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Learning Game AI Programming with Lua

You're reading from  Learning Game AI Programming with Lua

Product type Book
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Pages 352 pages
Edition 1st Edition
Languages
Author (1):
David Young David Young
Profile icon David Young

Table of Contents (16) Chapters

Learning Game AI Programming with Lua
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with AI Sandbox 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

Scoring dangerous areas


The next influence map we'll create is scoring dangerous areas from a team-specific perspective. Using the events that the agents are currently sending out for communication, we can set influence values on the information the team rightfully knows about without resorting to scoring calculations:

SoldierTactics.lua:

require "AgentSenses"

local eventHandlers = {};
local bulletImpacts = {};
local bulletShots = {};
local deadFriendlies = {};
local seenEnemies = {};

Tapping into agent events

Without modifying the existing event system, we can create simple event handlers to store, process, and prune any number of events the agents are already sending. As events are processed differently for the influence map, we store local copies of each event and manage the lifetime of events separately from how agents process them:

SoldierTactics.lua:

local function HandleBulletImpactEvent(sandbox, eventType, event)
    table.insert(
        bulletImpacts, { position = event.position,...
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