !(Helpers.Instance.GetRandomInt(100) > Owner._behaviorTreeRunner._guardStats.iLaziness); | |
} | |
/// <summary> | |
/// Flips the character. | |
/// </summary> | |
/// <param name="node"></param> | |
private void FlipCharacter() | |
{ | |
if (Owner.direction == Direction.Left) | |
{ | |
Owner.SetDirection(Direction.Right); | |
} | |
else | |
{ | |
Owner.SetDirection(Direction.Left); | |
} | |
// move the character in the new direction, this helps to make sure we dont fall off platforms | |
this.Owner.Controler.moveStick = new VirtualStick((int) this.Owner.direction, 0); | |
} | |
#endregion | |
} |
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