def build_behavior_tree(self): # fill here #wander_node = LeafNode("Wander", self.wander) #self.bt = BehaviorTree(wander_node) #get_next_position_node = LeafNode("Get Next Position", self.get_next_position) #move_to_target_node = LeafNode("Move to Target", self.move_to_target) #patrol_node = SequenceNode("Patrol") #patrol_node.add_children(get_next_position_node, move_to_target_node) #self.bt = BehaviorTree(patrol_node) #find_player_node = LeafNode("Find Player", self.find_player) #move_to_player_node = LeafNode("Move to Player", self.move_to_player) #chase_node = SequenceNode("Chase") #chase_node.add_children(find_player_node, move_to_player_node) #self.bt = BehaviorTree(chase_node) wander_node = LeafNode("Wander", self.wander) find_player_node = LeafNode("Find Player", self.find_player) move_to_player_node = LeafNode("Move to Player", self.move_to_player) chase_node = SequenceNode("Chase") chase_node.add_children(find_player_node, move_to_player_node) wander_chase_node = SelectorNode("WanderChase") wander_chase_node.add_children(chase_node, wander_node) self.bt = BehaviorTree(wander_chase_node)
def build_behavior_tree(self): attack_node = SequenceNode('Attack') get_next_position_node = LeafNode('Get Next Position', self.get_next_position) move_to_target_node = LeafNode('Move To Target', self.move_to_target) attack_node.add_children(get_next_position_node, move_to_target_node) self.attack_bt = BehaviorTree(attack_node)
def build_behavior_tree(self): find_player_node = LeafNode("Find Player", self.find_player) move_to_player_node = LeafNode("Chase", self.move_to_player) shoot_to_player = LeafNode("Shoot", self.attack) chase_node = SequenceNode("Chase") chase_node.add_children(find_player_node, move_to_player_node, shoot_to_player) self.bt = BehaviorTree(chase_node)
def build_behavior_tree(self): chase_next_position_node = LeafNode( "Chase Next Position", self.set_next_position_to_chase_player) chase_player_node = LeafNode("Move to Player", self.move_to_player) chase_node = SequenceNode("Chase Player") chase_node.add_children(chase_next_position_node, chase_player_node) self.bt = BehaviorTree(chase_node) pass
def build_behavior_tree(self): wander_node = LeafNode("Wander", self.wander) find_player_node = LeafNode("Find Player", self.find_player) move_to_player_node = LeafNode("Move to Player", self.move_to_player) chase_node = SequenceNode("Chase") chase_node.add_children(find_player_node, move_to_player_node) wander_chase_node = SelectorNode("WanderChase") wander_chase_node.add_children(chase_node, wander_node) self.bt = BehaviorTree(wander_chase_node)
def build_behavior_tree(self): find_hero_node = LeafNode("Find Hero", self.find_hero) shot_to_hero_node = LeafNode("Shot to Hero", self.shot_to_hero) move_to_hero_node = LeafNode("Move to hero", self.move_to_hero) shot_node = SequenceNode("Move") shot_node.add_children(find_hero_node, shot_to_hero_node) shot_move_node = SelectorNode("ShotMove") shot_move_node.add_children(shot_node, move_to_hero_node) self.bt = BehaviorTree(shot_move_node)
def build_behavior_tree(self): #drop_node = LeafNode("Gravity Drop", self.drop) find_near_puyo_node = LeafNode("Find Near Puyo", self.find_near_puyo) delete_puyo_node = LeafNode("Delete Puyo", self.delete_puyo) puyo_block_node = SequenceNode("Puyo Block") puyo_block_node.add_children(find_near_puyo_node, delete_puyo_node) puyo_drop_node = SelectorNode("Puyo Drop") puyo_drop_node.add_children(puyo_block_node) #,drop_node) self.bt = BehaviorTree(puyo_drop_node)
def build_behavior_tree(self): find_player_for_runaway_node = LeafNode("Find Player for Runaway", self.find_player_for_runaway) move_to_player_node = LeafNode("Move to Player", self.move_to_player) runaway_node = SequenceNode("Runaway") runaway_node.add_children(find_player_for_runaway_node, move_to_player_node) self.bt = BehaviorTree(runaway_node) pass
