A Sensor is a class that reads the current state of the world and provides this information to the WorldState when it's needed. The Resolver uses this information to determine the best action to perform based on the current state of the world.
Sensors can provide the values for two types of data/keys:
WorldKey: A WorldKey references a value in the world. For example AppleCount. All values must be represented by ints.
TargetKey: A TargetKey references a position in the world. For example AppleTree. All positions must be represented by Vector3.
Sensors can work in two scopes: Global or Local.
Global: These sensors give information for all agents of an AgentType. For instance, IsDaytimeSensor checks if it's day or night for everyone.
Local: They give information for just one agent. For example, ClosestAppleSensor finds the nearest apple for a specific agent.
Local
Global
WorldKey
LocalWorldSensorBase
GlobalWorldSensorBase
TargetKey
LocalTargetSensorBase
GlobalTargetSensorBase
WorldSensor
WorldSensor checks the game's situation for an agent. It uses WorldKey to show each situation. The Planner uses this to pick the best action.
Examples:
IsHungrySensor checks if the agent is hungry.
HasAppleSensor checks if the agent has an apple.
Example
To create a new WorldSensor, create a new class that inherits from LocalWorldSensorBase or GlobalWorldSensorBase and implement its Sense method.
IsHungrySensor.cs
using CrashKonijn.Agent.Core;
using CrashKonijn.Goap.Core;
using CrashKonijn.Goap.Demos.Simple.Behaviours;
using CrashKonijn.Goap.Runtime;
namespace CrashKonijn.Goap.Demos.Simple.Goap.Sensors.World
{
[GoapId("Simple-IsHungrySensor")]
public class IsHungrySensor : LocalWorldSensorBase
{
public override void Created()
{
}
public override void Update()
{
}
public override SenseValue Sense(IActionReceiver agent, IComponentReference references)
{
var hungerBehaviour = references.GetCachedComponent<SimpleHungerBehaviour>();
if (hungerBehaviour == null)
return false;
return hungerBehaviour.hunger > 20;
}
}
}
TargetSensor
TargetSensor finds a position for a TargetKey. The Planner uses this to know how far actions are.
There are two kinds of Target: TransformTarget and PositionTarget.
TransformTarget: Use this when the target can move. For example, ClosestEnemySensor finds a moving enemy.
PositionTarget: Use this for a fixed spot. Like, WanderTargetSensor finds a random spot that doesn't move.
Example
To create a new TargetSensor, create a new class that inherits from LocalTargetSensorBase or GlobalTargetSensorBase and implement its Sense method.
ClosestTreeSensor.cs
using CrashKonijn.Agent.Core;
using CrashKonijn.Goap.Demos.Simple.Behaviours;
using CrashKonijn.Goap.Runtime;
using Demos;
namespace CrashKonijn.Goap.Demos.Simple.Goap.Sensors.Target
{
[GoapId("Simple-ClosestTreeSensor")]
public class ClosestTreeSensor : LocalTargetSensorBase
{
private TreeBehaviour[] trees;
public override void Created()
{
this.trees = Compatibility.FindObjectsOfType<TreeBehaviour>();
}
public override void Update()
{
}
public override ITarget Sense(IActionReceiver agent, IComponentReference references, ITarget target)
{
return new TransformTarget(this.trees.Closest(agent.Transform.position).transform);
}
}
}
WanderTargetSensor.cs
using CrashKonijn.Agent.Core;
using CrashKonijn.Goap.Runtime;
using UnityEngine;
namespace CrashKonijn.Goap.Demos.Simple.Goap.Sensors.Target
{
[GoapId("Simple-WanderTargetSensor")]
public class WanderTargetSensor : LocalTargetSensorBase
{
private static readonly Vector2 Bounds = new Vector2(15, 8);
public override void Created()
{
}
public override void Update()
{
}
public override ITarget Sense(IActionReceiver agent, IComponentReference references, ITarget target)
{
var random = this.GetRandomPosition(agent);
return new PositionTarget(random);
}
private Vector3 GetRandomPosition(IActionReceiver agent)
{
var random = Random.insideUnitCircle * 5f;
var position = agent.Transform.position + new Vector3(random.x, 0f, random.y);
if (position.x > -Bounds.x && position.x < Bounds.x && position.z > -Bounds.y && position.z < Bounds.y)
return position;
return this.GetRandomPosition(agent);
}
}
}
MultiSensor
MultiSensor is a sensor that combines multiple sensors. It can be used to combine multiple sensors into one sensor class. This can make it easier to manage multiple values that come from the same source.
