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5d18d79
adding base game layer scripts
kdavidmitchell Nov 15, 2021
4f5efe6
specced out combat loop with comments
kdavidmitchell Nov 15, 2021
c130a25
Merge branch 'main' of github.com:kdavidmitchell/oops-all-bards into dev
kdavidmitchell Nov 15, 2021
6ba05fb
adding rough UI for demo and logic
kdavidmitchell Nov 16, 2021
65f4023
adding comments to the csm
kdavidmitchell Nov 17, 2021
673d2df
adding combatqueueable interface and inheritable classes
kdavidmitchell Nov 30, 2021
80c4165
adding scene changes
kdavidmitchell Nov 30, 2021
30c3348
making ui elements responsive
kdavidmitchell Dec 16, 2021
05c6c29
refactoring combat logic
kdavidmitchell Dec 16, 2021
a3dbdb1
beginnings of an event system
kdavidmitchell Dec 16, 2021
f656e61
adding methods for DemoManager to check queue on event
kdavidmitchell Dec 16, 2021
b274048
changes to combat scene UI and adding player input capability
kdavidmitchell Jan 4, 2022
b7ec6af
adding targeting system and PlayerAction queueables
kdavidmitchell Jan 6, 2022
aaccdc8
adding enemy ai behavior
kdavidmitchell Jan 7, 2022
31f1812
adding capability to check health of combatants, and win/loss
kdavidmitchell Jan 13, 2022
a7a351b
scene changes
kdavidmitchell Jan 13, 2022
d4776e3
fixing ui issues w/ resetting combat queue
kdavidmitchell Jan 14, 2022
09626fe
adding win/loss scenes -- basic loop complete
kdavidmitchell Jan 19, 2022
c9f6ad0
experimental unity upgrade
kdavidmitchell Jan 27, 2022
1fbdc9c
added new interior assets and created gig background scene
kdavidmitchell Feb 8, 2022
cde6158
refining scene
kdavidmitchell Feb 9, 2022
6b64a4f
adding character model packages to project; models added to combat scene
kdavidmitchell Feb 15, 2022
b2ef7a7
scene changes
kdavidmitchell Feb 15, 2022
38de31f
adding portraits as stand-ins; combat scene UI hooked up and running …
kdavidmitchell Feb 15, 2022
cce64bb
combat ui changes
kdavidmitchell Feb 22, 2022
8d72540
adding custom UI assets and updating combat scene
kdavidmitchell Feb 22, 2022
a49b0c4
continued combat UI clean up
kdavidmitchell Mar 1, 2022
fe3467b
fixed disappearing health and flourish bars
kdavidmitchell Mar 17, 2022
ae2877a
adding temp abl code
kdavidmitchell Mar 18, 2022
9426e5d
live changes
kdavidmitchell Mar 18, 2022
5af8632
live changes
kdavidmitchell Mar 18, 2022
0b0c46d
Adding implementation for 2-way communication between ABL and Unity (#6)
kdavidmitchell May 6, 2022
528351f
adding title and character creation screen
kdavidmitchell May 10, 2022
ecf7228
fixing indexing for model viewer
kdavidmitchell May 11, 2022
1d6bff1
continued work on character creation screen
kdavidmitchell May 11, 2022
e484b36
cleaning up json errors
kdavidmitchell May 11, 2022
07070d7
finished character creation and created a whole bunch of new errors
kdavidmitchell May 12, 2022
213a337
fixing all the errors
kdavidmitchell May 12, 2022
b6c49ef
working data serialization/persistence for player object
kdavidmitchell May 12, 2022
ba65a6a
adding tavern work from cam
kdavidmitchell May 12, 2022
cf6c9b7
linking character creation to tavern demo scene
kdavidmitchell May 12, 2022
bd8f978
lighting changes from meeting
kdavidmitchell May 16, 2022
b161826
adding player controller and camera follow scripts
kdavidmitchell May 16, 2022
0d1d797
player spawn in tavern now working with camera and collisions
kdavidmitchell May 17, 2022
9600899
adding animations and controllers for player and npcs
kdavidmitchell May 17, 2022
7a3002b
adding dialogue data structures and json file
kdavidmitchell May 17, 2022
fbba77c
dialogue system in place, need to clean up
kdavidmitchell May 18, 2022
788fb2d
cleaned up dialogue, transition to combat scene
kdavidmitchell May 18, 2022
809cef9
adding reward screen and loop back to tavern
kdavidmitchell May 20, 2022
7bce6dc
adding new music for tavern scene
kdavidmitchell May 20, 2022
2a892a7
removing unnecessary func
kdavidmitchell May 20, 2022