def build_behavior_tree(self): check_range_node = LeafNode('Check Range', self.check_range) find_cover_node = LeafNode('Find Cover', self.find_cover) move_to_cover = LeafNode('Move To Cover', self.move_to_cover) reload_node = LeafNode('Reload', self.reload) set_target_node = LeafNode('Set Target', self.set_target) aim_node = LeafNode('Aim', self.aim) throw_node = LeafNode('Throw', self.throw) set_target_position_node = LeafNode('Set Target Position', self.set_target_position) move_to_position_node = LeafNode('Move To Position', self.move_to_position) cover_node = SequenceNode('Cover_node') attack_node = SequenceNode('Attack_node') move_node = SequenceNode('Move_node') cover_node.add_children(check_range_node, find_cover_node, move_to_cover) attack_node.add_children(check_range_node, reload_node, set_target_node, aim_node, throw_node) move_node.add_children(set_target_position_node, move_to_position_node) start_node = SelectorNode('Start Node') start_node.add_children(cover_node, attack_node, move_node) self.bt = BehaviorTree(start_node)
def build_behavior_tree(self): wander_node = LeafNode("Wander", self.wander) # wander code # self.bt = BehaviorTree(wander_node) find_player_node = LeafNode("Find Player", self.find_player) chase_node = SequenceNode("Chase") shoot_bullet_node = LeafNode("shoot bullet", self.shoot_bullet) wander_chase_node = SelectorNode("WanderChase") wander_chase_node.add_children(wander_node) self.bt = BehaviorTree(wander_chase_node) pass
def build_behavior_tree(self): find_player_node = LeafNode("Find Player", self.find_player) move_to_player_node = LeafNode("Move to Player", self.move_to_player) find_node = SequenceNode("Find") find_node.add_children(find_player_node, move_to_player_node) find_wander_node = SelectorNode("Find Wander") wander_node = LeafNode("Wander", self.wander) find_wander_node.add_children(find_node, wander_node) self.bt = BehaviorTree(find_wander_node) pass
def build_behavior_tree(self): check_position_node = LeafNode("Check Player Position", self.check_player_distance) follow_player_node = LeafNode("Follow Player", self.follow_player) wait_node = LeafNode("Wait", self.wait) move_node = SequenceNode("Move") move_node.add_children(check_position_node, follow_player_node) start_node = SelectorNode("Start Action") start_node.add_children(move_node, wait_node) self.bt = BehaviorTree(start_node)
def build_behavior_tree(self): set_target_node = LeafNode('Set Target', self.set_target) attack_target_node = LeafNode('Attack', self.attack_target) move_node = LeafNode('Move', self.move) attack_node = SequenceNode('Attack') attack_node.add_children(set_target_node,attack_target_node) start_node = SelectorNode('Start Node') start_node.add_children(attack_node, move_node) self.bt = BehaviorTree(start_node)
def build_behavior_tree(self): #wander_node = LeafNode("Wander", self.wander) find_player_node = LeafNode("Find Player", self.find_player) move_to_player_node = LeafNode("Move to Player", self.move_to_player) chase_node = SequenceNode("Chase") chase_node.add_children(find_player_node, move_to_player_node) find_ball = LeafNode("find ball", self.find_ball) move_to_ball = LeafNode("move to ball", self.move_to_ball) find_move_to_ball = SelectorNode("find_move_to_ball") find_move_to_ball.add_children(find_ball,move_to_ball) #wander_chase_node = SelectorNode("WanderChase") #wander_chase_node.add_children(chase_node,wander_node) self.bt = BehaviorTree(find_move_to_ball) pass
def build_behavior_tree(self): jump_node = LeafNode("Jump_Mark_Time", self.jump) root_node = SelectorNode("Root") root_node.add_child(jump_node) self.bt = BehaviorTree(root_node) pass
