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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 decision evaluators


With a centralized data structure in place, we can refactor the decision evaluators in order to reference the blackboard directly. Removing the enemy evaluation from the SoldierEvaluators_CanShootAgent function solves a critical flaw in our previous implementation, which is the fact that no conditional evaluation should modify the agent. Logic evaluators should only make true or false calculations in a passive manner and never mutate the state of an agent:

SoldierEvaluators.lua:

function SoldierEvaluators_CanShootAgent(userData)
    local enemy = userData.blackboard:Get("enemy");
    
    if (enemy ~= nil and
        Agent.GetHealth(enemy) > 0 and
        Vector.Distance(
            userData.agent:GetPosition(),
            enemy:GetPosition()) < 3) then
        
        return true;
    end;
    return false;
end

function SoldierEvaluators_HasAmmo(userData)
    local ammo = userData.blackboard:Get("ammo");
    
    return ammo ~= nil and ammo > 0;...
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