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@rbxts/utility-ai

v0.0.3

Published

A small Utility Ai Framework

Readme

Utility Ai

A small Utility Ai Framework

Install

npm install @rbxts/utility-ai

Usage

import { UtilityAi } from "./index";

interface EnemyEntity {}

interface PlayerEntity {
	isStuck(): boolean;
	distanceTo(enemy: EnemyEntity): number;
	gunEmpty(): boolean;
	nextCoverDistance(): number;
	isInCover(): boolean;
}

interface WorldData {
	player: PlayerEntity;
	enemy: EnemyEntity;
}

const utility_ai = new UtilityAi<WorldData>();

// define your actions e.g "Move to Enemy", "Fire at Enemy", "Move to Cover", "Reload Gun"
utility_ai.addAction("Move to Enemy", (action) => {
	// pre-conditions for actions, if not fulfilled all actions will be skipped
	action.condition(({ player }) => {
		if (player.isStuck()) return false;

		// explicit return of true needed to fulfill condition
		return true;
	});

	// each score expects a number as return value, the higher the better the action will be weighted
	action.score("Distance to Enemy", ({ player, enemy }) => player.distanceTo(enemy));

	action.score("Gun is not loaded", ({ player }) => player.gunEmpty() && -100);
});

utility_ai.addAction("Fire at Enemy", (action) => {
	action.score("Proximity to Enemy < 50", ({ player, enemy }) => player.distanceTo(enemy) < 50 && 75);

	action.score("Cannot make it to cover", ({ player }) => player.nextCoverDistance() > 25 && 50);

	action.score("Gun is not loaded", ({ player }) => player.gunEmpty() && -125);
});

utility_ai.addAction("Move to Cover", (action) => {
	action.score("Is not in cover", ({ player }) => !player.isInCover() && 50);

	action.score("Proximity to Cover < 50", ({ player }) => player.nextCoverDistance() < 50 && 50);
});

utility_ai.addAction("Reload Gun", (action) => {
	action.score("Gun is not loaded", ({ player }) => player.gunEmpty() && 75);

	action.score("Is in Cover", ({ player }) => player.isInCover() && 50);

	action.score("Gun is loaded", ({ player }) => !player.gunEmpty() && -125);
});

const data: WorldData = {
	player: {
		isStuck() {
			return false;
		},
		distanceTo(enemy) {
			return 0;
		},
		gunEmpty() {
			return false;
		},
		nextCoverDistance() {
			return 0;
		},
		isInCover() {
			return false;
		},
	},
	enemy: {},
};

// starts the evaluation of a given world state and returns its best action
const result = utility_ai.evaluate(data);
// e.g. result = { action: "Move to Cover", score: 100 }