def build_behavior_tree(self): is_dead_node = LeafNode("is dead?", self.is_dead) dead_node = LeafNode("dead", self.dead_status) dead_stat_node = SequenceNode("dead") dead_stat_node.add_children(is_dead_node, dead_node) is_nearing_node = LeafNode("is nearing?", self.is_nearing) attack_warrior_node = LeafNode("attack node", self.attack_warrior) attack_node = SequenceNode("attack") attack_node.add_children(is_nearing_node, attack_warrior_node) find_warrior_node = LeafNode("find warrior", self.find_warrior) move_to_warrior_node = LeafNode("move to warrior", self.move_to_warrior) chase_node = SequenceNode("move to") chase_node.add_children(find_warrior_node, move_to_warrior_node) monster_moves_node = SelectorNode("moves") monster_moves_node.add_children(attack_node, chase_node) idle_node = LeafNode("idle", self.idle_status) monster_status = SelectorNode("monster status") monster_status.add_children(dead_stat_node, monster_moves_node, idle_node) self.bt = BehaviorTree(monster_status)
def build_behavior_tree(self): chase_big_ball_node = SequenceNode("Chase Big Ball"); find_big_ball_node = LeafNode("Find Big Ball", self.find_big_ball); move_to_big_ball_node = SelectorNode("Move to Big Ball"); go_to_big_ball_node = LeafNode("Move to Big Ball", self.move_to_big_ball); bypass_ball_node = LeafNode("Bypass Ball", self.bypass_ball); move_to_big_ball_node.add_children(bypass_ball_node, go_to_big_ball_node); chase_big_ball_node.add_children(find_big_ball_node, move_to_big_ball_node); chase_ball_node = SequenceNode("Chase Ball"); find_ball_node = LeafNode("Find Ball", self.find_ball); move_to_ball_node = LeafNode("Move to Ball", self.move_to_ball); chase_ball_node.add_children(find_ball_node, move_to_ball_node); chase_player_node = SequenceNode("Chase Player"); find_player_node = LeafNode("Find Player", self.find_player);#수정 필요. 무조건 성공 요함. 거리 상관 x move_to_player_node = LeafNode("Move to Player", self.move_to_player); chase_player_node.add_children(find_player_node, move_to_player_node); wander_chase_node = SelectorNode("WanderChase"); wander_chase_node.add_children(chase_big_ball_node, chase_ball_node, chase_player_node); self.bt = BehaviorTree(wander_chase_node) pass
def build_behavior_tree(self): check_hp_node = LeafNode("Check Hp Differ", self.check_hp_boy) move_to_player_node = LeafNode("Move to Player", self.move_to_player) chase_node = SequenceNode("Chase Player") chase_node.add_children(check_hp_node, move_to_player_node) escape_node = LeafNode("Escape From Player", self.escape_to_player) chase_or_run_node = SelectorNode("Chase Or Run") chase_or_run_node.add_children(chase_node, escape_node) find_player_node = LeafNode("Find Player", self.find_player) player_interaction_node = SequenceNode("Player Interaction") player_interaction_node.add_children(find_player_node, chase_or_run_node) find_ball_node = LeafNode("Find Ball", self.find_ball) move_to_ball_node = LeafNode("Move To Ball", self.move_to_ball) ball_interaction_node = SequenceNode("Ball Interaction") ball_interaction_node.add_children(find_ball_node, move_to_ball_node) chase_things_node = SelectorNode("Chase Something") chase_things_node.add_children(player_interaction_node, ball_interaction_node) wander_node = LeafNode("Wander", self.wander) parent_node = SelectorNode("Zombie AI") parent_node.add_children(chase_things_node, wander_node) self.bt = BehaviorTree(parent_node)
def build_behavior_tree(self): wander_node = LeafNode("Wander", self.wander) find_ball_node = LeafNode("Find Ball", self.find_ball_position) move_to_ball_node = LeafNode("Move To Ball", self.move_to_ball) eat_ball_node = SequenceNode("Eat Ball") eat_ball_node.add_children(find_ball_node, move_to_ball_node) find_player_node = LeafNode("Find Player", self.find_player) move_to_player_node = LeafNode("Move to Player", self.move_to_player) chase_node = SequenceNode("Chase") chase_node.add_children(find_player_node, move_to_player_node) wander_chase_node = SelectorNode("WanderChase") wander_chase_node.add_children(chase_nod, eeat_ball_node) self.bt = BehaviorTree(wander_chase_node)
