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Learning Game AI Programming with Lua

You're reading from  Learning Game AI Programming with Lua

Product type Book
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Pages 352 pages
Edition 1st Edition
Languages
Author (1):
David Young David Young
Profile icon David Young

Table of Contents (16) Chapters

Learning Game AI Programming with Lua
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with AI Sandbox 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Building a finite state machine


To build a finite state machine for our agent, we'll create the initial states that wrap each possible action. As the state machine needs a starting point, we'll set the state explicitly to the idle state to begin with. Once the idle state has finished, our state machine will automatically pick the most relevant action to execute afterward:

SoldierLogic.lua:

function SoldierLogic_FiniteStateMachine(userData)
    local fsm = FiniteStateMachine.new(userData);
    fsm:AddState("die", DieAction(userData));
    fsm:AddState("flee", FleeAction(userData));
    fsm:AddState("idle", IdleAction(userData));
    fsm:AddState("move", MoveAction(userData));
    fsm:AddState("pursue", PursueAction(userData));
    fsm:AddState("randomMove", RandomMoveAction(userData));
    fsm:AddState("reload", ReloadAction(userData));
    
    fsm:SetState("idle");
    return fsm;
end

The idle state

Creating the idle state consists of adding every possible transition from the idle, which also...

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