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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

Building a behavior tree


Building a behavior tree is very similar to building a decision tree, except for the addition of selectors and sequence node types.

The soldier's behavior tree

We can start creating a behavior tree using a similarly wrapped function that instantiates a behavior tree and creates the first selector node for the tree:

SoldierLogic.lua:

function SoldierLogic_BehaviorTree(userData)
    local tree = BehaviorTree.new(userData);
    
    local node;
    local child;
    
    node = CreateSelector();
    tree:SetNode(node);
    
    return tree;
end

The death behavior

To add the first action, which is death, we add the required sequence, condition, and action nodes. As the behavior tree will completely re-evaluate once an action completes, we don't have to worry about other actions knowing about death. As prioritizing actions is based on how early in the tree they appear, we add death first, because it has the highest priority:

SoldierLogic.lua:

function SoldierLogic_BehaviorTree...
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