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类 | |
| struct | AgentArchive |
| Versioned, owning NPC state used for save/load and hot-reload handoff. 更多... | |
| struct | AgentHandleTag |
| AgentHandleTag public API. 更多... | |
| struct | AgentSnapshot |
| AgentSnapshot public API. 更多... | |
| struct | BehaviorDefinition |
| Immutable, validated source data for one hierarchical NPC state tree. 更多... | |
| struct | BlackboardKeySpec |
| BlackboardKeySpec public API. 更多... | |
| struct | BlackboardPredicate |
| BlackboardPredicate public API. 更多... | |
| class | INavigationProvider |
| Narrow asynchronous pathfinding and locomotion provider contract. @thread Calls are simulation-thread-affine unless an implementation documents stronger guarantees. @reentrancy Implementations must not call back into NpcAiWorld or NavigationTaskService. 更多... | |
| class | INavigationRequestFactory |
| Builds a typed navigation request from an authored task and current agent projection. 更多... | |
| class | ITaskService |
| Owned extension point for navigation, animation, combat and gameplay tasks. @thread All calls are simulation-thread-affine. @reentrancy Implementations must not call back into the owning NpcAiWorld. 更多... | |
| struct | NavigationProgress |
| NavigationProgress public API. 更多... | |
| struct | NavigationRequest |
| NavigationRequest public API. 更多... | |
| class | NavigationTaskService |
ITaskService adapter for asynchronous move-to requests. 更多... | |
| struct | NavigationTicketTag |
| NavigationTicketTag public API. 更多... | |
| struct | NpcAgentState |
| Authoritative gameplay-entity link to one module-owned NPC agent. 更多... | |
| class | NpcAi |
| Factory module for script-owned NPC AI worlds. 更多... | |
| struct | NpcAiEcsStepReport |
| NpcAiEcsStepReport public API. 更多... | |
| class | NpcAiEcsSystem |
| Gameplay-decision phase adapter over a caller-selected existing entity root. 更多... | |
| struct | NpcAiProjection |
| Cold derived, local-only projection for rendering, editor and gameplay inspection. 更多... | |
| struct | NpcAiSystemContract |
| NpcAiSystemContract public API. 更多... | |
| class | NpcAiWorld |
| Authoritative owner and deterministic scheduler for NPC AI agents. 更多... | |
| struct | NpcAiWorldConfig |
| NpcAiWorldConfig public API. 更多... | |
| struct | PerceptionMemory |
| One bounded, expiring item of NPC perception memory. 更多... | |
| struct | SmartObjectCandidate |
| SmartObjectCandidate public API. 更多... | |
| struct | SmartObjectClaimHandleTag |
| SmartObjectClaimHandleTag public API. 更多... | |
| struct | SmartObjectClaimSnapshot |
| SmartObjectClaimSnapshot public API. 更多... | |
| struct | SmartObjectDefinition |
| SmartObjectDefinition public API. 更多... | |
| struct | SmartObjectExpirationReport |
| SmartObjectExpirationReport public API. 更多... | |
| struct | SmartObjectHandleTag |
| SmartObjectHandleTag public API. 更多... | |
| struct | SmartObjectQuery |
| SmartObjectQuery public API. 更多... | |
| struct | SmartObjectSlotDefinition |
| SmartObjectSlotDefinition public API. 更多... | |
| class | SmartObjectWorld |
| Authoritative registry and lease manager for reservable world interactions. 更多... | |
| struct | StateDefinition |
| StateDefinition public API. 更多... | |
| struct | TaskArchive |
| Portable task state stored inside an NPC archive. 更多... | |
| struct | TaskContext |
| TaskContext public API. 更多... | |
| struct | TaskSpec |
| TaskSpec public API. 更多... | |
| struct | TickContext |
| Input time and work limits for one deterministic simulation update. 更多... | |
| struct | TickReport |
| TickReport public API. 更多... | |
| struct | TraceEvent |
| TraceEvent public API. 更多... | |
