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dragengine:modules:dragonscript:behavior_evaluate [2025/03/13 16:14] – created dragonlorddragengine:modules:dragonscript:behavior_evaluate [2025/05/04 13:49] (current) – [evaluate.check] 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]] >> **ECBehaviorEvaluate**+[[: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]] >> **ECBehaviorEvaluate**
 </WRAP> </WRAP>
  
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 ===== evaluatesFalse ===== ===== evaluatesFalse =====
 +
 +Trigger expression changed to false.
 +
 +====== Behavior Tree Actions ======
 +
 +This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace ''evaluate'' with ''evaluate(id)''.
 +
 +===== evaluate.check =====
 +
 +Check one or more evaluate trigger parameters. Action succeeds if all parameter value matches their respective evaluate trigger parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a evaluate trigger parameter matches (or not).
 +
 +^Parameter^Value^Description^
 +|trigger|''true'', ''false''|Trigger expression evaluates to true or false|
 +|target.fired|''true'', ''false''|Target is in fired or reset state|
 +|target.everFired|''true'', ''false''|Target has been fired at least once or never|
 +|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='evaluate.check'>
 +    <parameter name='target.fired'>false</parameter>
 +    <parameter name='target.everFired'>false</parameter>
 +  </action>
 +  <!-- actions here run only if target is in reset state and has been never fired yet -->
 +</sequence>
 +</code>
 +
 +====== Behavior Tree Conditions ======
 +
 +This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace ''evaluate'' with ''evaluate(id)''.
 +
 +===== evaluate.check =====
 +
 +Check one or more evaluate trigger parameters. Conditions returns true if all parameter value match their respective evaluate trigger parameter. This condition is typically used to run an action or sequence of actions as long as evaluate trigger conditions are true.
 +
 +^Parameter^Value^Description^
 +|evaluate.trigger|''true'', ''false''|Trigger expression evaluates to true or false|
 +|evaluate.target.fired|''true'', ''false''|Target is in fired or reset state|
 +|evaluate.target.everFired|''true'', ''false''|Target has been fired at least once or never|
 +
 +This is an example of using this condition:
 +<code xml>
 +<action name='myAction' id='doing something'>
 +  <parameter name='evaluate.target.fired'>false</parameter>
 +  <parameter name='evaluate.target.everFired'>false</parameter>
 +  <condition>evaluate.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 these state machine events. If behavior has non-empty identifier replace ''evaluate'' with ''evaluate(id)''.
 +
 +===== evaluate.true =====
 +
 +Trigger expression changed to true.
 +
 +===== evaluate.false =====
  
 Trigger expression changed to false. Trigger expression changed to false.
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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 ======
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                    default is 'default' -->                    default is 'default' -->
     <string name='triggerTable'>default</string>     <string name='triggerTable'>default</string>
 +    
 +    <!-- optional: identifier of ECBehaviorTriggered to synchronize with or empty
 +                   string to not synchronize. default is empty string. -->
 +    <string name='trigger.synchronize'>other</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 -->     <!-- set element properties. omit property prefix if used inside behavior tag -->
dragengine/modules/dragonscript/behavior_evaluate.1741882494.txt.gz · Last modified: 2025/03/13 16:14 by dragonlord