9f07435
fixing bugs before merging tavern work
kdavidmitchell May 23, 2022
1bbe27f
fixing lighting
kdavidmitchell May 23, 2022
de6f1d2
adding rough cut of quest system for gameplay experience help, cleani…
kdavidmitchell May 23, 2022
d656e79
adding ability to create help messages and adding navmesh movement sc…
kdavidmitchell May 24, 2022
09ec635
adding party ui
kdavidmitchell May 25, 2022
04d9fa2
working party screen
kdavidmitchell May 25, 2022
ca05185
cleaning up combat
kdavidmitchell May 25, 2022
a3cccdc
adding noncombat abl behaviors
kdavidmitchell May 25, 2022
02bfc89
adding context specific quip system
kdavidmitchell May 27, 2022
0c9a44c
adding resolution to the fight
kdavidmitchell May 27, 2022
eba3c23
cleaning up null references
kdavidmitchell May 27, 2022
0461489
fixing floating quest marker not following npc bug
kdavidmitchell May 31, 2022
32b1f42
fixing quinton resolution bug
kdavidmitchell May 31, 2022
9d88ad7
fixing downed NPCs trying to protect allies bug
kdavidmitchell May 31, 2022
6417fe2
fix warning
kdavidmitchell Jun 2, 2022
688fcb6
adding new portraits and title screen art
kdavidmitchell Jun 2, 2022
45d9069
more menu fixes
kdavidmitchell Jun 2, 2022
ed8875f
adding player default portrait, and making portraits appear in combat
kdavidmitchell Jun 2, 2022
88f1887
removing visual combat queue for now
kdavidmitchell Jun 2, 2022
36e9ea2
adding animator overrides for injured/happy quinton
kdavidmitchell Jun 2, 2022
ad06b40
final touches to demo
kdavidmitchell Jun 2, 2022
26f8b92
adding executables for abl and game
kdavidmitchell Jun 3, 2022
59be053
modifying .gitignore to accept build, adding build
kdavidmitchell Jun 3, 2022
e79b8e7
fixing conflicts
kdavidmitchell Jun 3, 2022
7fff9fc
redoing deletions
kdavidmitchell Jun 3, 2022
330b5b2
Sarah updates (#17)
kdavidmitchell Jan 31, 2023
0bbe6bf
Camera and Back button update
BlotofInk Jan 31, 2023
eee4038
Added InfluenceAllyTurn queueable
bhillig Feb 3, 2023
7e3d83c
Added done boolean at the end of execute()
bhillig Feb 3, 2023
2710c7f
Replaced AllyTurn with InfluenceAllyTurn for testing
bhillig Feb 3, 2023
0e41d75
Replaced InfluenceAllyTurn with AllyTurn
bhillig Feb 3, 2023
9de1f4b
Influence added to player's abilities list during character creation
endawghae Feb 7, 2023
dfdf3d1
Influence button functionality added but it's ugly
endawghae Feb 7, 2023
8c66387
Comments
endawghae Feb 7, 2023
e628661
Merge pull request #21 from singlab/Henry-Updates
endawghae Feb 7, 2023
d16a884
Refactored UI code and added support for portrait animations and effects
endawghae Feb 10, 2023
8ffa28a
Sarah updates new (#25)
BlotofInk Feb 14, 2023
d5da5a0
fixing doubled render call
kdavidmitchell Feb 14, 2023
f78dc8e
adding music and sfx from previous PR
kdavidmitchell Feb 27, 2023
56de967
Decoupled DemoManager and fixed the bug where Quinton wouldn't talk t…
bhillig Feb 17, 2023
a485104
Fixed a bug that caused the party to not be displayed
bhillig Feb 17, 2023
cc99647
Added ability to generate random enemies
bhillig Feb 23, 2023
1a273ff
Dialogue Animations (#29)
endawghae Feb 27, 2023
fd47117
adding meta files for sfx
kdavidmitchell Feb 28, 2023
5afc680
restoring quest ui to former glory
kdavidmitchell Mar 1, 2023
315468a
fixing party UI
kdavidmitchell Mar 1, 2023
2d6190e
Sarah updates (#34)
BlotofInk Mar 7, 2023
530e786
EnemyFactory now spawns the models for the enemies
bhillig Mar 3, 2023
f335f3b
Added Enemy ScriptableObject support
bhillig Mar 3, 2023
83e5489
Added comments to document EnemyFactory
bhillig Mar 3, 2023
f841879
Add support for 3 enemies in combat
bhillig Mar 3, 2023
eec7ecf
Refactoring and Camerawork (#35)
endawghae Mar 7, 2023
4695106
Added dodge mechanic + elan stat
bhillig Mar 10, 2023
8892741
Added basic NPC wandering AI
bhillig Mar 17, 2023
176eb2d
Fixed an animation blend
bhillig Mar 17, 2023
dd24c8b
SFX implementation, input needed
endawghae Mar 17, 2023
d354531
Added helper functions for use outside of scripts
