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GOAP, GAgent, GAction, GWorld, WorldStates, Node, GInventory, GPlanner,…
GOAP
GOALS
Kill Player
DamagePlayer
Keep X unit alive
Heal(X unit)
MitigateDamage(X unit)
StayAlive
Heal(Self)
MitigateDamage(Self)
NoEnemiesInArea
Patrol(Area)
ACTIONS
DamagePlayer
MeleeAtack
InMeleeRangeOfPlayer
MeleeWeaponAvailable
RangedAttack
AmmunitionAvailable
InDistanceRangeOfPlayer
IsInDistanceRange
RangedWeaponAvailable
ThrowGrenade
GrenadeAvailable
EnemyInRange
Heal
UseMedkitOnPlayer
InMeleeRangeOfPlayer
IsInMeleeRange
MitigateDamage
TakeCover
AvailableCover
RequestCoverFire
NearbyAllies
PatrolArea
waypoints verified
Verify Waypoints
atLocation
MoveToLocation
GAgent
List<GAction>
possibleActions
GAction
currentAction
Transform
target
SubGoal
currentGoal
GInventory
inventory
WorldStates
beliefs
Queue<GAction>
queuedActions
bool
isRunningAction
bool
invoked
Dictionary<SubGoal, int>
GPlanner
NavMeshAgent
Start (Gets NavMesh Component)
CompleteAction (After an action has been completed)
LateUpdate(lots of stuff)
GAction
string
actionName
float
cost
string
targetTag
float
duration
WorldState[]
preConditions
List<IConsequence>
preConsequences
WorldState[]
afterEffects
List<IConsequence>
postConsequences
isAchievable(Always return true)
isAchievableGiven(checks if argument dictionary contains all preConditions in WorldState[])
PrePerform(returns true if all preConsequences worked)
PostPerform(returns true if all postConsequences worked)
GWorld
Queue<GameObject>
patients
Queue<GameObjects>
cubicles
SingletonInstance
WorldState
Constructor (Finds cubicles and assigns to Queue)
Constructor (ModifyState to list free cubicles)
AddPatient (add patient to Queue)
RemovePatient (removes patient from Queue)
AddCubicle(adds cubicle to Queue)
RemoveCubicle (Removes cubicle from Queue)
GetWorld(Returns WorldState)
WorldStates
Dictionary<string, int>
HasState (checks if dictionary has key)
AddState(ads key to dictionary)
ModifyState (changes the value of the state)
RemoveState (removes key from dictionary)
SetState(sets a state to a specific value)
GetStates (returns dictionary)
Node
Node
parent
float
cost
GAction
action
Dictionary<string, int>
Constructor (Builds node based on Arguments) - w/ beliefs
Constructor (Builds node based on Arguments) - w/o beliefs
GInventory
List<GameObject>
AddItem(Adds gameObject to List)
FindItemWithTag(Gets item with tag from List)
RemoveItem (Removes gameObject from List)
GPlanner
ActionSubset (Returns a subset List<GAction>, excluding actions that are removed)
Plan (Returns Queue<GAction> - the agent's plan)
BuildGraph (checks if there is a path)
GoalAchieved (Checks goals against world states)
SubGoal
bool
remove
Constructor (Ads SubGoals to dictionary & sets remove)
Dictionary<string, int>
FSM
Animate
Navigate
WorldState
string
int