Difference between revisions of "NPC Perception Design"

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=== Class Hierarchy ===
=== Class Hierarchy ===
The Perception class is used for simple perception and as the Base Class for a number of special perceptions.


<uml>
<uml>
scale 0.5
class Perception {
class Perception
  #csString name
Perception <|-- RangePerception
  #csString type
Perception <|-- TimePerception
  +bool ShouldReact()
Perception <|-- FactionPerception
  +void ExecutePerception()
Perception <|-- ItemPerception
  +gemNPCObject GetTarget()
Perception <|-- LocationPerception
  +csString ToString()
Perception <|-- PositionPerception
}
Perception <|-- AttackPerception
Perception <|-- SpecialPerception
Perception <|-- GroupAttackPerception
class SpecialPerception {
Perception <|-- DamagePerception
  +bool ShouldReact()
Perception <|-- SpellPerception
  +void ExecutePerception()
Perception <|-- DeathPerception
  +gemNPCObject GetTarget()
Perception <|-- InventoryPerception
  +csString ToString()
Perception <|-- OwnerCmdPerception
}
Perception <|-- OwnerActionPerception
Perception <|-- NPCCmdPerception
</uml>
</uml>


Special Perceptions:
* TimePerception
* FactionPerception
* ItemPerception
* LocationPerception
* PositionPerception
* AttackPerception
* GroupAttackPerception
* DamagePerception
* SpellPerception
* DeathPerception
* InventoryPerception
* OwnerCmdPerception
* OwnerActionPerception
* NPCCmdPerception
== Sequences ==
=== Personal NPC Perceptions Sequence ===
=== Personal NPC Perceptions Sequence ===


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<uml>
<uml>
-> NPC : TriggerEvent
-> NPC : TriggerEvent
activate NPC
NPC -> NPCType : FirePerception
NPC -> NPCType : FirePerception
activate NPCType
loop "For all Reactions"
loop "For all Reactions"
   NPCType -> Reaction : React
   NPCType -> Reaction : React
  activate Reaction
   Reaction -> Perception : ShouldReact
   Reaction -> Perception : ShouldReact
  activate Perception
  Reaction <-- Perception
  deactivate Perception
   Reaction -> Reaction : CheckDeath
   Reaction -> Reaction : CheckDeath
   Reaction -> Reaction : Check DoNotInterrupt
   Reaction -> Reaction : Check DoNotInterrupt
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     Reaction -> Reaction : Adjust Needs
     Reaction -> Reaction : Adjust Needs
     Reaction -> Perception : ExecutePerception
     Reaction -> Perception : ExecutePerception
    activate Perception
    Reaction <-- Perception
    deactivate Perception
   end
   end
   NPC <- Reaction : SetLastPerception
   NPC <- Reaction : SetLastPerception
  NPCType <-- Reaction
  deactivate Reaction
end
end
NPC <-- NPCType
deactivate NPCType
<-- NPC
deactivate NPC
</uml>
</uml>


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<-- psNPCClient
<-- psNPCClient
deactivate psNPCClient
deactivate psNPCClient
</uml>
== Special cases ==
=== Perceptions used from locate operation ===
The [[Behavior_Operations#Locate_Operation|Locate Operation]] can locate objects of type perception. This only make sense for perceptions that has an actual position. Either a physical position that can be provided through the GetLocate or an target that the default implementation of the GetLocate could use to get the position of the target. In this case the perception need to implement the GetTarget.
<uml>
participant LocateOperation
participant NPC
participant Perception
== During Perception Handling ==
[-> NPC : SetLastPerception
activate NPC
[<-- NPC
deactivate NPC
== During Script Execution ==
[-> LocateOperation : Run
Activate LocateOperation
LocateOperation -> NPC : GetLastPerception
Activate NPC
LocateOperation <-- NPC
Deactivate NPC
alt Perception == NULL
  [<-- LocateOperation : OPERATION_FAILED
else Perception <> NULL
  LocateOperation -> Perception : GetLocation
  Activate Perception
  Perception -> Perception : GetTarget
  note right: Default behavior get location from target if there is one.
  activate Perception
  deactivate Perception
  Perception --> LocateOperation
  Deactivate Perception
  LocateOperation -> NPC : SetLocate
  Activate NPC
  LocateOperation <-- NPC
  Deactivate NPC
  alt destination == "Active"
    LocateOperation -> NPC : SetTarget
    Activate NPC
    LocateOperation <-- NPC
    Deactivate NPC
  end
end
[<-- LocateOperation : OPERATION_COMPLETED
Deactivate LocateOperation
</uml>
</uml>




[[Category:Engine documents]]
[[Category:Engine documents]] [[Category:NPCClient Design]]

Latest revision as of 15:30, 7 April 2013

See Behaviors_and_Reactions for User details about how to use Perceptions in the behavior.xml file.


This embodies any perception an NPC might have, or any game event of interest. Reaction objects below will subscribe to these events, and the networking system will publish them. Examples would be "attacked", "collided", "talked to", "hear cry".

NPC Perceptions

Class Hierarchy

The Perception class is used for simple perception and as the Base Class for a number of special perceptions.

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Special Perceptions:

  • TimePerception
  • FactionPerception
  • ItemPerception
  • LocationPerception
  • PositionPerception
  • AttackPerception
  • GroupAttackPerception
  • DamagePerception
  • SpellPerception
  • DeathPerception
  • InventoryPerception
  • OwnerCmdPerception
  • OwnerActionPerception
  • NPCCmdPerception

Sequences

Personal NPC Perceptions Sequence

Show the typical sequence for a Perception fired for a NPC, might be perceptions like Damage Perception.

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Broadcast NPC Perceptions Sequence

Show the typical sequence for a broadcasted Perception. Examples of broadcasted perceptions is the SpellPerception.

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Special cases

Perceptions used from locate operation

The Locate Operation can locate objects of type perception. This only make sense for perceptions that has an actual position. Either a physical position that can be provided through the GetLocate or an target that the default implementation of the GetLocate could use to get the position of the target. In this case the perception need to implement the GetTarget.

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