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    Grail (C++)
    1.3.0
    
   A multi-platform, modular, universal engine for embedding advanced AI in games. 
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A high-level abstraction of actions in the game. More...
#include <Behavior.hh>


Public Member Functions | |
| Behavior (std::unique_ptr< Behavior > recoveryBehavior=nullptr) | |
| Behavior (Behavior &&)=default | |
| Behavior & | operator= (const Behavior &)=delete | 
| Behavior & | operator= (Behavior &&)=delete | 
| virtual void | Start (AIEntity &owner) | 
| virtual void | Update (AIEntity &owner, float deltaTime) | 
| virtual void | Finish (AIEntity &owner, const BehaviorStatus status) | 
| virtual bool | IsFinished (const AIEntity &owner) const | 
| virtual bool | IsLegal (const AIEntity &owner) const | 
| virtual bool | IsInterruptible () const | 
| BehaviorStatus | GetStatus () const | 
| GetStatus.  More... | |
| virtual std::unique_ptr< Behavior > | GetRecoveryBehavior () | 
| virtual std::string | GetName () const | 
Protected Attributes | |
| std::unique_ptr< Behavior > | recoveryBehavior {nullptr} | 
Friends | |
| class | AIEntity | 
| class | BehaviorSequence | 
A high-level abstraction of actions in the game.
      
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  virtual | 
Invoked after the behavior is finished or interrupted
| owner | - the entity executing this behavior | 
Reimplemented in grail::BehaviorSequence, and grail::fsm::FSMBehavior.
| BehaviorStatus grail::Behavior::GetStatus | ( | ) | const | 
GetStatus.
      
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  virtual | 
| owner | - the entity executing this behavior | 
Reimplemented in grail::BehaviorSequence, and grail::fsm::FSMBehavior.
      
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  virtual | 
Reimplemented in grail::BehaviorSequence.
      
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  virtual | 
| owner | - the entity executing this behavior | 
Reimplemented in grail::BehaviorSequence, and grail::fsm::FSMBehavior.
      
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  virtual | 
Invoked after the behavior is assigned to AIEntity
| owner | - the entity executing this behavior | 
Reimplemented in grail::BehaviorSequence, and grail::fsm::FSMBehavior.
      
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  virtual | 
Invoked on each AIManager update
| owner | - the entity executing this behavior | 
Reimplemented in grail::BehaviorSequence, and grail::fsm::FSMBehavior.