def build_behavior_tree(self): wander_node = LeafNode("Wander", self.wander) find_player_node = LeafNode("Find Player", self.find_player) move_to_player_node = LeafNode("Move to Player", self.move_to_player) chase_node = SequenceNode("Chase") chase_node.add_children(find_player_node, move_to_player_node) find_ball_node = LeafNode("Find Ball", self.find_ball) move_to_ball_node = LeafNode("Move to Ball", self.move_to_target) chase_ball_node = SequenceNode("Chase Ball") chase_node.add_children(find_ball_node, move_to_ball_node) wander_chase_node = SequenceNode("WanderChase") wander_chase_node.add_children(chase_node, wander_node) wander_chase_ball_or_boy_node = SelectorNode("WanderChase Boy or ball") wander_chase_ball_or_boy_node.add_children(wander_chase_node, chase_ball_node) self.bt = BehaviorTree(wander_chase_ball_or_boy_node)
def build_behavior_tree(self): set_target_node = LeafNode('Set Target', self.set_target) attack_target_node = LeafNode('Attack', self.attack_target) check_push_point_node = LeafNode('Check Push Point', self.check_push_point) push_sled_node = LeafNode('Push Sled', self.push_sled) move_node = LeafNode('Move', self.move) divide_node = SequenceNode('Divide') divide_node.add_children(check_push_point_node, push_sled_node) attack_node = SequenceNode('Attack') attack_node.add_children(set_target_node, attack_target_node) start_node = SelectorNode('Start Node') start_node.add_children(divide_node, attack_node, move_node) self.bt = BehaviorTree(start_node)
def build_behavior_tree(self): wander_node = LeafNode("Wander", self.wander) find_player_node = LeafNode("Find Player", self.find_player) move_to_player_node = LeafNode("Move to Player", self.move_to_player) run_from_player_node = LeafNode("Run from Player", self.run_from_player) run_or_chase_node = SelectorNode("Run of Move") run_or_chase_node.add_children(run_from_player_node, move_to_player_node) chase_node = SequenceNode("Chase") chase_node.add_children(find_player_node, run_or_chase_node) find_ball_node = LeafNode("Find ball", self.find_ball) move_to_ball = LeafNode("Move to ball", self.move_to_ball) eat_ball_node = SequenceNode("Eat ball") eat_ball_node.add_children(find_ball_node, move_to_ball) wander_eat_ball_chase_node = SelectorNode("WanderEatballChase") wander_eat_ball_chase_node.add_children(chase_node, eat_ball_node, wander_node) self.bt = BehaviorTree(wander_eat_ball_chase_node) # get_next_position_node = LeafNode("Get Next Position", self.get_next_position) # move_to_target_node = LeafNode("Move to target", self.move_to_target) # patrol_node = SequenceNode("Patrol") # patrol_node.add_children(get_next_position_node, move_to_target_node) # self.bt = BehaviorTree(patrol_node) pass
def __init__(self, name='NONAME', x=0, y=0, size=1): self.name = name self.x, self.y = x * PIXEL_PER_METER, y * PIXEL_PER_METER self.size = size if Zombie.font is None: Zombie.font = load_font('ENCR10B.TTF', 16) self.load_images() self.dir = random.random()*2*math.pi # random moving direction self.speed = 0 self.timer = 1.0 # change direction every 1 sec when wandering self.frame = 0 self.bt = LeafNode("W", self.wander) self.build_behavior_tree()
