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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

Handling new agent sightings


As visibility can be updated very often, we only want to send out events for new agent sightings. We can create a helper function that will take a list of known agents indexed by their agent ID numbers and a list of currently visible agents. By storing the lastSeen time of a sighting, we can determine whether an event should be sent out.

Throttling events in this fashion prevents an abundance of redundant events from being propagated. As events are sent to every registered object, this can have an impact on performance when massive amounts of events are being sent:

AgentSenses.lua:

local function HandleNewAgentSightings(
    userData, knownAgents, spottedAgents)
    
    local newAgentSightings = {};
    
    for key, value in pairs(spottedAgents) do
        local agentId = value.agent:GetId();
        local lastSeen =
            value.lastSeen - knownAgents[agentId].lastSeen;
    
        if (knownAgents[agentId] == nil or lastSeen > 500) then
           ...
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