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Plan.cs
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Plan.cs
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using UnityEngine;
using System.Collections.Generic;
using System.Linq;
public abstract class Plan
{
protected string name;
public bool IsPlanFor(Intention g)
{
return this.name == g.Name;
}
public abstract Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path);
}
public abstract class ChildPlan
{
// Flank is planned with a Best-First search with Flank nodes.
public class Flank : Plan
{
public Flank()
{
name = "flank";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
FlankNode fNode = new FlankNode(null, b.Agents['0'].Location, b.Agents[i.ID].Location)
{
CurLocation = new Location(s.Location),
Obstacles = new HashSet<Location>(b.Obstacles.Keys)
};
fNode.Obstacles.UnionWith(Util.GetDynamicObstacles(s.ID, s.Location, b));
plan = Planner.Search(fNode);
return plan;
}
}
// Assist is planned as a flank to a random destination within the FOV of the assisted
// agent that is not visible to this agent.
public class Assist : Plan
{
public Assist()
{
name = "assist";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
Location dest = new Location();
HashSet<Location> fov = FOV.GetFov(b.Agents[i.ID].Direction, b.Agents[i.ID].Location);
if(fov.Except(FOV.GetSharedFov(s, b.Agents[i.ID])).Count() > 0)
dest = Util.RandomElement(fov.Except(FOV.GetSharedFov(s, b.Agents[i.ID])).ToList(), s.Location);
else
dest = Util.RandomElement(fov.ToList(), s.Location);
FlankNode fNode = new FlankNode(null, dest, b.Agents[i.ID].Location)
{
CurLocation = new Location(s.Location),
Obstacles = new HashSet<Location>(b.Obstacles.Keys)
};
fNode.Obstacles.UnionWith(Util.GetDynamicObstacles(s.ID, s.Location, b));
plan = Planner.Search(fNode);
return plan;
}
}
// Track is planned as a flee from the cats location away from the childs location.
// The agent then goes to the destination of this search.
public class Track : Plan
{
public Track()
{
name = "track";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
List<Location> actions = new List<Location>();
path = new Flee().ExtractPlan(s, i, b, path).ToList();
i.ID = '0';
actions.AddRange(new GoTo().ExtractPlan(s, i, b, path));
return new Queue<Location>(actions);
}
}
// Search is planned as a GoTo action. If the agent is in a room, the go action will have
// the farthest room tile as the destination, otherwise the destination will be the room
// entrance.
public class Search : Plan
{
public Search()
{
name = "search";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
List<Location> actions = new List<Location>();
if (!Util.InRoom(i.ID, s.Location))
{
actions.AddRange(new GoTo().ExtractPlan(s, i, b, path));
if (actions.Count > 0) s.Location = new Location(actions[actions.Count - 1]);
}
actions.AddRange(new Explore().ExtractPlan(s, i, b, path));
return new Queue<Location>(actions);
}
}
// Ambush is planned as a Leave room, GoTo entrance, Wait at entrance if in room.
// Otherwise, it is GoTo entrance, Wait or simply Wait if already at entrance.
public class Ambush : Plan
{
public Ambush()
{
name = "ambush";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
List<Location> actions = new List<Location>();
if (Util.InRoom(i.ID, s.Location))
{
actions.AddRange(new Leave().ExtractPlan(new Subject(s), i, b, path));
s.Location = new Location(actions[actions.Count - 1]);
}
actions.AddRange(new GoTo().ExtractPlan(new Subject(s), i, b, path));
if (actions.Count > 0) s.Location = new Location(actions[actions.Count - 1]);
actions.AddRange(new Wait().ExtractPlan(new Subject(s), i, b, path));
return new Queue<Location>(actions);
}
}
// Capture is planned as a GoTo cat destination, Grab if not already at cat location.
// Otherwise, it is simply a Grab action.
public class Capture : Plan
{
public Capture()
{
name = "capture";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
List<Location> actions = new List<Location>();
i.ID = '0';
if (!Util.AgentAt('0', s.Location))
{
actions.AddRange(new GoTo().ExtractPlan(new Subject(s), i, b, path));
if (actions.Count > 0) s.Location = new Location(actions[actions.Count - 1]);
}
actions.AddRange(new Grab().ExtractPlan(new Subject(s), i, b, path));
return new Queue<Location>(actions);
}
}
// Regroup is planned as a GoTo rendezvous location, Halt is not already at rendezvous.
public class Regroup : Plan
{
public Regroup()
{
name = "regroup";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
List<Location> actions = new List<Location>();
i.ID = 'R';
if (!s.Location.Equals(Manager.Board.Rendezvous))
{
actions.AddRange(new GoTo().ExtractPlan(new Subject(s), i, b, path));
s.Location = new Location(actions[actions.Count - 1]);
}
actions.AddRange(new Halt().ExtractPlan(new Subject(s), i, b, path));
return new Queue<Location>(actions);
}
}
// Goto is a Best-First search with Path nodes.
public class GoTo : Plan
{
public GoTo()
{
name = "goto";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
Location dest = new Location();
if (i.ID == 'R')
dest = Manager.Board.Rendezvous;
else if (i.ID == '0')
if (i.Name == "track")
dest = path[path.Count - 1];
else
dest = b.Agents['0'].Location;
else
dest = b.Rooms[i.ID].NearestEntrance(s.Location);
PathNode pNode = new PathNode(null, dest)
{
CurLocation = new Location(s.Location),
Obstacles = new HashSet<Location>(b.Obstacles.Keys)
};
pNode.Obstacles.UnionWith(Util.GetDynamicObstacles(s.ID, s.Location, b));
plan = Planner.Search(pNode);
if (char.IsLower(i.ID))
{
Queue<Location> actions = new Queue<Location>();
foreach (Location loc in plan.ToList())
{
if (!Util.InRoom(plan.Peek()) || b.Rooms[i.ID].Entrances.Contains(plan.Peek()))
actions.Enqueue(plan.Dequeue());
}
return actions;
}
return plan;
}
}
// Explore is a GoTo to the farthest room location.
public class Explore : Plan
{
public Explore()
{
name = "explore";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
Location dest = new Location();
if (!b.Rooms.ContainsKey(i.ID))
return plan;
dest = b.Rooms[i.ID].FarthestTile(s.Location);
PathNode pNode = new PathNode(null, dest)
{
CurLocation = new Location(s.Location),
Obstacles = new HashSet<Location>(b.Obstacles.Keys)
};
pNode.Obstacles.UnionWith(Util.GetDynamicObstacles(s.ID, s.Location, b));
plan = Planner.Search(pNode);
return plan;
}
}
// Leave is a backtrack of the path traveled to the first location not within the room.
// A GoTo is then planned to this location.
public class Leave : Plan
{
public Leave()
{
name = "leave";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
for (int j = path.Count - 1; j >= 0; j--)
{
if (!Util.InRoom(path[j]))
{
PathNode pNode = new PathNode(null, path[j])
{
CurLocation = new Location(s.Location),
Obstacles = new HashSet<Location>(b.Obstacles.Keys)
};
pNode.Obstacles.UnionWith(Util.GetDynamicObstacles(s.ID, s.Location, b));
plan = Planner.Search(pNode);
break;
}
}
return plan;
}
}
// For the child agents the flee node is performed as a flee which prioritizes a specified direction.
public class Flee : Plan
{
public Flee()
{
name = "flee";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
Location dest = new Location();
dest = s.Location;
PursueNode fNode = new PursueNode(null, b.Agents['0'].Location, dest, 10, b.Agents['0'].Direction, s.Direction)
{
CurLocation = new Location(s.Location),
Obstacles = new HashSet<Location>(b.Obstacles.Keys)
};
fNode.Obstacles.UnionWith(Util.GetDynamicObstacles(s.ID, s.Location, b));
plan = Planner.Search(fNode);
return plan;
}
}
// Grab is planned as a stationary action.