def build_behavior_tree(self): throw_node = LeafNode("Throw", self.throw) aim_node = LeafNode("Aim", self.aim) check_position_node = LeafNode("Check Player Position", self.check_player_distance) follow_player_node = LeafNode("Follow Player", self.follow_player) set_target_node = LeafNode("Set Target", self.set_target) reload_node = LeafNode("Reload", self.reload) wait_node = LeafNode("Wait", self.wait) aim_or_throw_node = SequenceNode("Aim Or Throw") aim_or_throw_node.add_children(set_target_node, aim_node, throw_node) move_node = SequenceNode("Move") move_node.add_children(check_position_node, follow_player_node) start_node = SelectorNode("Start Action") start_node.add_children(move_node, reload_node, aim_or_throw_node, wait_node) self.bt = BehaviorTree(start_node)
def build_behavior_tree(self): # fill here wander_node = LeafNode("Wander", self.wander) compare_hp_node = LeafNode("Compare HP", self.compare_hp) find_player_node = LeafNode("Find Player", self.find_player) move_to_player_node = LeafNode("Move to Player", self.move_to_player) chase_node = SequenceNode("Chase") chase_node.add_children(compare_hp_node, find_player_node, move_to_player_node) find_ball_node = LeafNode("Find Ball", self.find_ball) move_to_ball_node = LeafNode("Move to Ball", self.move_to_ball) chase_ball_node = SequenceNode("ChaseBall") chase_ball_node.add_children(find_ball_node, move_to_ball_node) wander_chase_node = SelectorNode("WanderChase") wander_chase_node.add_children(chase_node, chase_ball_node, wander_node) self.bt = BehaviorTree(wander_chase_node) pass
def build_behavior_tree(self): wander_node = LeafNode("Wander", self.wander) find_player_node = LeafNode("Find Player", self.find_player) find_ball_node = LeafNode("Find Ball", self.find_ball) move_to_player_node = LeafNode("Move to Player", self.move_to_player) move_to_ball_node = LeafNode("Move to Ball", self.move_to_ball) compare_node = LeafNode("Compare HP", self.compare_hp) chase_node = SequenceNode("Chase") eat_node = SequenceNode("Eat") eat_node.add_children(find_ball_node, move_to_ball_node) chase_node.add_children(find_player_node, compare_node, move_to_player_node) wander_chase_eat_node = SelectorNode("Wander Eat Chase") wander_chase_eat_node.add_children(eat_node, chase_node, wander_node) self.bt = BehaviorTree(wander_chase_eat_node)
def build_behavior_tree(self): find_wall_node = LeafNode("Throw", self.find_target_wall) move_to_wall_node = LeafNode("Aim", self.move_to_target_wall) check_position_node = LeafNode("Check Player Position", self.check_player_distance) follow_player_node = LeafNode("Follow Player", self.follow_player) strengthen_wall_node = LeafNode("Set Target", self.strengthen_wall) wait_node = LeafNode("Wait", self.wait) move_node = SequenceNode("Move") move_node.add_children(check_position_node, follow_player_node) find_move_wall_node = SequenceNode("Find And Move to Wall") find_move_wall_node.add_children(find_wall_node, move_to_wall_node) get_cover_node = SelectorNode("Get Cover") get_cover_node.add_children(find_move_wall_node, strengthen_wall_node) start_node = SelectorNode("Start Action") start_node.add_children(move_node, get_cover_node, wait_node) self.bt = BehaviorTree(start_node)
def build_behavior_tree(self): set_target_node = LeafNode('Set Target', self.set_target) attack_target_node = LeafNode('Attack', self.attack_target) check_position_node = LeafNode('Check Position', self.check_wall_build_position) check_duplication_node = LeafNode('Check Duplication', self.check_duplicated_wall) build_wall_node = LeafNode('Build Wall', self.build_wall) move_node = LeafNode('Move', self.move) attack_node = SequenceNode('Attack') attack_node.add_children(set_target_node,attack_target_node) make_wall_node = SequenceNode('Make Wall') make_wall_node.add_children(check_position_node, check_duplication_node, build_wall_node) start_node = SelectorNode('Start Node') start_node.add_children(attack_node, make_wall_node, move_node) self.bt = BehaviorTree(start_node)
def build_behavior_tree(self): wander_node = LeafNode("Wander", self.wander) self.bt = BehaviorTree(wander_node) pass