endawghae Mar 17, 2023
0d49be8
Update Trait and Status with the newest data
s82522658 Apr 9, 2023
0b9115b
Combat Queue WIP
endawghae Apr 5, 2023
125545d
Combat queue timeline UI
endawghae Apr 6, 2023
73e3341
Combat Log
endawghae Apr 13, 2023
ca52e7f
Merge branch 'Fuhsin-CiF' into dev
kdavidmitchell Apr 27, 2023
5ef829b
[Sarah - Level Design] Adding new town level (#40)
kdavidmitchell May 1, 2023
5fed48a
fixing port issue for mac builds
kdavidmitchell May 1, 2023
5ce2bfb
adding changes to unity side
kdavidmitchell May 1, 2023
9812cc8
Henry inventory (#43)
endawghae May 23, 2023
58871c0
Sarah updates current (#44)
BlotofInk May 23, 2023
d9bb323
temp removal of villagesample scene
kdavidmitchell Jun 13, 2023
b1fb46b
Village + Window updates (#46)
BlotofInk Jun 13, 2023
1c3b4e1
adding meta file for village scene
kdavidmitchell Jun 13, 2023
bf9c965
Add ABL Gossip Part
s82522658 Oct 18, 2023
2e322d9
Add Gossip Unity part
s82522658 Oct 18, 2023
52361d7
Add a comment
s82522658 Oct 19, 2023
0134466
Sarah updates current (#49)
BlotofInk Mar 11, 2024
8af20ff
Merge branch 'main' into dev
kdavidmitchell Mar 11, 2024
3ec5ab1
Merge remote-tracking branch 'origin/main' into dev
kdavidmitchell Mar 13, 2024
d265ea0
Merge branch 'dev' of github.com:singlab/oops-all-bards into dev
kdavidmitchell Mar 13, 2024
13b112b
fixing some errors
kdavidmitchell Mar 13, 2024
168f387
Village Shop and Combat Animation System (#47)
endawghae May 6, 2024
497fcaa
adding viv core
kdavidmitchell Mar 14, 2024
a4a4d69
adding test scene for viv
kdavidmitchell Mar 14, 2024
da410f0
assumptions can now be validated; server returns result
kdavidmitchell Mar 15, 2024
7cb6370
adding viv core
kdavidmitchell Mar 15, 2024
e6b4de2
continued work on viv core, added behavior scoring and TFUs
kdavidmitchell Mar 22, 2024
81c5bd4
can now dispatch behaviors from viv to abl
kdavidmitchell Apr 1, 2024
d1dc3f8
adding generalized functionality for delpentity
kdavidmitchell Apr 4, 2024
7a483fb
quinton scenario
kdavidmitchell Apr 10, 2024
eb42986
fixing missing events
kdavidmitchell May 6, 2024
e3ba530
investigating broken questline issue
kdavidmitchell May 6, 2024
53d20b3
cleaning up errors/hierarchy in village scene in dev
kdavidmitchell May 6, 2024
3a095ec
assigning assets to appropriate places
kdavidmitchell May 6, 2024
92b713f
refactoring scene management
kdavidmitchell May 9, 2024
f8ba1b7
adding new quest and ability to have nonlinear quests
kdavidmitchell Jan 29, 2025
e869d66
new quest added and functional
kdavidmitchell Feb 4, 2025
863a858
added ozzy and mudd dialogues - bug with marking stage complete of no…
kdavidmitchell Feb 5, 2025
7c06be5
refactoring quest manager and ensuring all quest stages are appropria…
kdavidmitchell Feb 5, 2025
891ae92
refactored dialoguemanager and added queststartinteractable
kdavidmitchell Feb 6, 2025
43bf3a2
adding fixes and changes to the dialogue interactables
kdavidmitchell Feb 12, 2025
dd5a7da
adding new assets, reshuffling project structure, and making dialogue…
kdavidmitchell Feb 12, 2025
0048b81
fixing quest start marker issues
kdavidmitchell Feb 12, 2025
e43b22b
making sure deletions are added
kdavidmitchell Feb 12, 2025
5ceb857
fixing text issues with dialogue UI
kdavidmitchell Feb 12, 2025
a3d8c85
starting impl of skill check system
kdavidmitchell Feb 13, 2025
2b4b533
fixing skill check bugs
kdavidmitchell Feb 13, 2025
30f4dbf
refactoring inventory script and restructuring project
kdavidmitchell Feb 19, 2025
bb7204c
restructuring project and fixing ledger UI
kdavidmitchell Feb 19, 2025
6aee63f
adding character summary to equipment tab of ledger UI
kdavidmitchell Feb 19, 2025
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Binary file added .DS_Store
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38 changes: 38 additions & 0 deletions abl/src/abl/actions/Gossip.java
Original file line number Diff line number Diff line change
@@ -0,0 +1,38 @@
package abl.actions;