public class Grab : Plan
{
public Grab()
{
name = "grab";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
i.ID = '0';
plan.Enqueue(s.Location);
return plan;
}
}
// Recover is planned as a stationary action.
public class Recover : Plan
{
public Recover()
{
name = "recover";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
plan.Enqueue(s.Location);
return plan;
}
}
// Wait is planned as a stationary action.
public class Wait : Plan
{
public Wait()
{
name = "wait";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
plan.Enqueue(s.Location);
return plan;
}
}
// Halt is planned as a stationary action.
public class Halt : Plan
{
public Halt()
{
name = "halt";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
plan.Enqueue(s.Location);
return plan;
}
}
}
// The plans available to the cat.
public abstract class CatPlan
{
// Eat is planned as a GoTo food location, Consume food object. If already at food location then
// simply Consume.
public class Eat : Plan
{
public Eat()
{
name = "eat";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
List<Location> actions = new List<Location>();
i.ID = 'F';
if (!Util.FoodAt(s.Location))
{
actions.AddRange(new GoTo().ExtractPlan(s, i, b, path));
s.Location = new Location(actions[actions.Count - 1]);
}
actions.AddRange(new Consume().ExtractPlan(s, i, b, path));
return new Queue<Location>(actions);
}
}
public class Search : Plan
{
public Search()
{
name = "search";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
List<Location> actions = new List<Location>();
Room room = Util.NearestRoom(b.Rooms, s.Location);
i.ID = room.ID;
if (!Util.InRoom(room.ID, s.Location))
{
actions.AddRange(new GoTo().ExtractPlan(s, i, b, path));
s.Location = new Location(actions[actions.Count - 1]);
}
actions.AddRange(new Explore().ExtractPlan(s, i, b, path));
return new Queue<Location>(actions);
}
}
public class GoTo : Plan
{
public GoTo()
{
name = "goto";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
Location dest = new Location();
if (char.IsLower(i.ID))
dest = b.Rooms[i.ID].NearestEntrance(s.Location);
else if (i.ID == 'F')
dest = Util.NearestLocation(b.Foods.Keys, s.Location);
PathNode pNode = new PathNode(null, dest)
{
CurLocation = new Location(s.Location),
Obstacles = new HashSet<Location>(b.Obstacles.Keys)
};
plan = Planner.Search(pNode);
return plan;
}
}
public class Explore : Plan
{
public Explore()
{
name = "explore";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
Location dest = new Location();
dest = b.Rooms[i.ID].FarthestTile(s.Location);
PathNode pNode = new PathNode(null, dest)
{
CurLocation = new Location(s.Location),
Obstacles = new HashSet<Location>(b.Obstacles.Keys)
};
pNode.Obstacles.UnionWith(Util.GetDynamicObstacles(s.ID, s.Location, b));
plan = Planner.Search(pNode);
return plan;
}
}
// Consume is planned as a stationary action.
public class Consume : Plan
{
public Consume()
{
name = "consume";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
plan.Enqueue(s.Location);
return plan;
}
}
// The cat flees from the location of the nearest child for a specified max path length.
// Flee is planned as a Greedy Best-first search using Flee nodes.
public class Flee : Plan
{
public Flee()
{
name = "flee";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
Subject subj = new Subject();
if (b.Sees.Agents.Count > 0 || b.Hears.Agents.Count > 0)
{
subj = Util.NearestAgent(Util.Merge(b.Hears.Agents, b.Sees.Agents).Values.ToList(), s.Location);
i.ID = subj.ID;
}
else
subj.Location = s.Location;
FleeNode fNode = new FleeNode(null, s.Location, subj.Location, 10)
{
CurLocation = new Location(s.Location),
Obstacles = new HashSet<Location>(b.Obstacles.Keys)
};
plan = Planner.Search(fNode);
return plan;
}
}
public class Wait : Plan
{
public Wait()
{
name = "wait";
}
public override Queue<Location> ExtractPlan(Subject s, Intention i, Beliefs b, List<Location> path)
{
Queue<Location> plan = new Queue<Location>();
plan.Enqueue(s.Location);
return plan;
}
}
}