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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 agent


To use our behavior tree, we can replace the finite state machine and perform the same update loop on our behavior tree instead. Regardless, if our agent is using a decision tree, state machine, or behavior tree, its actions will be nearly identical, as the logic is merely translated from one decision structure to another:

IndirectSoldierAgent.lua:

local soldier;
local soldierController;
local soldierBT;
local soldierUserData;

function Agent_Initialize(agent)

    ...
    
    soldierBT = SoldierLogic_BehaviorTree(
        soldierUserData);
end

function Agent_Update(agent, deltaTimeInMillis)
    if (soldierUserData.alive) then
        soldierBT:Update(deltaTimeInMillis);
    end

    soldierController:Update(agent, deltaTimeInMillis);
end
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