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Learning game AI programming with Lua

You're reading from   Learning game AI programming with Lua Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics

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Product type Paperback
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Length 352 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (11) Chapters Close

Preface 1. Getting Started with AI Sandbox FREE CHAPTER 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Creating a behavior tree object


Creating a behavior tree object is simple, as it primarily consists of a root node, evaluation function, and update function:

BehaviorTree.lua:

require "BehaviorTreeNode"

BehaviorTree = {};

local _EvaluateSelector;
local _EvaluateSequence;

function BehaviorTree.SetNode(self, node)
    tree.node_ = node;
end

function BehaviorTree.new()
    local tree = {};
    
    -- The BehaviorTree's data members.
    tree.currentNode_ = nil;
    tree.node_ = nil;
    
    return tree;
end

Behavior tree helper functions

Four primary evaluators are used to process the behavior tree structure: selector evaluation, sequence evaluation, actual node evaluation, and finally, a continue evaluation function that continues where a sequence's child finishes:

BehaviorTree.lua:

local EvaluateSelector;
local EvaluateSequence;

Selector evaluation

As selectors only return false if all child nodes have executed without returning true, we can iterate over all children and return the first...

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