import org.json.simple.JSONObject;
import org.json.simple.JSONArray;

import server.Message;
import server.TCPServer;
import abl.util.*;
import java.lang.reflect.*;

// An acting character speaks a string of context-specific dialogue.
// Args [0] -- int actingCharacter (id field in wme)
// [1] -- bool inCombat
public class Gossip extends BaseAction {

@Override
public void execute(Object[] args) {
System.out.println("Gossip initiator: " + args[0]);
// Codes: 1 -- combat action
// 2 -- noncombat action
// 3 -- dialogue
int code = 3;
// Msg field must match name of java class in String format
String msg = "Gossip";
JSONObject data = new JSONObject();
ArrayHolder ah = (ArrayHolder)args[1];
JSONArray jsonArray = new JSONArray();
for (int value : ah.getArray()) {
jsonArray.add(value);
}
data.put("initiatingCharacter", args[0]);
data.put("receivingCharacter", jsonArray);

Message toSend = new Message(code, msg, data);
JSONObject jo = toSend.toJSON();
TCPServer.getInstance().sendOutgoingMessage(jo);
}
}
30 changes: 29 additions & 1 deletion abl/src/abl/agents/GameAgent.abl
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,7 @@ behaving_entity GameAgent {
register act protect(int, int) with Protect;
register act quip(int, boolean) with Quip;
register act requestAssistance(int) with RequestAssistance;
register act gossip(int, ArrayHolder) with Gossip;

// Declare utility class that holds most up-to-date copies of WME for given char by ID
WMEDictionary dict = new WMEDictionary();
Expand Down Expand Up @@ -38,7 +39,7 @@ behaving_entity GameAgent {
}

mental_act {
System.out.println("Updating ally wme in dictionary.");
System.out.println("Updating ally wme in dictionary."+newAllyWME.getID());
dict.addCharacter(newAllyWME.getID(), newAllyWME);
}
}
Expand All @@ -54,6 +55,7 @@ behaving_entity GameAgent {
}

with (persistent, priority 1) subgoal lookForQuip(id);
with (persistent) subgoal lookToGossip(id);
with (persistent) subgoal manageCombat(id);
// with (persistent) subgoal manageNoncombat(allyAgent);
}
Expand Down Expand Up @@ -151,6 +153,32 @@ behaving_entity GameAgent {

act quip(id, inCombat);
}

sequential behavior lookToGossip(int id) {
AllyWME agent;
long startTime = System.currentTimeMillis();
CalDistanceWME calDisWME = new CalDistanceWME();
ArrayHolder aroundChars = new ArrayHolder(15);

with ( success_test { ( System.currentTimeMillis() > startTime + 5000 ) } ) wait;

mental_act {
agent = dict.getCharacter(id);
}

if { (agent == null) } {
fail_step;
}

mental_act {
System.out.println("Look to gossip.");
}

if{ (calDisWME.isNPCAround(aroundChars, agent, dict)) } {
act gossip(id, aroundChars);
}