| struct | Transition |
| Transition public API. 更多... | |
类型定义 | |
| using | NavigationTicket = RuntimeHandle< NavigationTicketTag > |
| using | BlackboardValue = std::variant< bool, std::int64_t, double, std::string > |
| using | AgentHandle = eve::RuntimeHandle< AgentHandleTag > |
| using | SmartObjectHandle = RuntimeHandle< SmartObjectHandleTag > |
| using | SmartObjectClaimHandle = RuntimeHandle< SmartObjectClaimHandleTag > |
函数 | |
| std::span< const NpcAiSystemContract > | npcAiSystemContracts () noexcept |
| Returns immutable process-lifetime metadata for the NPC AI ECS phase. | |
| Module_IMPL (NpcAi, new NpcAi()) | |
| PerceptionMemory | perceptionMemoryFrom (const eve::sensing::PerceptionFact &fact, std::uint64_t observedTick, std::uint64_t forgetAfterTicks, std::string_view sense="sensing.query") |
| Builds one PerceptionMemory from a neutral sensing fact. | |
| std::vector< PerceptionMemory > | perceptionMemoriesFrom (std::span< const eve::sensing::PerceptionFact > facts, std::uint64_t observedTick, std::uint64_t forgetAfterTicks, std::string_view sense="sensing.query") |
| Projects a sequence of sensing facts into npc_ai perception memories. | |
类型定义说明
◆ AgentHandle
| using eve::npc_ai::AgentHandle = typedef eve::RuntimeHandle<AgentHandleTag> |
◆ BlackboardValue
| using eve::npc_ai::BlackboardValue = typedef std::variant<bool, std::int64_t, double, std::string> |
◆ NavigationTicket
| using eve::npc_ai::NavigationTicket = typedef RuntimeHandle<NavigationTicketTag> |
在文件 Navigation.h 第 22 行定义.
◆ SmartObjectClaimHandle
| using eve::npc_ai::SmartObjectClaimHandle = typedef RuntimeHandle<SmartObjectClaimHandleTag> |
在文件 SmartObject.h 第 25 行定义.
◆ SmartObjectHandle
| using eve::npc_ai::SmartObjectHandle = typedef RuntimeHandle<SmartObjectHandleTag> |
在文件 SmartObject.h 第 24 行定义.
枚举类型说明
◆ BlackboardType
|
strong |
◆ CompareOp
|
strong |
◆ NavigationPhase
|
strong |
NavigationPhase public API.
| 枚举值 | |
|---|---|
| Pending | |
| Moving | |
| Arrived | |
| Unreachable | |
| Cancelled | |
在文件 Navigation.h 第 25 行定义.
◆ SmartObjectRemoval
|
strong |
◆ StopReason
|
strong |
◆ TaskStatus
|
strong |
◆ TraceKind
|
strong |
函数说明
◆ Module_IMPL()
| eve::npc_ai::Module_IMPL | ( | NpcAi | , |
| new | NpcAi() | ||
| ) |
◆ npcAiSystemContracts()
|
noexcept |
Returns immutable process-lifetime metadata for the NPC AI ECS phase.
在文件 NpcAiECS.cpp 第 25 行定义.
◆ perceptionMemoriesFrom()
|
inline |
Projects a sequence of sensing facts into npc_ai perception memories.
- 参数
-
facts Borrowed sensing facts in ranked order. observedTick Simulation tick when the facts were observed. forgetAfterTicks Exclusive forget tick; must be > observedTick. sense Stable sense key shared by all projected memories.
- 返回
- Owning memories in the same order as
facts.
在文件 SensingPerception.h 第 61 行定义.
◆ perceptionMemoryFrom()
|
inline |
Builds one PerceptionMemory from a neutral sensing fact.
- 参数
-
fact Borrowed sensing projection (no ownership transfer). observedTick Simulation tick when the fact was observed. forgetAfterTicks Exclusive forget tick; must be > observedTick. sense Stable sense key; defaults to "sensing.query".
- 返回
- Owning memory ready for NpcAiWorld::remember.
- 备注
- Confidence maps score through a soft logistic so distance scores stay in (0,1]. @thread Call on the npc_ai world's owning simulation thread.
在文件 SensingPerception.h 第 35 行定义.
引用了 eve::sensing::PerceptionFact::distance, memory, payload, eve::sensing::PerceptionFact::score, eve::sensing::PerceptionFact::scoreReason, eve::npc_ai::PerceptionMemory::subject, eve::sensing::PerceptionFact::subjectId, eve::sensing::PerceptionFact::x , 以及 eve::sensing::PerceptionFact::y.
被这些函数引用 perceptionMemoriesFrom().