Start Page » DragonScript Scripting Language » Abstraction Layers: How you want to build your Game » Behavior Elements » ECBehaviorAvoidCollision
Behavior adding support to actors to avoid collisions with ECBehaviorAvoidedByActor.
Behavior attaches to ECBehaviorActorMover to modify walking path while moving.
To use this behavior add it to the element class and make sure to call setShapesSphere() to set up the collision test shapes. The best time to do this is either in BehaviorElement.init() or inside BaseActorAction if you need to change them per action.
See also:
This behavior can be used only once on an element.
Element class properties have the prefix avoidCollision.
.
Set avoid radius in meters.
avoidCollision.radius
<float name='avoidCollision.radius'>0.6</float>
This behavior has no events.
This behavior adds these behavior tree actions if behavior tree is present.
Set one or more force field parameters.
Parameter | Value | Description |
---|---|---|
waitBehindObstacles | true , false | Wait behind obstacles instead of moving around them |
enabled | true , false | Enable avoid collision |
This is an example of using this action:
<action name='avoidCollision.set'> <parameter name='enabled'>true</parameter> </action>
Stop avoiding collision.
This is an example of using this action:
<action name='avoidCollision.stop'/>
Check one or more force field parameters. Action succeeds if all parameter value matches their respective force field parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a force field parameter matches (or not).
Parameter | Value | Description |
---|---|---|
waitBehindObstacles | true , false | Wait behind obstacles instead of moving around them |
enabled | true , false | Avoid collision is enabled or not |
avoiding | true , false | In progress of avoiding a collision |
avoiding.time.less | float | Ramining time avoiding collision is less than value seconds |
avoiding.time.greater | float | Ramining time avoiding collision is greater than value seconds |
wait | If present action returns BTResult.running instead of BTResult.failed to wait until the checks are all fulfilled |
This is an example of using this action:
<sequence> <action name='avoidCollision.check'> <parameter name='avoiding'>true</parameter> </action> <!-- actions here run only if actor is avoiding a collision --> </sequence>
This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace avoidCollision
with avoidCollision(id)
.
Check one or more force field parameters. Conditions returns true if all parameter value match their respective force field parameter. This condition is typically used to run an action or sequence of actions as long as force field conditions are true.
Parameter | Value | Description |
---|---|---|
avoidCollision.waitBehindObstacles | true , false | Wait behind obstacles instead of moving around them |
avoidCollision.enabled | true , false | Avoid collision is enabled or not |
avoidCollision.avoiding | true , false | In progress of avoiding a collision |
avoidCollision.avoiding.time.less | float | Ramining time avoiding collision is less than value seconds |
avoidCollision.avoiding.time.greater | float | Ramining time avoiding collision is greater than value seconds |
This is an example of using this condition:
<action name='myAction' id='doing something'> <parameter name='avoidCollision.avoiding'>true</parameter> <condition>avoidCollision.check</condition> </action>
Same as Behavior Tree Actions.
Same as Behavior Tree Conditions.
This behavior sends these state machine events.
Avoid collision.
Stop avoiding collision.
This behavior does support element class to be persistable (setPersistable).
Since DragonScript Module Version 1.0
This example defines an element which can avoid collisions.
class MyElement extends BehaviorElementClass public var ECBehaviorComponent component public var ECBehaviorCollider collider public var ECBehaviorColliderAI colliderAI public var ECBehaviorLocomotion locomotion public var ECBehaviorNavigator navigator public var ECBehaviorProjectToGround projectToGround public var ECBehaviorRideOn rideOn public var ECBehaviorActorMover actorMover public var ECBehaviorAvoidCollision avoidCollision func new() component = ECBehaviorComponent.new(this, null) collider = ECBehaviorCollider.new(this, component) colliderAI = ECBehaviorColliderAI.new(this, collider) locomotion = ECBehaviorLocomotion.new(this, colliderAI) navigator = ECBehaviorNavigator.new(this) projectToGround = ECBehaviorProjectToGround.new(this, colliderAI) rideOn = ECBehaviorRideOn.new(this, locomotion, projectToGround) actorMover = ECBehaviorActorMover.new(this, locomotion, navigator, rideOn) actorMover.setConversationActor(conversationActor) avoidCollision = ECBehaviorAvoidCollision.new(this, actorMover, rideOn) end end
Using element class supporting adding behaviors the behavior can be added like this:
<?xml version='1.0' encoding='UTF-8'?> <elementClass name='MyClass' class='GenericBehaviorElement'> <behavior type='ECBehaviorComponent'/> <behavior type='ECBehaviorCollider'/> <behavior type='ECBehaviorColliderAI'/> <behavior type='ECBehaviorLocomotion'/> <behavior type='ECBehaviorNavigator'/> <behavior type='ECBehaviorProjectToGround'/> <behavior type='ECBehaviorRideOn'/> <behavior type='ECBehaviorAvoidCollision'> <!-- optional: set collision filter. default value '3:0 1 2 3' which means category BaseGameApp.CollisionFilterBit.actorAI filter BaseGameApp.CollisionFilterBit.geometry, BaseGameApp.CollisionFilterBit.dynamic, BaseGameApp.CollisionFilterBit.actorAI. format is '', 'category' or 'category:filter' where category and filter are a list of bits to set. --> <string name='collisionFilter'>3:0 1 2 3</string> <!-- optional: use behavior tree with id instead of empty string --> <string name='behaviorTree'>second</string> <!-- optional: use state machine with id instead of empty string --> <string name='stateMachine'>second</string> <!-- set element properties. omit property prefix if used inside behavior tag --> <float name='.radius'>0.6</float> </behavior> </elementClass>