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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

Updating behavior actions


The only remaining work while using the blackboard is to refactor the data manipulation that occurs within a number of soldier behaviors.

The die action

Updating the die action requires us to set the blackboard's alive attribute instead of using userData directly:

SoldierActions.lua:

function SoldierActions_DieUpdate(deltaTimeInMillis, userData)
    userData.blackboard:Set("alive", false);
    return Action.Status.TERMINATED;
end

The flee action

With a bestFleePosition data source, our flee action no longer needs to perform any calculations and simply finds a path directly to the blackboard's stored position. With a flee position update frequency of 5 seconds, the bestFleePosition data source will get updated in a timely manner without any intervention from our flee behavior:

SoldierActions.lua:

function SoldierActions_FleeInitialize(userData)
    local sandbox = userData.agent:GetSandbox();
    local fleePosition = 
        userData.blackboard:Get("bestFleePosition"...
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