Namespace Ride.AI
Classes
AcquireNearestTargetNode
AcquireTargetNode
ActionNode
performs computations to change the agent state
AddAgentStatusNode
AgentBehaviour
Base class for implementing agent behaviours
AgentGroupBehaviour
AttackTargetNode
AttackTargetWithLatencyNode
BD_GroupBehavior
BD_IsInKillZoneNode
BD_IsInKillZoneNode.AgentInKillZoneEvent
BD_RandomWalk
Agent picks an arbitrary point in the world to walk to. Upon arriving, waits for a small time, then picks another point to walk to
BD_SquadAmbush
BD_SquadPatrol
BehaviourStateConfiguration
BehaviourStateMachine
BehaviourTree
Bot
Bot.BotAttackResultCalculator
BoundingOverwatchUsingCoverAgainstSingleEnemy
BTNode
CanGroupWeaponBeFiredNode
CanWeaponBeFiredNode
ChangePostureNode
ChaseAndAttack
Given a set of targets, find the closest alive target
ClearTargetNode
CompositeNode
ConditionalNode
checks whether a certain condition has been met or not (e.g. “obstacle distance’”)
DecoratorNode
Decorators are special nodes that can have only a single child.The goal of the decorator is to change the behavior of the child by manipulating the returning value or changing its ticking frequency
FallIn
Agent tries to maintain a relative position offset from the position of a leader
FireTeamFile
Fire team behaviour where everyone but the leader follows the person in front of them
FireTeamGroupAIBehavior
Fire team behaviour where members fall in wedge formation relative to the leader
FireTeamWedge
Fire team behaviour where members fall in wedge formation relative to the leader
Follow
Agent follows in the footsteps of another agent, maintaining some separation between them
FollowLeaderNode
FollowToZoneNode
GoalArea
GroupMoveToPositionInFormationBehaviour
GroupMoveToWaypointInFormationBehaviour
GroupPatrolInFormationBehaviour
HasStatusNode
HasTargetNode
InverterNode
Invert or negate the result of their child node. Success becomes failure, and failure becomes success. They are most often used in conditional tests.
IsAliveNode
IsAnyEnemyInKillZoneNode
IsAnyEnemyInKillZoneNode.EnemyInKillZoneEvent
IsAnyEnemyInSightNode
IsAwayFromEnemyNode
IsMovingNode
IsSquadLeaderNode
IsTargetAlive
IsTargetInRange
IsTargetVisible
IsTeamDeadNode
IsUnderAttackNode
LeafNode
The leaf nodes are the primitive building blocks of the behavior tree. They perform some computation and return a state value(functional)
MLAgent
Represents a machine learning agent
MoveAlongPathNode
MoveToPosition
MoveToPositionNode
MoveToRandomPositionNode
MoveToTargetNode
MoveToTargetWithBufferNode
MoveToWaypoint
MultiTeamGroupAIBehavior
Meta group behavior for multiple teams in a larger group. Each team is controlled by an individual AI team behavior that is controllable by the leader
Patrol
Move along a path and attack enemies if you encounter them
PatrolAndAttack
PatrolAndAttackBot
PatrolPathNode
PushLineOfSightAgentsNode
RepeaterNode
reprocess its child node each time its child returns a result. These are often used at the very base of the tree, to make the tree to run continuously. Repeaters may optionally run their children a set number of times before returning to their parent.
RepeatUntilFailNode
continue to reprocess their child. That is until the child finally returns a failure, at which point the repeater will return success to its parent.
RewardArea
RideBehaviour
Base class for implementing behaviours
RideBTUtil
RotateInPlaceNode
SelectorNode
ticks its children sequentially until one of them returns SUCCESS, RUNNING or ERROR. If all children return the failure state, the priority also returns FAILURE. LOGICAL OR ||
SequenceNode
SquadAmbushDrill
SquadColumn
Squad behaviour where members maintain column formation relative to the leader
SquadFile
Squad behaviour where everyone but the leader follows the person in front of them
SquadLine
Squad behaviour where everyone tries to stay side-by-side in a line, relative to a leader
SquadReactDrill
StopMovingNode
SucceederNode
A succeeder will always return success, irrespective of what the child node actually returned. These are useful in cases where you want to process a branch of a tree where a failure is expected or anticipated, but you don’t want to abandon processing of a sequence that branch sits on. The opposite of this type of node is not required, as an inverter will turn a succeeder into a ‘failer’ if a failure is required for the parent.
Surround
SurroundUsingMembers
SurroundUsingSubgroups
TourBehaviour
A custom-built behaviour specifically designed for the Tour of Razish
TrainingAreaSettings
TriggerAfterSuccessNode
continue to reprocess their child. That is until the child finally returns a failure, at which point the repeater will return success to its parent.
TurnTowardEnemyNode
UseSmokeGrenadeNode
Wander
Agent picks an arbitrary point in the world to walk to. Upon arriving, waits for a small time, then picks another point to walk to
Wander.Settings
WithdrawFromTargetNode
Structs
BoundingOverwatchUsingCoverAgainstSingleEnemy.Settings
Interfaces
IBTLeafNode
IBTNode
A Node in a behaviour tree
IBTNodeComposite
A behaviour tree node that can have multiple children
IBTNodeDecorator
A behaviour tree node that has only 1 child
IMLAgent
A Machine Learning agent that can use many types of approaches for implementing an agent
IMLAgentsScenario
IRideBehaviour
Base interface for defining operational policies
Enums
AgentBehaviourType
AgentGroupBehaviourType
BehaviourEventType
BehaviourStatusType
BTNodeStatus
The update status of the node