}

// This is a collection behavior s.t. all children act in parallel and never result in failure
initial_tree {
Expand Down
15 changes: 9 additions & 6 deletions abl/src/abl/generated/GameAgent.java
Original file line number Diff line number Diff line change
Expand Up @@ -309,17 +309,20 @@ private static void registerBehaviors_0(BehaviorLibrary behaviorLibrary) {
behaviorLibrary.registerBehavior(new __BehaviorDesc(2, __$behaviorFactory0_rfield, null, null, "allyAgentRoot()", new String[] {"allyAgentRoot()"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(3, __$behaviorFactory0_rfield, null, null, "manageAllyAgent(AllyWME)", new String[] {"manageAllyAgent(AllyWME)"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(4, __$behaviorFactory0_rfield, null, null, "manageCombat(int)", new String[] {"manageCombat(int)"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(5, __$behaviorFactory0_rfield, null, null, "manageCombat-4->ConditionalStep11_IF_FailStep()", new String[] {"manageCombat-4->ConditionalStep11_IF_FailStep()"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(5, __$behaviorFactory0_rfield, null, null, "manageCombat-4->ConditionalStep12_IF_FailStep()", new String[] {"manageCombat-4->ConditionalStep12_IF_FailStep()"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(6, __$behaviorFactory0_rfield, null, null, "lookForAssistance(int)", new String[] {"lookForAssistance(int)"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(7, __$behaviorFactory0_rfield, null, null, "waitForTurn(int)", new String[] {"waitForTurn(int)"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(8, __$behaviorFactory0_rfield, null, null, "lookToAssist(int)", new String[] {"lookToAssist(int)"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(9, __$behaviorFactory0_rfield, null, null, "takeTurn(int)", new String[] {"takeTurn(int)"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(10, __$behaviorFactory0_rfield, null, null, "assistAlly(AllyWME, AllyWME)", new String[] {"assistAlly(AllyWME, AllyWME)"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(11, __$behaviorFactory0_rfield, null, null, "manageNoncombat(AllyWME)", new String[] {"manageNoncombat(AllyWME)"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(12, __$behaviorFactory0_rfield, null, null, "lookForQuip(int)", new String[] {"lookForQuip(int)"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(13, __$behaviorFactory0_rfield, null, null, "lookForQuip-12->ConditionalStep32_IF_FailStep()", new String[] {"lookForQuip-12->ConditionalStep32_IF_FailStep()"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(14, __$behaviorFactory0_rfield, null, null, "GameAgent_RootCollectionBehavior()", new String[] {"GameAgent_RootCollectionBehavior()"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(15, __$behaviorFactory0_rfield, null, null, "__$defaultMemoryExecuteBehavior()", new String[] {"__$defaultMemoryExecuteBehavior()"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(13, __$behaviorFactory0_rfield, null, null, "lookForQuip-12->ConditionalStep33_IF_FailStep()", new String[] {"lookForQuip-12->ConditionalStep33_IF_FailStep()"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(14, __$behaviorFactory0_rfield, null, null, "lookToGossip(int)", new String[] {"lookToGossip(int)"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(15, __$behaviorFactory0_rfield, null, null, "lookToGossip-14->ConditionalStep38_IF_FailStep()", new String[] {"lookToGossip-14->ConditionalStep38_IF_FailStep()"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(16, __$behaviorFactory0_rfield, null, null, "lookToGossip-14->ConditionalStep40_IF_PrimitiveStep()", new String[] {"lookToGossip-14->ConditionalStep40_IF_PrimitiveStep()"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(17, __$behaviorFactory0_rfield, null, null, "GameAgent_RootCollectionBehavior()", new String[] {"GameAgent_RootCollectionBehavior()"}, null, (short)0), __$analysis0_rfield);
behaviorLibrary.registerBehavior(new __BehaviorDesc(18, __$behaviorFactory0_rfield, null, null, "__$defaultMemoryExecuteBehavior()", new String[] {"__$defaultMemoryExecuteBehavior()"}, null, (short)0), __$analysis0_rfield);
}

