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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

Managing events


As the sandbox broadcasts events to every sandbox object that registers a callback function, we'll create an agent communication system that provides commonly used functionalities such as event type registration and event filtering.

Assigning agent teams

So far, our agents fend for themselves in a free-for-all style; now, we'll assign teams to utilize team-based communication as well as the beginnings of cooperative strategy. By changing the initialization of the agent, we can assign the agent to either team1 or team2 and assign a different character model accordingly:

IndirectSoldierAgent.lua:

function Agent_Initialize(agent)
    Soldier_InitializeAgent(agent);
    agent:SetTeam("team" .. (agent:GetId() % 2 + 1));

    soldierUserData = {};

    if (agent:GetTeam() == "team1") then
        soldierUserData.soldier = Soldier_CreateSoldier(agent);
    else
        soldierUserData.soldier = 
            Soldier_CreateLightSoldier(agent);
    end
    
    ...
    
end

Even with a...

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