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dragengine:modules:dragonscript:behavior_stepaside

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ECBehaviorStepAside

Behavior in action

Behavior adding support to actors to step aside if told.

This behavior is useful for situations where actors can get in the way of the player or other actors. The behavior is a reactive behavior not acting by itself. It is triggered by ECBehaviorClearPath or other behaviors supporting it if the find a future collision.

This behavior has no effect if actor mover has a goal set.

This behavior can be disabled temporarily to prevent actors from stepping aside.

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 stepAside. .

enabled

Determines if the behavior is initially enabled.

  • Full name: stepAside.enabled
  • Type: boolean
  • Default Value: true
  • Example (*.deeclass)
    <boolean name='stepAside.enabled'>false</boolean>

radius

Avoid radius. Actor tries to move to a position with this distance away from the moving lane of the actor requesting to step aside.

  • Full name: stepAside.radius
  • Type: floating point
  • Minimum Value: 0
  • Default value: 0.4
  • Example (*.deeclass)
    <float name='stepAside.radius'>0.5</float>

Behavior Tree Actions

This behavior adds these behavior tree actions if behavior tree is present.

stepAside.set

Set one or more step aside parameters.

ParameterValueDescription
enabledtrue, falseEnable step aside

This is an example of using this action:

<action name='stepAside.set'>
  <parameter name='enabled'>true</parameter>
</action>

stepAside.check

Check one or more step aside parameters. Action succeeds if all parameter value matches their respective step aside parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a step aside parameter matches (or not).

ParameterValueDescription
enabledtrue, falseStep aside is enabled or not
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='stepAside.check'>
    <parameter name='enabled'>true</parameter>
  </action>
  <!-- actions here run only if step aside is enabled -->
</sequence>

Behavior Tree Conditions

This behavior adds these behavior tree conditions if behavior tree is present.

stepAside.check

Check one or more step aside parameters. Conditions returns true if all parameter value match their respective step aside parameter. This condition is typically used to run an action or sequence of actions as long as step aside conditions are true.

ParameterValueDescription
stepAside.enabledtrue, falseStep aside is enabled or not

This is an example of using this condition:

<action name='myAction' id='doing something'>
  <parameter name='stepAside.enabled'>true</parameter>
  <condition>stepAside.check</condition>
</action>

State Machine Actions

State Machine Conditions

State Machine Events

This behavior sends these state machine events. If behavior has non-empty identifier replace stepAside with stepAside(id).

stepAside.stepAside

Step aside.

Required Behaviors

Optional Behaviors

Persistency

This behavior does support element class to be persistable (setPersistable). Saves enabled state.

API Documentation

ECBehaviorStepAside.

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 ECBehaviorNavigator navigator
   public var ECBehaviorActorMover actorMover
   public var ECBehaviorStepAside stepAside
   
   public func new() super("ExampleElement")
     // create required behaviors
     component = ECBehaviorComponent.new(this)
     collider = ECBehaviorCollider.new(this, component)
     colliderAI = ECBehaviorColliderAI.new(this, collider)
     locomotion = ECBehaviorLocomotion.new(this, colliderAI)
     navigator = ECBehaviorNavigator.new(this)
     actorMover = ECBehaviorActorMover.new(this, locomotion, navigator, null)
     
     // create step aside behavior
     stepAside = ECBehaviorStepAside.new(this, actorMover)
   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='ECBehaviorComponent'/>
  <behavior type='ECBehaviorCollider'/>
  <behavior type='ECBehaviorColliderAI'/>
  <behavior type='ECBehaviorLocomotion'/>
  <behavior type='ECBehaviorNavigator'/>
  <behavior type='ECBehaviorActorMover'/>
 
  <behavior type='ECBehaviorStepAside'>
    <!-- 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 -->
    <float name='.radius'>0.5</float>
  </behavior>
</elementClass>

Live Examples

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dragengine/modules/dragonscript/behavior_stepaside.1746452209.txt.gz · Last modified: 2025/05/05 13:36 by dragonlord