NPC Perception Design: Difference between revisions

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<uml>
<uml>
scale 0.5
class Perception
class Perception
Perception <|-- RangePerception
Perception <|-- RangePerception
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=== Personal NPC Perceptions Sequence ===
=== Personal NPC Perceptions Sequence ===
Show the typical sequence for a Perception fired for a NPC, might be perceptions like Damage Perception.
<uml>
<uml>
-> NPC : TriggerEvent
-> NPC : TriggerEvent
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     Reaction -> Reaction : Adjust Needs
     Reaction -> Reaction : Adjust Needs
     Reaction -> Perception : ExecutePerception
     Reaction -> Perception : ExecutePerception
   end loop
   end
   NPC <- Reaction : SetLastPerception
   NPC <- Reaction : SetLastPerception
end loop
end
</uml>
 
=== Broadcast NPC Perceptions Sequence ===


 
Show the typical sequence for a broadcasted Perception. Examples of broadcasted perceptions is the SpellPerception.
 
<uml>
-> psNPCClient : TriggerEvent
loop
  psNPCClient -> NPC : TriggerEvent
  NPC -> NPCType : FirePerception
  loop
    note over NPCType : See Personal NPC Perception Sequence for details.
  end
end
<-- psNPCClient
</uml>
</uml>




[[Category:Engine documents]]
[[Category:Engine documents]]

Revision as of 19:06, 30 April 2011

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

Personal NPC Perceptions Sequence

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

Broadcast NPC Perceptions Sequence

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