Example
MultiSensor.cs
using System;
using System.Collections.Generic;
using CrashKonijn.Docs.GettingStarted.Behaviours;
using CrashKonijn.Goap.Runtime;
using UnityEngine;
namespace CrashKonijn.Docs.GettingStarted.Sensors
{
public class PearSensor : MultiSensorBase
{
// A cache of all the pears in the world
private PearBehaviour[] pears;
// You must use the constructor to register all the sensors
// This can also be called outside of the gameplay loop to validate the configuration
public PearSensor()
{
this.AddLocalWorldSensor<PearCount>((agent, references) =>
{
// Get a cached reference to the DataBehaviour on the agent
var data = references.GetCachedComponent<DataBehaviour>();
return data.pearCount;
});
this.AddLocalWorldSensor<Hunger>((agent, references) =>
{
// Get a cached reference to the DataBehaviour on the agent
var data = references.GetCachedComponent<DataBehaviour>();
// We need to cast the float to an int, because the hunger is an int
// We will lose the decimal values, but we don't need them for this example
return (int) data.hunger;
});
this.AddLocalTargetSensor<ClosestPear>((agent, references, target) =>
{
// Use the cashed pears list to find the closest pear
var closestPear = this.Closest(this.pears, agent.Transform.position);
if (closestPear == null)
return null;
// If the target is a transform target, set the target to the closest pear
if (target is TransformTarget transformTarget)
return transformTarget.SetTransform(closestPear.transform);
return new TransformTarget(closestPear.transform);
});
}
// The Created method is called when the sensor is created
// This can be used to gather references to objects in the scene
public override void Created()
{
}
// This method is equal to the Update method of a local sensor.
// It can be used to cache data, like gathering a list of all pears in the scene.
public override void Update()
{
this.pears = GameObject.FindObjectsOfType<PearBehaviour>();
}
// Returns the closest item in a list
private T Closest<T>(IEnumerable<T> list, Vector3 position)
where T : MonoBehaviour
{
T closest = null;
var closestDistance = float.MaxValue; // Start with the largest possible distance
foreach (var item in list)
{
var distance = Vector3.Distance(item.gameObject.transform.position, position);
if (!(distance < closestDistance))
continue;
closest = item;
closestDistance = distance;
}
return closest;
}
}
}
Sensor Timer
You can set a timer for a sensor to update at a specific interval. This can be useful when you want to update a sensor every few seconds instead of every frame, or when you want to update a sensor just a single time.
By default the following timers are provided, but custom implementations of ISensorTimer can be made.
SensorTimer.cs
public static class SensorTimer
{
public static AlwaysSensorTimer Always { get; } = new();
public static OnceSensorTimer Once { get; } = new();
public static IntervalSensorTimer Interval(float interval) => new(interval);
}
World and Target Sensors
SensorTimer.cs
public class AgentSensor : LocalTargetSensorBase
{
// Set the timer to update the sensor once
public override ISensorTimer Timer { get; } = SensorTimer.Once;
public override void Created()
{
}
public override void Update()
{
}
public override ITarget Sense(IActionReceiver agent, IComponentReference references, ITarget target)
{
return new TransformTarget(agent.Transform);
}
}
Multi Sensors
SensorTimer.cs
public class PearSensor : MultiSensorBase
{
public PearSensor()
{
// You can set the timer for each sensor individually in the second parameter
this.AddLocalWorldSensor<PearCount>((agent, references) =>
{
return 0;
}, SensorTimer.Once);
}
}