AI决策算法 之 GOAP (三)
源码地址:http://pan.baidu.com/s/1dFwzmfB
这篇我们使用上篇文章写的GOAP框架来完成一个实例:
实例内容:
AI有10HP, 需要去站岗,站岗完成扣5HP
当HP<=5必须去补充HP,找到HP球补充HP,每个HP球补充5HP
根据GOAP框架逻辑推断出需要:AI数据提供者,站岗Action,补充HPAction,HP点脚本,站岗点脚本, AI属性脚本
主要脚本:
AI数据提供者
- public class Worker : MonoBehaviour,IGoap{
- private PropertyComponent property; //属性脚本
- public float moveSpeed = 3; //移动速度
- void Start()
- {
- property = GetComponent<PropertyComponent>();
- }
- public System.Collections.Generic.HashSet<System.Collections.Generic.KeyValuePair<string, object>> GetState()
- {
- HashSet<KeyValuePair<string, object>> state = new HashSet<KeyValuePair<string, object>>();
- //当前状态HP是否足够
- state.Add(new KeyValuePair<string, object>("EnoughHP", property.HP > 5));
- return state;
- }
- public System.Collections.Generic.HashSet<System.Collections.Generic.KeyValuePair<string, object>> CreateGoalState()
- {
- HashSet<KeyValuePair<string, object>> goal = new HashSet<KeyValuePair<string, object>>();
- //站岗完成目标
- goal.Add(new KeyValuePair<string, object>("SentryComplete", true));
- return goal;
- }
- public void PlanFailed(System.Collections.Generic.HashSet<System.Collections.Generic.KeyValuePair<string, object>> failedGoal)
- {
- }
- public void PlanFound(System.Collections.Generic.HashSet<System.Collections.Generic.KeyValuePair<string, object>> goal, System.Collections.Generic.Queue<Action> actions)
- {
- }
- public void ActionsFinished()
- {
- Debug.LogError("FinishedSentry");
- }
- public void PlanAborted(Action aborterAction)
- {
- }
- public bool MoveAgent(Action tagetAction)
- {
- //移动
- float step = moveSpeed * Time.deltaTime;
- gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, tagetAction.target.transform.position, step);
- if (gameObject.transform.position.Equals(tagetAction.target.transform.position))
- {
- tagetAction.IsInRange = true;
- return true;
- }
- else
- return false;
- }
- }
站岗Action
- public class SentryAction : Action {
- private SentryComponent targetSentry; //站岗目标脚本
- private float SentryTimer = 0; //站岗计时
- public float SentryTime = 3;
- bool isDone = false; //是否完成
- public SentryAction()
- {
- AddPrecondition("EnoughHP", true); //前置条件:必须HP足够
- AddEffect("SentryComplete", true); //完成效果:站岗完成
- }
- public override void Reset()
- {
- targetSentry = null;
- SentryTimer = 0;
- isDone = false;
- }
- public override bool IsDone()
- {
- return isDone;
- }
- public override bool CheckProcedualPrecondition(GameObject agent)
- {
- //得到最近的站岗目标
- SentryComponent[] sentryComponents = GameObject.FindObjectsOfType<SentryComponent>();
- SentryComponent temp = null;
- foreach(var v in sentryComponents)
- {
- if (temp == null)
- {
- temp = v;
- continue;
- }
- if (Vector3.Distance(agent.transform.position, v.transform.position) < Vector3.Distance(agent.transform.position, temp.transform.position))
- temp = v;
- }
- targetSentry = temp;
- target = temp.gameObject;
- return temp != null;
- }
- public override bool Perform(GameObject agent)
- {
- //站岗执行
- SentryTimer += Time.deltaTime;
- if(SentryTimer > SentryTime)
- {
- //站岗完成消耗HP
- agent.GetComponent<PropertyComponent>().HP -= 5;
- isDone = true;
- }
- return true;
- }
- public override bool RequiresInRange()
- {
- return true;
- }
- }
补充HPAction
- public class GetHPAction : Action {
- private HPPointComponent targetHPPoint; //HP点目标脚本
- bool isDone = false;
- void Start()
- {
- AddEffect("EnoughHP", true); //完成效果:HP补充到足够
- }
- public override void Reset()
- {
- targetHPPoint = null;
- isDone = false;
- }
- public override bool IsDone()
- {
- return isDone;
- }
- public override bool CheckProcedualPrecondition(GameObject agent)
- {
- HPPointComponent[] tempComponents = GameObject.FindObjectsOfType<HPPointComponent>();
- HPPointComponent temp = null;
- foreach (var v in tempComponents)
- {
- if (temp == null)
- {
- temp = v;
- continue;
- }
- if (Vector3.Distance(agent.transform.position, v.transform.position) < Vector3.Distance(agent.transform.position, temp.transform.position))
- temp = v;
- }
- targetHPPoint = temp;
- target = temp.gameObject;
- return temp != null;
- }
- public override bool Perform(GameObject agent)
- {
- DestroyImmediate(targetHPPoint.gameObject);
- isDone = true;
- agent.GetComponent<PropertyComponent>().HP += 5;
- return true;
- }
- public override bool RequiresInRange()
- {
- return true;
- }
- }