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Learning Game AI Programming with Lua

You're reading from  Learning Game AI Programming with Lua

Product type Book
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Pages 352 pages
Edition 1st Edition
Languages
Author (1):
David Young David Young
Profile icon David Young
Toc

Table of Contents (16) Chapters close

Learning Game AI Programming with Lua
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with AI Sandbox 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

Accessing influences


Grid cells are accessed by their world position. Typically, you can use an agent's own position to determine which cell it's in, or you can generate random points on the navigation mesh to pick a random grid cell. Once a cell has been selected, you can manually change the influence or retrieve the current influence.

Setting influences

To set an influence value, you can call Sandbox.SetInfluence, passing in the layer of the map to be affected, the vector position to be affected, as well as the value. The influence map automatically truncates values outside the supported range from negative to positive:

Sandbox.SetInfluence(
    sandbox,
    influenceMapLayer,
    position,
    influenceValue);

The following screenshot illustrates what happens when you set a value directly on the influence map:

An influence map showing the positions of influence for all previous examples

Getting influences

Retrieving values from the influence map is just as simple as calling Sandbox.GetInfluence...

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