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The first toddler steps of AI


Chris Paulson

1,931 views

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Youtube video of my AI.

 

Red line is path found by recast.

White text is current behaviours running in behaviour tree.

 

 

 

Here's what the BT looks like (yes it is C++)

alive::Node* moveToEnemy(std::string type = "walk")
{
   return alive::TreeBuilder()
		.execute<ActionMoveToEnemy>()
			.type(type)
		.end();
}

alive::Node* resetToStart()
{
   return alive::TreeBuilder()
	.composite<alive::SequenceNode>()
		.execute<ActionCurrentMode>()
			.mode("resetToStart")
		.end()
		.execute<ActionAnimate>()
			.Speed(1)
			.Name("rifle_idle")
			.AnimType(PLAY_REPEAT)
		.end() 
		.composite<alive::ParallelNode>()
			.execute<LookForward>()
				.Parallel(true)
			.end()
			.execute<ActionStopMove>()
			.end()
		.end()
	.end();
}

alive::Node* gunAttack()
{
   return alive::TreeBuilder()
	.composite<alive::SequenceNode>()
		.execute<ActionCurrentMode>()
			.mode("gunAttack")
		.end()
		.execute<hasGun>()
			.Equals(true)
		.end()
		.execute<CanSeeEnemy>()
			.Equals(true)
			.Parallel(false)
		.end()
		.execute<ActionStopMove>()
		.end()
		.execute<ActionAnimate>()
			.Speed(1)
			.TranTime(1)
			.Name("rifle_idle")
			.AnimType(PLAY_REPEAT)
		.end() 
		.composite<alive::ParallelNode>()
			.execute<CanSeeEnemy>()
				.Equals(true)
			.end()
			.execute<WithinFiringRange>()
				.Equals(true)
			.end()
			.execute<AimAtEnemy>()
			.end()
			.composite<alive::SequenceNode>()
				.decorator<alive::RepeatNode>()
					.composite<alive::SelectorNode>()
						.execute<NeedToAim>()
							.Equals(true)
						.end()
						.execute<FireAtEnemy>()
						.end()
						.execute<ActionTimer>()
							.time(0.01)
						.end()
					.end()
				.end()
			.end()
		.end()
	.end();
}


alive::Node* moveToAttackPosition()
{
   return alive::TreeBuilder()
	.composite<alive::SequenceNode>()
		.execute<ActionCurrentMode>()
			.mode("moveToAttackPosition")
		.end()
		.execute<hasGun>()
			.Equals(true)
		.end()
		.add(resetToStart()).end()
		.composite<alive::ParallelNode>()
			.execute<IsSeenIdle>()
				.Equals(false)
			.end()
			.execute<WithinFiringRange>()
				.Equals(true)
			.end()
			.execute<hasGoodAimAtEnemy>()
				.Equals(false)
			.end()
			.add(moveToEnemy()).end()
		.end()
	.end();
}

alive::Node* moveToWithinRifleRange()
{
   return alive::TreeBuilder()
	.composite<alive::SequenceNode>()
		.execute<ActionCurrentMode>()
			.mode("moveToWithinRifleRange")
		.end()
		.execute<hasGun>()
			.Equals(true)
		.end()
		.composite<alive::ParallelNode>()
			.execute<LookForward>()
				.Parallel(true)
			.end()
			.execute<IsSeenIdle>()
				.Equals(false)
			.end()
			.execute<WithinFiringRange>()
				.Equals(false)
			.end()
			.add(moveToEnemy()).end()
		.end()
	.end();
}
alive::Node* hunt()
{
   return alive::TreeBuilder()
	.composite<alive::SequenceNode>()
		.execute<ActionCurrentMode>()
			.mode("hunt")
		.end()
		.composite<alive::ParallelNode>()
			.execute<LookForward>()
				.Parallel(true)
			.end()
			.execute<IsSeenIdle>()
				.Equals(false)
			.end()
			.execute<CanSeeEnemy>()
				.Equals(false)
			.end()
			.add(moveToEnemy()).end()
		.end()
	.end();
}

void Crawler::init(Pedestrian* pPedestrian, Vision *pvision, ActorGun *pRifle)
{
//			.decorator<alive::RepeatNode>()
//	.decorator<alive::ErrorHandlerNode>()
   alive::Node* behave = alive::TreeBuilder()
.decorator<alive::RepeatNode>()
	.add(resetToStart()).end()
	.composite<alive::SelectorNode>()
		// Reset to default
		// Attack with gun
		.add(gunAttack()).end()

		// Move to a aim position
		.add(moveToAttackPosition()).end()

		// Move to attack (to melle or to get in firing range)
		.add(moveToWithinRifleRange()).end()

		// Hunt
		.add(hunt()).end()

		// Move to waypoint
		.composite<alive::ParallelNode>()
			.execute<CanSeeEnemy>()
				.Equals(false)
			.end()
			.composite<alive::SequenceNode>()
				.add(resetToStart()).end()
				.execute< CrawlerCompare<bool> >()
					.Variable(&Crawler::hasWaypoint)
					.Reference(true)
				.end()
				.execute<ActionMoveToWaypoint>()
				.end()
			.end()
		.end()
		// Idle
		.composite<alive::SequenceNode>()
			.execute<ActionCurrentMode>()
				.mode("idle")
			.end()
			.composite<alive::ParallelNode>()
				.execute<CanSeeEnemy>()
					.Equals(false)
				.end()
				.composite<alive::SequenceNode>()
					.add(resetToStart()).end()
					.execute<ActionAnimate>()
						.Speed(1)
						.Name("rifle_idle")
						.AnimType(PLAY_ONCE)
					.end()
				.end()
			.end()
		.end()
	.end()
.end();

rifle = pRifle;
pedestrian = pPedestrian;
vision = pvision;

//	alive::InitializeWithBlackboard<Crawler> initialize(*this);
alive::InitializeWithBlackboard<Crawler> *initialize = new alive::InitializeWithBlackboard<Crawler>(*this);
m_Brain.registry.setAddObserver(*initialize);
   m_Brain.registry.setAddObserver(*new InitializeAction(*this));

   //m_Brain.registry.setAddObserver(*new InitializeAction(*this));
   m_Brain.add(*behave);
}

void Crawler::Update( float gameLoopTime )
{
pedestrian->currentAction = pedestrian->currentMode + ",";
m_Brain.tick();
pedestrian->Update( gameLoopTime );
}

void Crawler::Render( float gameLoopTime)
{
pedestrian->Render( gameLoopTime );
vision->Render( pedestrian->scene->cam );
}

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3 Comments


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LOL, that must be the most reference utilizing C++ program I've ever seen. Methods after methods after methods seperated by dots.

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Same here. I can't follow how that is working at all. Never seen that syntax. It's almost like it's a with statement with all the .Function()

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