pub struct GoapAgent {
pub name: String,
pub goals: GoalStack,
pub library: ActionLibrary,
pub executor: PlanExecutor,
/* private fields */
}Expand description
A self-contained GOAP-driven agent that combines a goal stack, an action library, and a plan executor.
Each tick:
- The goal stack is updated (goals may expire).
- If the active goal has changed, a new plan is computed.
- The executor is ticked, driving the current action.
- The name of the current action is returned for the game to execute.
Fields§
§name: String§goals: GoalStack§library: ActionLibrary§executor: PlanExecutorImplementations§
Source§impl GoapAgent
impl GoapAgent
pub fn new(name: &str, actions: Vec<Action>, max_depth: usize) -> Self
Sourcepub fn set_world_state(&mut self, state: WorldState)
pub fn set_world_state(&mut self, state: WorldState)
Set the observed world state (called from game logic each frame with fresh sensor data).
Sourcepub fn tick(&mut self, dt: f32) -> Option<&str>
pub fn tick(&mut self, dt: f32) -> Option<&str>
Tick the agent. Returns the action name the agent wants to perform
this frame, or None if idle.
pub fn current_action(&self) -> Option<&str>
pub fn is_idle(&self) -> bool
pub fn has_succeeded(&self) -> bool
pub fn has_failed(&self) -> bool
pub fn plan_names(&self) -> Vec<&str>
Trait Implementations§
Auto Trait Implementations§
impl Freeze for GoapAgent
impl RefUnwindSafe for GoapAgent
impl Send for GoapAgent
impl Sync for GoapAgent
impl Unpin for GoapAgent
impl UnsafeUnpin for GoapAgent
impl UnwindSafe for GoapAgent
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