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Critter combined tree #113

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Critter combined tree #113

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Jacob-Rueckert
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I combined several critter behaviors into one.

Based on the student project in cooperation with @jdrueckert @skaldarnar

  • made a priority list of the current behaviors
  • added features from MetalRenegadesCitizen

Goal is to have an universal behavior which differs based on their configuration not their implementation.

// First Guard fo Selector for Territory End.
guard: { // Implementation of scared Critter
componentPresent: "Behaviors:FindNearbyPlayers",
values: ["N charactersWithinRange != null"], // Adjust for Nemesis / Scary Creatures
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We discussed this in the meeting today.

The N is a parsing directive that specifiies whether the condition has the form type fieldName operator or type fieldName operator valueOrReference.

Technically, we could use V charactersWithinRange != null to ensure that the list itself is defined and not null (checking agains the value null). However, this is not the semantics we are looking for.

Therefore, using the nonEmpty operator on the collection with no value to check against (N) is the solution:

Suggested change
values: ["N charactersWithinRange != null"], // Adjust for Nemesis / Scary Creatures
values: ["N charactersWithinRange nonEmpty"], // Adjust for Nemesis / Scary Creatures

// Territory would to be implemented as Component
// Implementation of territorial Critter
componentPresent: "Behaviours:Territory",
values: ["F Territory != null"],
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This would try to make a lookup of a field (indicated by F) named null.

However, I believe you want to check against the value null, thus using V would be correct.

Suggested change
values: ["F Territory != null"],
values: ["V Territory != null"],

Alternatively, you can use the exists operator (basically ... != null) without an explicit value to check against:

Suggested change
values: ["F Territory != null"],
values: ["N Territory exists"],

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With the comment above about the component, this should most likely be

Suggested change
values: ["F Territory != null"],
values: ["F location exists"],


// Territory would to be implemented as Component
// Implementation of territorial Critter
componentPresent: "Behaviours:Territory",
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I don't think the TerritoryComponent exists in the Behaviors module.

The closest thing we have is TerritoryDistance, a component with two fields distance and location.

Therefore, the referenced component should probably be

Suggested change
componentPresent: "Behaviours:Territory",
componentPresent: "Behaviours:TerritoryDistance",

and the referenced field below cannot be Territory (as it does not exist) but either distance or location. I suspect that we can check whether the location is set.

change behaviour system from hard coded to configurable
Use for configuration of different entities to flee from
Implement Action in combinedCritter.behavior for new component
game crash on BehaviourTree initialisation because of NullPointerException
…nt to sheepBase

combinedCritter.behaviour crash on Territory stage cause of missing parameters
creature.saveComponent(territoryComponent);
}

/*
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Is this unnecessary when we look at the update Function above?

entity.getComponent(LocationComponent.class).getWorldPosition(new Vector3f()));
entity.saveComponent(territoryDistance);
for (EntityRef entity : entityManager.getEntitiesWith(TerritoryComponent.class, LocationComponent.class)) {

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So is this how it its supposed to work for DistanceSquared?

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