private static void registerBehaviors_1(BehaviorLibrary behaviorLibrary) {
Expand All @@ -331,13 +334,13 @@ public static void main(String[] args) {
}

public GameAgent() {
individualBehaviorLibrary = new BehaviorLibrary(32);
individualBehaviorLibrary = new BehaviorLibrary(38);
jointBehaviorLibrary = new BehaviorLibrary(0);
debugLevel = 2;
debuggerGUI = new Debugger(this);
registerBehaviors_0(individualBehaviorLibrary);
registerBehaviors_1(jointBehaviorLibrary);
ABT = (CollectionBehavior)GameAgent_BehaviorFactories.behaviorFactory0(14, null, null, null, "GameAgent_RootCollectionBehavior()", this, (__BehaviorDesc)((List)individualBehaviorLibrary.lookupBehavior("GameAgent_RootCollectionBehavior()")).get(0));
ABT = (CollectionBehavior)GameAgent_BehaviorFactories.behaviorFactory0(17, null, null, null, "GameAgent_RootCollectionBehavior()", this, (__BehaviorDesc)((List)individualBehaviorLibrary.lookupBehavior("GameAgent_RootCollectionBehavior()")).get(0));
startWMEReflection(ABT);
registerEntity("GameAgent", this);
}
Expand Down
36 changes: 26 additions & 10 deletions abl/src/abl/generated/GameAgent_Analysis.java
Original file line number Diff line number Diff line change
Expand Up @@ -36,20 +36,21 @@ static public List<String> analysis0(int __$behaviorID) {
// manageAllyAgent_1
List<String> _$analysisStepIDs = new ArrayList<String>();
_$analysisStepIDs.add("lookForQuip(int)"); // stepID 9
_$analysisStepIDs.add("manageCombat(int)"); // stepID 10
_$analysisStepIDs.add("lookToGossip(int)"); // stepID 10
_$analysisStepIDs.add("manageCombat(int)"); // stepID 11
return _$analysisStepIDs;
}
case 5: {
// manageCombat-4->ConditionalStep11_IF_FailStep_1
// manageCombat-4->ConditionalStep12_IF_FailStep_1
List<String> _$analysisStepIDs = new ArrayList<String>();
return _$analysisStepIDs;
}
case 4: {
// manageCombat_1
List<String> _$analysisStepIDs = new ArrayList<String>();
_$analysisStepIDs.add("lookToAssist(int)"); // stepID 14
_$analysisStepIDs.add("waitForTurn(int)"); // stepID 15
_$analysisStepIDs.add("lookForAssistance(int)"); // stepID 16
_$analysisStepIDs.add("lookToAssist(int)"); // stepID 15
_$analysisStepIDs.add("waitForTurn(int)"); // stepID 16
_$analysisStepIDs.add("lookForAssistance(int)"); // stepID 17
return _$analysisStepIDs;
}
case 6: {
Expand All @@ -65,7 +66,7 @@ static public List<String> analysis0(int __$behaviorID) {
case 8: {
// lookToAssist_1
List<String> _$analysisStepIDs = new ArrayList<String>();
_$analysisStepIDs.add("assistAlly(AllyWME, AllyWME)"); // stepID 24
_$analysisStepIDs.add("assistAlly(AllyWME, AllyWME)"); // stepID 25
return _$analysisStepIDs;
}
case 9: {
Expand All @@ -84,7 +85,7 @@ static public List<String> analysis0(int __$behaviorID) {
return _$analysisStepIDs;
}
case 13: {
// lookForQuip-12->ConditionalStep32_IF_FailStep_1
// lookForQuip-12->ConditionalStep33_IF_FailStep_1
List<String> _$analysisStepIDs = new ArrayList<String>();
return _$analysisStepIDs;
}
Expand All @@ -93,14 +94,29 @@ static public List<String> analysis0(int __$behaviorID) {
List<String> _$analysisStepIDs = new ArrayList<String>();
return _$analysisStepIDs;
}
case 15: {
