move-to tree rename

This commit is contained in:
austin 2025-05-02 14:03:38 -04:00
parent 8c44525493
commit 4637770997
5 changed files with 8 additions and 7 deletions

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@ -1647,6 +1647,7 @@ New AI behaviors
Fix bug where sync messages eternally bounce if the entity was already deleted Fix bug where sync messages eternally bounce if the entity was already deleted
Fix blocks not saving to disk when being ejected from cache Fix blocks not saving to disk when being ejected from cache
Block chunk memory pooling Block chunk memory pooling
Rename MoveToTree

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@ -44,7 +44,7 @@ public class AcquireItemTree {
new SourcingTypeNode(SourcingType.PICKUP, BlackboardKeys.ITEM_TARGET_CATEGORY), new SourcingTypeNode(SourcingType.PICKUP, BlackboardKeys.ITEM_TARGET_CATEGORY),
//logic to pick up the item //logic to pick up the item
new TargetEntityCategoryNode(BlackboardKeys.ITEM_TARGET_CATEGORY), new TargetEntityCategoryNode(BlackboardKeys.ITEM_TARGET_CATEGORY),
MoveToTarget.create(CollisionEngine.DEFAULT_INTERACT_DISTANCE, BlackboardKeys.ENTITY_TARGET), MoveToTree.create(CollisionEngine.DEFAULT_INTERACT_DISTANCE, BlackboardKeys.ENTITY_TARGET),
new CollectItemNode(), new CollectItemNode(),
new RunnerNode(null) new RunnerNode(null)
), ),
@ -60,7 +60,7 @@ public class AcquireItemTree {
//check if we should be sourcing this from harvesting foliage //check if we should be sourcing this from harvesting foliage
new SourcingTypeNode(SourcingType.HARVEST, blackboardKey), new SourcingTypeNode(SourcingType.HARVEST, blackboardKey),
new TargetEntityCategoryNode(BlackboardKeys.HARVEST_TARGET_TYPE), new TargetEntityCategoryNode(BlackboardKeys.HARVEST_TARGET_TYPE),
MoveToTarget.create(CollisionEngine.DEFAULT_INTERACT_DISTANCE, BlackboardKeys.ENTITY_TARGET), MoveToTree.create(CollisionEngine.DEFAULT_INTERACT_DISTANCE, BlackboardKeys.ENTITY_TARGET),
new HarvestNode(), new HarvestNode(),
new RunnerNode(null) new RunnerNode(null)
), ),

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@ -14,7 +14,7 @@ import electrosphere.server.ai.nodes.meta.decorators.SucceederNode;
/** /**
* Moves to a target * Moves to a target
*/ */
public class MoveToTarget { public class MoveToTree {
/** /**
* Name of the tree * Name of the tree

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@ -16,7 +16,7 @@ import electrosphere.server.ai.nodes.meta.debug.PublishStatusNode;
import electrosphere.server.ai.nodes.meta.decorators.RunnerNode; import electrosphere.server.ai.nodes.meta.decorators.RunnerNode;
import electrosphere.server.ai.nodes.meta.decorators.TimerNode; import electrosphere.server.ai.nodes.meta.decorators.TimerNode;
import electrosphere.server.ai.nodes.meta.decorators.UntilNode; import electrosphere.server.ai.nodes.meta.decorators.UntilNode;
import electrosphere.server.ai.trees.creature.MoveToTarget; import electrosphere.server.ai.trees.creature.MoveToTree;
import electrosphere.server.ai.trees.creature.inventory.EquipToolbarTree; import electrosphere.server.ai.trees.creature.inventory.EquipToolbarTree;
/** /**
@ -68,7 +68,7 @@ public class FellTree {
), ),
//move to target //move to target
MoveToTarget.create(FellTree.FELL_RANGE, targetKey), MoveToTree.create(FellTree.FELL_RANGE, targetKey),
//movement succeeded, but failed to attack -- tree is currently running //movement succeeded, but failed to attack -- tree is currently running
new RunnerNode(null) new RunnerNode(null)

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@ -13,7 +13,7 @@ import electrosphere.server.ai.nodes.meta.debug.PublishStatusNode;
import electrosphere.server.ai.nodes.meta.decorators.SucceederNode; import electrosphere.server.ai.nodes.meta.decorators.SucceederNode;
import electrosphere.server.ai.nodes.solvers.SolveBuildMaterialNode; import electrosphere.server.ai.nodes.solvers.SolveBuildMaterialNode;
import electrosphere.server.ai.trees.creature.AcquireItemTree; import electrosphere.server.ai.trees.creature.AcquireItemTree;
import electrosphere.server.ai.trees.creature.MoveToTarget; import electrosphere.server.ai.trees.creature.MoveToTree;
/** /**
* A tree to build whatever the current structure target is * A tree to build whatever the current structure target is
@ -44,7 +44,7 @@ public class BuildStructureTree {
//if we're within range to place the material //if we're within range to place the material
new SequenceNode( new SequenceNode(
//not in range, move to within range //not in range, move to within range
MoveToTarget.create(CollisionEngine.DEFAULT_INTERACT_DISTANCE, BlackboardKeys.STRUCTURE_TARGET), MoveToTree.create(CollisionEngine.DEFAULT_INTERACT_DISTANCE, BlackboardKeys.STRUCTURE_TARGET),
//equip the type of block to place //equip the type of block to place
EquipToolbarNode.equipBlock(BlackboardKeys.BUILDING_MATERIAL_CURRENT), EquipToolbarNode.equipBlock(BlackboardKeys.BUILDING_MATERIAL_CURRENT),
//in range, place block //in range, place block