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Behavior in action (starting at timestamp 1:28)
Behavior element behavior adding support to uccipy an CBehaviorInteractionSpot.
CBehaviorInteractionSpot defines position and orientation actors or the player have to assume to interact properly with this element. The ECBehaviorOccupier behavior provides support to claim such interaction spots.
Usually an element has one instance of ECBehaviorOccupier but it is possible to use multiple instance for example to track different interacions. Think of a chair the actor can sit down upon. The actor can use one occupier to track sitting on the chair while using another occupier to track interacting with something while being seated.
Element class properties have the prefix occupier.
or occupier(id)
. if id is not empty.
Occupier claimed interaction spot.
Occupier released interaction spot.
This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace occupier
with occupier(id)
.
Set one or more occupier parameters.
Parameter | Value | Description |
---|---|---|
release | Release interaction slot if one is occupied. | |
interactElement.assign | string | Assign interaction slot element to ECBehaviorInteractionElement with identifier matching value string. Action fails if no interaction spot is occupied or interact element behavior is absent |
claim | string | Claim interaction zone present in the ECBehaviorInteractionElement with identifier matching value string |
claim.id | string | Identifier of interaction spot to claim |
move | Move to occupied interaction spot. Uses ECBehaviorActorMover to move to world position defined by interaction spot | |
move.distance | float | Distance in meters to approach interaction spot world position before finish moving |
align | Align with occupied interaction spot. Uses ECBehaviorAlignActor to align actor with world position and orientation defined by interaction spot. If interaction spot defines a look-at position the ECBehaviorConversationActor is used to make the actor look at this position while aligning. After aligning the ECBehaviorConversationActor keeps the look-at. You have to clear it using action conversationActor.update and parameter headLookAt.clear . Doing this while no look-at is in place is fine and thus should be always done |
|
interact | string | Interact with grab spot. If element is absent action fails. Runs interaction with name value. If interaction with name value is absent fails action. If interaction returns false fails action. Otherwise action succeeds. |
interact.parameters | string | Optional parameters to use with interaction . |
This is an example of using this action:
<action name='occupier.update'> <parameter name='release'/> </action>
Check one or more occupier parameters. Action succeeds if all parameter value matches their respective occupier parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a occupier parameter matches (or not).
Parameter | Value | Description |
---|---|---|
occupying | true , false | Occupier is occupying an interaction spot |
interact.name | string | Name of interaction |
interact.has | true , false | Has grab spot and interaction with name interaction.name is present |
interact.query | true , false | Interact with grab spot and test result. Condition is true if grab spot is present, interaction with name interaction.name is present and interaction returns true. It is recommended to use here only interactions without side effects (hence query interactions). |
interact.parameters | string | Optional parameters to use with interaction.query . |
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='occupier.check'> <parameter name='occupying'>true</parameter> </action> <!-- actions here run only if occupier is occupying an interaction spot --> </sequence>
This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace occupier
with occupier(id)
.
Check one or more occupier parameters. Conditions returns true if all parameter value match their respective occupier parameter. This condition is typically used to run an action or sequence of actions as long as occupier conditions are true.
Parameter | Value | Description |
---|---|---|
occupier.occupying | true , false | Occupier is occupying an interaction spot |
occupier.interact.name | string | Name of interaction |
occupier.interact.has | true , false | Has grab spot and interaction with name interaction.name is present |
occupier.interact.query | true , false | Interact with grab spot and test result. Condition is true if grab spot is present, interaction with name interaction.name is present and interaction returns true. It is recommended to use here only interactions without side effects (hence query interactions). |
occupier.interact.parameters | string | Optional parameters to use with interaction.query . |
This is an example of using this condition:
<action name='myAction' id='doing something'> <parameter name='occupier.occupying'>true</parameter> <condition>occupier.check</condition> </action>
Same as Behavior Tree Actions.
Same as Behavior Tree Conditions.
This behavior sends these state machine events. If behavior has non-empty identifier replace occupier
with occupier(id)
.
Occupier claimed interaction spot.
Occupier released interaction spot.
This behavior does not required other behaviors to be present.
This behavior does support element class to be persistable (setPersistable).
Since DragonScript Module Version 1.4
class PlayerActor extends BaseActor public var ECBehaviorOccupier.Instance occupier public func new(PlayerActorClass eclass) super(eclass) // Store occupier instance. This way you can access it in player // actions without needing to look it up. occupier = eclass.occupier.instance(this) end end class PlayerActorClass extends BaseActorClass public var ECBehaviorOccupier occupier public func new() super("PlayerActor") // Create occupier. Game code can then use the occupier instance // to claim encountered ECBehaviorInteractionSpot instances occupier = ECBehaviorOccupier.new(this) // If you want to track more than one interaction spot you can // add multiple occupier instances each with an own ID. //occupierSeated = ECBehaviorOccupier.new(this, "seated") end public func Element createElement() // Create instance of player actor. If you do not want to store the // occupier instance aside you can drop the createElement() function. // The base class then creates an instance of BaseActor return PlayerActor.new(this) 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='ECBehaviorOccupier'> <!-- 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='.name'>value</string> </behavior> <!-- for adding multiple behaviors use unique identifiers --> <behavior type='ECBehaviorOccupier' id='second'/> </elementClass>
In the ExampleApp you can find a complete example of using this behavior: