Difference between revisions of "NPC Perception Design"

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<uml>
<uml>
class Perception
class Perception {
  #csString name
  #csString type
  +bool ShouldReact()
  +void ExecutePerception()
  +gemNPCObject GetTarget()
  +csString ToString()
}
Perception <|-- SpecialPerception
Perception <|-- SpecialPerception
class SpecialPerception {
  +bool ShouldReact()
  +void ExecutePerception()
  +gemNPCObject GetTarget()
  +csString ToString()
}
</uml>
</uml>


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* NPCCmdPerception
* NPCCmdPerception


== Sequences ==
=== Personal NPC Perceptions Sequence ===
=== Personal NPC Perceptions Sequence ===


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

Latest revision as of 14:30, 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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