Structs§
- Action
State - State persistence object for the behavior tree Allows for state to be stored between subsequent, sequential calls of a single action node. If the executed action node changes between ticks, then the state should be considered lost.
- Agent
- For use with the builder pattern https://doc.rust-lang.org/1.0.0/style/ownership/builders.html
- Awareness
- Always clamped between
0.0
and1.0
. - Behavior
- Behavior Component
- Behavior
Capability - Behavior
State - PidController
- PID controllers (Proportional–integral–derivative controllers) are used for automatically adapting nonlinear controls (like buoyancy for balloons) and for damping out oscillations in control feedback loops (like vehicle cruise control). PID controllers can monitor an error signal between a setpoint and a process variable, and use that error to adjust a control variable. A PID controller can only control one variable at a time.
- PidControllers
- A Mulit-PID controller that can control the acceleration/velocity in one or all three axes.
- Psyche
- Sound
- Target
- Timer
- A time used for managing agent-related timeouts. The timer is designed to keep track of the start of any number of previous actions. However, starting/progressing an action will end previous actions. Therefore, the timer should be used for actions that are mutually-exclusive.
- Timer
Action Iter - An iterator over the variants of TimerAction
Enums§
- Agent
Event - Events that affect agent behavior from other entities/players/environment
- Alignment
- Awareness
State - Braking
Mode - When FlightMode is Braking, the agent can use different braking modes to control the amount of overshoot and oscillation.
- Flight
Mode - The desired flight behavior when an entity is approaching a target position.
- Mark
- Sound
Kind - Timer
Action - Trading
Behavior
Constants§
- ACTIONSTATE_
NUMBER_ 🔒OF_ CONCURRENT_ CONDITIONS - The number of booleans that a single Action node can track concurrently Define constants within a given action node to index between them.
- ACTIONSTATE_
NUMBER_ 🔒OF_ CONCURRENT_ COUNTERS - The number of float counters that a single Action node can track concurrently Define constants within a given action node to index between them.
- ACTIONSTATE_
NUMBER_ 🔒OF_ CONCURRENT_ INT_ COUNTERS - The number of integer counters that a single Action node can track concurrently Define constants within a given action node to index between them.
- ACTIONSTATE_
NUMBER_ 🔒OF_ CONCURRENT_ POSITIONS - The number of positions that can be remembered by an agent
- ACTIONSTATE_
NUMBER_ 🔒OF_ CONCURRENT_ TIMERS - The number of timers that a single Action node can track concurrently Define constants within a given action node to index between them.
- DEFAULT_
INTERACTION_ TIME - SECONDS_
BEFORE_ 🔒FORGET_ SOUNDS - TRADE_
INTERACTION_ TIME
Functions§
- pid_
coefficients - Get the PID coefficients associated with some Body, since it will likely need to be tuned differently for each body type
- pid_
coefficients_ for_ mode - Get the PID coefficients (for the airship, for now) by PID modes.