{{tag>dragonscript behavior}} [[: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** * [[behaviors_use_cases|Behaviors Explained: By Use-Case]] * [[behaviors_a_to_z|Behaviors Explained: From A to Z]] ====== ECBehaviorClearPath ====== {{youtube>BbP-lMrr0tQ?medium}} Behavior in action Behavior adding support to actors to make other actors get out of the way. This behavior is useful for situations where actors can get in the way of the player or other actors. The behavior uses a collider collision test along the movement direction to periodically check for obstacles. If an obstacle is detected and it has [[behavior_stepaside|ECBehaviorStepAside]] support it is told to step aside if possible. This behavior can be used together with [[behavior_avoidcollision|ECBehaviorAvoidCollision]] but the two can potentially affect each other depending on the configuration used for this behavior. Should this happen either adjust the configuration or make sure only one behavior is enabled at each time. This behavior can be disabled temporarily. 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// There are usually two possible configurations used for this behavior. The //first configuration// applies to short distances only. In this configuration the check interval is around 1s or lower and the clear path time is around 0.05s. This results in the actor clearing the path up ahead of only 0.06m (assuming a walk speed of 1.25 m/s). This configuration results in the actor clearing path only if he is nearly bumping into other actors. The advantage of this configuration is that actors do not move away other actors when approaching them but still moves them away if blocking the path. This configuration works best if you just want to ensure actors can not block the path of other actors without needing them to have a clear path a long distance ahead. The //second configuration// applies to long distance clearing of path. In this configuration the check interval is around 1s and the clear path time is around 2s. This results in the actor clearing the path up ahead to 2.5m (assuming a walk speed of 1.25 m/s). In this configuration the actor usually does not get in contact with actors standing in his way. The downside is though actors trying to approach other actors. In this case they are easily made stepping aside which is not always what you want. 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. ====== Instance Counts ====== This behavior can be used only once on an element. The behavior always has identifier empty string. ====== Element Class Properties ====== Element class properties have the prefix ''clearPath.'' . ===== enabled ===== Determines if the behavior is initially enabled. * Full name: ''clearPath.enabled'' * Type: boolean * Default Value: ''true'' * Example (*.deeclass) false ===== checkInterval ===== Check interval in seconds. * Full name: ''clearPath.checkInterval'' * Type: floating point * Default value: 1 * Restriction: At least 0 * Example (*.deeclass) 0.5 ===== clearPathTime ===== Clear path time in seconds indicating how far ahead the actors clear path. * Full name: "clearPath.clearPathTime" * Type: floating point * Default value: 0.05 * Restriction: At least 0 * Example (*.deeclass) 1.5 ====== 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: true ===== 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: true ====== 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: true clearPath.check ====== 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 ====== * [[behavior_locomotion|ECBehaviorLocomotion]] ====== 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 ====== This behavior does support element class to be persistable (setPersistable). ====== API Documentation ====== #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorClearpath.html,ECBehaviorClearPath~@#. Since DragonScript Module Version ''1.4'' ====== Use Cases ====== * Avoid actors blocking the path of other actors. The moving actors can make blocking actors move away. * Avoid player blocking actors or actors blocking the player. * Create situations where player or other actors are running and other actors move out of the way ahead of time. ====== Element Class Example ====== class ExampleElementClass extends BehaviorElementClass public var ECBehaviorComponent component public var ECBehaviorCollider collider public var ECBehaviorColliderAI colliderAI public var ECBehaviorLocomotion locomotion public var ECBehaviorClearPath clearPath public func new() super("ExampleElement") component = ECBehaviorComponent.new(this) collider = ECBehaviorCollider.new(this, component) colliderAI = ECBehaviorColliderAI.new(this, collider) locomotion = ECBehaviorLocomotion.new(this, colliderAI) clearPath = ECBehaviorClearPath.new(this, locomotion) end end ====== Behavior Factory ====== Using element class supporting adding behaviors the behavior can be added like this: second second 1.5 ====== Live Examples ====== * [[https://github.com/LordOfDragons/deexamples|DEExamples Repository]]