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dragengine:modules:dragonscript:behavior_clearpath [2024/03/14 16:54] dragonlorddragengine:modules:dragonscript:behavior_clearpath [2025/05/05 13:25] (current) dragonlord
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 {{tag>dragonscript behavior}} {{tag>dragonscript behavior}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[abstractions#behavior_elementsquick_and_easy_development|Behavior Elements: Quick and Easy Development]] >> **ECBehaviorClearPath**+[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[dragengine:modules:dragonscript:abstractions|Abstraction Layers: How you want to build your Game]] >> [[dragengine:modules:dragonscript:behavior_elements|Behavior Elements]] >> **ECBehaviorClearPath**
 </WRAP> </WRAP>
  
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 ====== ECBehaviorClearPath ====== ====== ECBehaviorClearPath ======
 +
 +<WRAP center 100%>
 +<WRAP center box 450px>
 +{{youtube>BbP-lMrr0tQ?medium}}
 +<WRAP centeralign>Behavior in action</WRAP>
 +</WRAP>
 +</WRAP>
  
 Behavior adding support to actors to make other actors get out of the way. Behavior adding support to actors to make other actors get out of the way.
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 To use this behavior add it to the element class and make sure to call setShapeSphere() 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. To use this behavior add it to the element class and make sure to call setShapeSphere() 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.
  
-**Configurations**+//Configurations//
  
 There are usually two possible configurations used for this behavior. There are usually two possible configurations used for this behavior.
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 For most situations the first configuration is the one to choose since it prevents the actor-actor stuck problems while exhibiting the least side effects. The second configuration though can be insteresting to switch to if actors need a clear path for example while running away. For this reason the first configuration is used as default. For most situations the first configuration is the one to choose since it prevents the actor-actor stuck problems while exhibiting the least side effects. The second configuration though can be insteresting to switch to if actors need a clear path for example while running away. For this reason the first configuration is used as default.
  
-<WRAP center 100%> 
-<WRAP center box 450px> 
-{{youtube>BbP-lMrr0tQ?medium}} 
-<WRAP centeralign>Behavior in action</WRAP> 
-</WRAP> 
-</WRAP> 
 ====== Instance Counts ====== ====== Instance Counts ======
 This behavior can be used only once on an element. The behavior always has identifier empty string. This behavior can be used only once on an element. The behavior always has identifier empty string.
  
 ====== Element Class Properties ====== ====== Element Class Properties ======
-Element class properties have the prefix **clearPath.**.+Element class properties have the prefix ''clearPath.'' .
  
 ===== enabled ===== ===== enabled =====
 Determines if the behavior is initially enabled. Determines if the behavior is initially enabled.
-  * Full name: "clearPath.enabled"+  * Full name: ''clearPath.enabled''
   * Type: boolean   * Type: boolean
-  * Default Value: true+  * Default Value: ''true''
   * Example (*.deeclass) <code xml><boolean name='clearPath.enabled'>false</boolean></code>   * Example (*.deeclass) <code xml><boolean name='clearPath.enabled'>false</boolean></code>
  
 ===== checkInterval ===== ===== checkInterval =====
 Check interval in seconds. Check interval in seconds.
-  * Full name: "clearPath.checkInterval"+  * Full name: ''clearPath.checkInterval''
   * Type: floating point   * Type: floating point
-  * Minimum Value: 0 
   * Default value: 1   * Default value: 1
 +  * Restriction: At least 0
   * Example (*.deeclass) <code xml><float name='clearPath.checkInterval'>0.5</float></code>   * Example (*.deeclass) <code xml><float name='clearPath.checkInterval'>0.5</float></code>
  
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   * Full name: "clearPath.clearPathTime"   * Full name: "clearPath.clearPathTime"
   * Type: floating point   * Type: floating point
-  * Minimum Value: 0 
   * Default value: 0.05   * Default value: 0.05
 +  * Restriction: At least 0
   * Example (*.deeclass) <code xml><float name='clearPath.clearPathTime'>1.5</float></code>   * Example (*.deeclass) <code xml><float name='clearPath.clearPathTime'>1.5</float></code>
 +
 +====== Behavior Tree Actions ======
 +
 +This behavior adds these behavior tree actions if behavior tree is present.
 +
 +===== clearPath.set =====
 +
 +Set one or more clear path parameters.
 +
 +^Parameter^Value^Description^
 +|enabled|''true'', ''false''|Enable clear path|
 +|check.interval|float|Check interval in seconds|
 +|check.timer|float|Check timer in seconds. Typically 0 to reset timer|
 +|clearPath.time|float|Clear path time in seconds indicating how far ahead the actors clear path|
 +
 +This is an example of using this action:
 +<code xml>
 +<action name='clearPath.set'>
 +  <parameter name='enabled'>true</parameter>
 +</action>
 +</code>
 +
 +===== clearPath.check =====
 +
 +Check one or more clear path parameters. Action succeeds if all parameter value matches their respective clear path parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a clear path parameter matches (or not).
 +
 +^Parameter^Value^Description^
 +|enabled|''true'', ''false''|Clear path is enabled or not|
 +|check.interval.less|float|Check interval is less then value seconds|
 +|check.interval.greater|float|Check interval is greater then value seconds|
 +|check.timer.less|float|Check timer is less then value seconds|
 +|check.timer.greater|float|Check timer is greater then value seconds|
 +|clearPath.time.less|float|Clear path time is less then value seconds|
 +|clearPath.time.greater|float|Clear path time is greater then 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:
 +<code xml>
 +<sequence>
 +  <action name='clearPath.check'>
 +    <parameter name='enabled'>true</parameter>
 +  </action>
 +  <!-- actions here run only if clear path is enabled -->
 +</sequence>
 +</code>
 +
 +====== Behavior Tree Conditions ======
 +
 +This behavior adds these behavior tree conditions if behavior tree is present.
 +
 +===== clearPath.check =====
 +
 +Check one or more clear path parameters. Conditions returns true if all parameter value match their respective clear path parameter. This condition is typically used to run an action or sequence of actions as long as clear path conditions are true.
 +
 +^Parameter^Value^Description^
 +|clearPath.enabled|''true'', ''false''|Clear path is enabled or not|
 +|clearPath.check.interval.less|float|Check interval is less then value seconds|
 +|clearPath.check.interval.greater|float|Check interval is greater then value seconds|
 +|clearPath.check.timer.less|float|Check timer is less then value seconds|
 +|clearPath.check.timer.greater|float|Check timer is greater then value seconds|
 +|clearPath.clearPath.time.less|float|Clear path time is less then value seconds|
 +|clearPath.clearPath.time.greater|float|Clear path time is greater then value seconds|
 +
 +This is an example of using this condition:
 +<code xml>
 +<action name='myAction' id='doing something'>
 +  <parameter name='clearPath.enabled'>true</parameter>
 +  <condition>clearPath.check</condition>
 +</action>
 +</code>
 +
 +====== State Machine Actions ======
 +
 +Same as [[#behavior_tree_actions|Behavior Tree Actions]].
 +
 +====== State Machine Conditions ======
 +
 +Same as [[#behavior_tree_conditions|Behavior Tree Conditions]].
 +
 +====== State Machine Events ======
 +
 +This behavior sends no state machine events.
  
 ====== Required Behaviors ====== ====== Required Behaviors ======
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 ====== Optional Behaviors ====== ====== Optional Behaviors ======
-This behavior does not support optional behaviors.+ 
 +  * [[behavior_behaviortree|ECBehaviorBehaviorTree]]: Add actions and conditions for behavior trees to use. 
 +  * [[behavior_statemachine|ECBehaviorStateMachine]]: Add actions and conditions for state machine to use and events to send to the state machine.
  
 ====== Persistency ====== ====== Persistency ======
-This behavior does support element class to be persistable (setPersistable). Saves enabled, check interval, clear path time and the elapsed check interval time.+This behavior does support element class to be persistable (setPersistable).
  
 ====== API Documentation ====== ====== API Documentation ======
 #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorClearpath.html,ECBehaviorClearPath~@#. #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorClearpath.html,ECBehaviorClearPath~@#.
  
-Since DragonScript Module Version **1.4**+Since DragonScript Module Version ''1.4''
  
 ====== Use Cases ====== ====== Use Cases ======
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    public func new() super("ExampleElement")    public func new() super("ExampleElement")
-     // create required behaviors 
      component = ECBehaviorComponent.new(this)      component = ECBehaviorComponent.new(this)
      collider = ECBehaviorCollider.new(this, component)      collider = ECBehaviorCollider.new(this, component)
      colliderAI = ECBehaviorColliderAI.new(this, collider)      colliderAI = ECBehaviorColliderAI.new(this, collider)
      locomotion = ECBehaviorLocomotion.new(this, colliderAI)      locomotion = ECBehaviorLocomotion.new(this, colliderAI)
-      
-     // create clear path behavior. the default settings cause the element 
-     // to clear path up to a few centimeters ahead. 
      clearPath = ECBehaviorClearPath.new(this, locomotion)      clearPath = ECBehaviorClearPath.new(this, locomotion)
    end    end
 end end
 </code> </code>
 +
 +====== Behavior Factory ======
 +
 +Using element class supporting adding behaviors the behavior can be added like this:
 +<code xml>
 +<?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='ECBehaviorClearPath'>
 +    <!-- 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='.checkInterval'>1.5</float>
 +  </behavior>
 +</elementClass>
 +</code>
 +
 +====== Live Examples ======
 +
 +  * [[https://github.com/LordOfDragons/deexamples|DEExamples Repository]]
 +
dragengine/modules/dragonscript/behavior_clearpath.1710435263.txt.gz · Last modified: 2024/03/14 16:54 by dragonlord