Default constructor.
Optional
object: game_objecttarget game object to work with, null
is OK since correct object will be injected on setup
target game object to work with, null
is OK since correct object will be injected on setup
name of the action, used for debug purposes mainly
Static
Readonly
__nameName of luabind class constructor.
Readonly
__nameName of luabind class instance constructor.
Readonly
objectGame object that is handled by current planner instance.
Readonly
storageContainer reference with state of planner preconditions.
Get action instance by unique id
.
unique identifier of the action to get
Add generic action by id
for planner execution.
unique identifier of new action
action implementation containing preconditions, logics, effects and other meta infos
Add action effect. Describes what target world state is expected to be if action is completed.
world state property describing a pair of evaluator ID and value
Add evaluator instance for current action planner.
unique identifier of the evaluator
instance of evaluator linked to the id
Add action execution precondition. When building logics graph, action will be considered blocked by some preconditions.
world state property describing a pair of evaluator ID and value
Get currently active action being executed.
current action instance reference
Get evaluator instance by id
.
unique identifier of the evaluator to get
Set target world state to try to reach with all the graph logics. All graphs will be built from current state to goal world state with the shortest possible path.
target world state to reach with planner
Setup planner for game object.
client game object to setup planner for
Debug method. With mixed / debug build allows investigation of evaluators and actions matches. Helps to debug custom actions and actions pre-conditions with state printing in log files.
Note: Available only in mixed / debug engine builds, not for direct usage from lua.
string prefix to display current action state in logs
Comparator to check weight of switching one state to another.
first state
second state
GOAP action class implementing both action base and action planner. Captures execution as action and plans its internal logic with separate logics graph.
Examples: combat planner, anomaly planner, items looting planner, alife planner, state planner
Source
C++ class planner_action : action_planner,action_base
Custom Constructor
planner_action