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dragengine:modules:dragonscript:behavior_occupier [2020/11/23 16:29] dragonlorddragengine:modules:dragonscript:behavior_occupier [2025/05/04 13:47] (current) – [occupier.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]] >> **ECBehaviorOccupier**+[[: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]] >> **ECBehaviorOccupier**
 </WRAP> </WRAP>
  
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 ====== ECBehaviorOccupier ====== ====== ECBehaviorOccupier ======
 +
 +<WRAP center 100%>
 +<WRAP center box 450px>
 +{{youtube>BbP-lMrr0tQ?medium}}
 +<WRAP centeralign>Behavior in action (starting at timestamp 1:28)</WRAP>
 +</WRAP>
 +</WRAP>
  
 Behavior element behavior adding support to uccipy an [[behavior_interactionspot|CBehaviorInteractionSpot]]. Behavior element behavior adding support to uccipy an [[behavior_interactionspot|CBehaviorInteractionSpot]].
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 ====== Element Class Properties ====== ====== Element Class Properties ======
  
-Element class properties have the prefix **occupier.** or **occupier(id)**. if id is not empty.+Element class properties have the prefix ''occupier.'' or ''occupier(id)''. if id is not empty.
  
-This behavior does not define element properties (reserved for future expansion).+====== Events ====== 
 + 
 +===== spotClaimed ===== 
 + 
 +Occupier claimed interaction spot. 
 + 
 +===== spotReleased ===== 
 + 
 +Occupier released interaction spot. 
 + 
 +====== Behavior Tree Actions ====== 
 + 
 +This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace ''occupier'' with ''occupier(id)''
 + 
 +===== occupier.release ===== 
 + 
 +Release interaction slot if one is occupied. 
 + 
 +This is an example of using this action: 
 +<code xml> 
 +<action name='occupier.release'/> 
 +</code> 
 + 
 +===== occupier.check ===== 
 + 
 +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| 
 +|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='occupier.check'> 
 +    <parameter name='occupying'>true</parameter> 
 +  </action> 
 +  <!-- actions here run only if occupier is occupying an interaction spot --> 
 +</sequence> 
 +</code> 
 + 
 +====== Behavior Tree Conditions ====== 
 + 
 +This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace ''occupier'' with ''occupier(id)''
 + 
 +===== occupier.check ===== 
 + 
 +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| 
 + 
 +This is an example of using this condition: 
 +<code xml> 
 +<action name='myAction' id='doing something'> 
 +  <parameter name='occupier.occupying'>true</parameter> 
 +  <condition>occupier.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 ''occupier'' with ''occupier(id)''
 + 
 +===== occupier.claimed ===== 
 + 
 +Occupier claimed interaction spot. 
 + 
 +===== occupier.released ===== 
 + 
 +Occupier released interaction spot.
  
 ====== Required Behaviors ====== ====== Required Behaviors ======
 +
 This behavior does not required other behaviors to be present.  This behavior does not required other behaviors to be present. 
  
 ====== 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 [[behavior_interactionspot|CBehaviorInteractionSpot]] if present.+ 
 +This behavior does support element class to be persistable (setPersistable).
  
 ====== API Documentation ====== ====== API Documentation ======
-[[https://developer.dragondreams.ch/docs/dragonscript/scriptapi/latest/classDragengine_1_1Scenery_1_1ECBehaviorOccupier.html|ECBehaviorOccupier]]. 
  
-Since DragonScript Module Version **1.4**+#@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorOccupier.html,ECBehaviorOccupier~@#
 + 
 +Since DragonScript Module Version ''1.4''
  
 ====== Use Cases ====== ====== Use Cases ======
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 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='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>
 +</code>
 +
 +====== Live Examples ======
  
 In the [[https://github.com/LordOfDragons/deexamples|ExampleApp]] you can find a complete example of using this behavior: In the [[https://github.com/LordOfDragons/deexamples|ExampleApp]] you can find a complete example of using this behavior:
   * [[https://github.com/LordOfDragons/deexamples/blob/master/exampleApp/data/scripts/InteractionSpotExampleClass.ds|InteractionSpotExampleClass.ds]]: Element class providing an interaction spot the player can use   * [[https://github.com/LordOfDragons/deexamples/blob/master/exampleApp/data/scripts/InteractionSpotExampleClass.ds|InteractionSpotExampleClass.ds]]: Element class providing an interaction spot the player can use
   * [[https://github.com/LordOfDragons/deexamples/blob/master/exampleApp/data/scripts/BehaviorInteractToggle.ds|BehaviorInteractToggle.ds]]: Interaction behavior allowing player to toggle the animated state of an element. This behavior stores the interaction spot the player has to claim.   * [[https://github.com/LordOfDragons/deexamples/blob/master/exampleApp/data/scripts/BehaviorInteractToggle.ds|BehaviorInteractToggle.ds]]: Interaction behavior allowing player to toggle the animated state of an element. This behavior stores the interaction spot the player has to claim.
 +  * [[https://github.com/LordOfDragons/deexamples/blob/master/exampleApp/data/scripts/PlayerActorClass.ds|PlayerActorClass.ds]]: Player actor class. Uses occupier behavior to safely do interactions.
   * [[https://github.com/LordOfDragons/deexamples/blob/master/exampleApp/data/scripts/PlayerActionInteractToggle.ds|PlayerActionInteractToggle.ds]]: Player action interacting with BehaviorInteractToggle. Tries to claim the assigned interaction spot and if successful moves to the spot and uses the element. Once finished releases the interaction spot.   * [[https://github.com/LordOfDragons/deexamples/blob/master/exampleApp/data/scripts/PlayerActionInteractToggle.ds|PlayerActionInteractToggle.ds]]: Player action interacting with BehaviorInteractToggle. Tries to claim the assigned interaction spot and if successful moves to the spot and uses the element. Once finished releases the interaction spot.
 +
dragengine/modules/dragonscript/behavior_occupier.1606148949.txt.gz · Last modified: 2020/11/23 16:29 by dragonlord