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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 soldier knowledge sources


So far, our soldier's two main knowledge calculations are within enemy selection and flee position selection. With a proper KnowledgeSource instance implementation, we can refactor our original evaluator's internals to a standalone function that returns a result and confidence value in the format expected by our KnowledgeSource instance implementation.

Enemy selection

Converting the logic from the SoldierEvaluators_HasEnemy function only requires modifications that return both a confidence value and the final result. Since only one source will determine enemy selection, we will return a confidence of 1, as well as the selected enemy.

SoldierKnowledge.lua:

function SoldierKnowledge_ChooseBestEnemy(userData)
    local sandbox = userData.agent:GetSandbox();
    local position = Agent.GetPosition(userData.agent);
    local agents = Sandbox.GetAgents(userData.agent:GetSandbox());

    local closestEnemy;
    local distanceToEnemy;

    for index=1, #agents do
...
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