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Start Page » DragonScript Scripting Language » Abstraction Layers: How you want to build your Game » Behavior Elements » ECBehaviorEvaluate

ECBehaviorEvaluate

Behavior element behavior evaluating trigger expression.

Fires and resets a trigger target depending on the evaluation state of a trigger expression. Optionally pulses trigger target instead of just firing it.

Instance Counts

This behavior can be used multiple times on an element to add multiple triggers. Use the behavior identifier to tell them apart.

Element Class Properties

Element class properties have the prefix evaluate. or evaluate({id}). if id is not empty.

trigger

Trigger to evaluate.

target

Fires target if trigger evaluates to true otherwise resets it.

pulse

Pulse target instead of toggle fired state.

Events

evaluatesTrue

Trigger expression changed to true.

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).

ParameterValueDescription
triggertrue, falseTrigger expression evaluates to true or false
target.firedtrue, falseTarget is in fired or reset state
target.everFiredtrue, falseTarget 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:

<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>

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.

ParameterValueDescription
evaluate.triggertrue, falseTrigger expression evaluates to true or false
evaluate.target.firedtrue, falseTarget is in fired or reset state
evaluate.target.everFiredtrue, falseTarget has been fired at least once or never

This is an example of using this condition:

<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>

State Machine Actions

Same as Behavior Tree Actions.

State Machine Conditions

Same as 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.

Required Behaviors

This behavior requires no other behaviors.

Optional Behaviors

Persistency

This behavior does not required element class to be persistable (setPersistable).

API Documentation

ECBehaviorEvaluate.

Since DragonScript Module Version 1.0

Use Cases

Element Class Example

This example defines an element which evaluates trigger.

class MyElement extends BehaviorElementClass
  public var ECBehaviorEvaluate evaluate
  func new()
    evaluate = ECBehaviorEvaluate.new(this)
  end
end

Behavior Factory

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='ECBehaviorEvaluate'>
    <!-- optional: use BaseGameApp trigger table. game can add more supported values.
                   default is 'default' -->
    <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 -->
    <string name='.target'>ventOn</string>
  </behavior>
 
  <!-- for adding multiple behaviors use unique identifiers -->
  <behavior type='ECBehaviorEvaluate' id='second'/>
</elementClass>

Live Examples