// lookToGossip-14->ConditionalStep38_IF_FailStep_1
List<String> _$analysisStepIDs = new ArrayList<String>();
return _$analysisStepIDs;
}
case 16: {
// lookToGossip-14->ConditionalStep40_IF_PrimitiveStep_1
List<String> _$analysisStepIDs = new ArrayList<String>();
return _$analysisStepIDs;
}
case 14: {
// lookToGossip_1
List<String> _$analysisStepIDs = new ArrayList<String>();
return _$analysisStepIDs;
}
case 17: {
// GameAgent_RootCollectionBehavior
List<String> _$analysisStepIDs = new ArrayList<String>();
_$analysisStepIDs.add("allyAgentRoot()"); // stepID 36
_$analysisStepIDs.add("lookForAllyAgent()"); // stepID 37
_$analysisStepIDs.add("allyAgentRoot()"); // stepID 43
_$analysisStepIDs.add("lookForAllyAgent()"); // stepID 44
return _$analysisStepIDs;
}
case 15: {
case 18: {
// __$defaultMemoryExecuteBehavior_1
List<String> _$analysisStepIDs = new ArrayList<String>();
return _$analysisStepIDs;
Expand Down
27 changes: 20 additions & 7 deletions abl/src/abl/generated/GameAgent_ArgumentStepExecute.java
Original file line number Diff line number Diff line change
Expand Up @@ -35,51 +35,64 @@ static public Object[] argumentExecute0(int __$stepID, final Object[] __$behavio
args[0] = new Integer(((__ValueTypes.IntVar)__$behaviorFrame[1]).i);
return args;
}
case 14: {
case 11: {
// manageAllyAgent_1Step4
final Object[] args = new Object[1];
args[0] = new Integer(((__ValueTypes.IntVar)__$behaviorFrame[1]).i);
return args;
}
case 15: {
// manageCombat_1Step4
final Object[] args = new Object[1];
args[0] = new Integer(((__ValueTypes.IntVar)__$behaviorFrame[0]).i);
return args;
}
case 15: {
case 16: {
// manageCombat_1Step5
final Object[] args = new Object[1];
args[0] = new Integer(((__ValueTypes.IntVar)__$behaviorFrame[0]).i);
return args;
}
case 16: {
case 17: {
// manageCombat_1Step6
final Object[] args = new Object[1];
args[0] = new Integer(((__ValueTypes.IntVar)__$behaviorFrame[0]).i);
return args;
}
case 19: {
case 20: {
// lookForAssistance_1Step3
final Object[] args = new Object[1];
args[0] = new Integer(((__ValueTypes.IntVar)__$behaviorFrame[0]).i);
return args;
}
case 24: {
case 25: {
// lookToAssist_1Step3
final Object[] args = new Object[2];
args[0] = ((AllyWME)__$behaviorFrame[2]);
args[1] = ((AllyWME)__$behaviorFrame[1]);
return args;
}
case 27: {
case 28: {
// assistAlly_1Step2
final Object[] args = new Object[2];
args[0] = new Integer(((__ValueTypes.IntVar)__$behaviorFrame[2]).i);
args[1] = new Integer(((__ValueTypes.IntVar)__$behaviorFrame[3]).i);
return args;
}
case 34: {
case 35: {
// lookForQuip_1Step5
final Object[] args = new Object[2];
args[0] = new Integer(((__ValueTypes.IntVar)__$behaviorFrame[0]).i);
args[1] = new Boolean(((__ValueTypes.BooleanVar)__$behaviorFrame[2]).b);
return args;
}
case 41: {
// lookToGossip-14->ConditionalStep40_IF_PrimitiveStep_1Step1
final Object[] args = new Object[2];
args[0] = new Integer(((__ValueTypes.IntVar)__$behaviorFrame[0]).i);
args[1] = ((ArrayHolder)__$behaviorFrame[4]);
return args;
}
default:
throw new AblRuntimeError("Unexpected stepID " + __$stepID);
}
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