Sensors

Sensors help the GOAP system understand the current game situation.

There are two main types of sensors: WorldSensor and TargetSensor.

Global vs. Local Sensors

Sensors can work in two modes: Global or Local.

  • Global: These sensors give information for all agents. For instance, IsDaytimeSensor checks if it's day or night for everyone.

  • Local: These sensors check only when the Planner runs. They give information for just one agent. For example, ClosestAppleSensor finds the nearest apple for a specific agent.

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.Goap.Behaviours;
using CrashKonijn.Goap.Classes;
using CrashKonijn.Goap.Classes.References;
using CrashKonijn.Goap.Sensors;
using Demos.Shared.Behaviours;

namespace Demos.Simple.Sensors.World
{
    public class IsHungrySensor : LocalWorldSensorBase
    {
        public override void Created()
        {
        }

        public override void Update()
        {
        }

        public override SenseValue Sense(IMonoAgent agent, IComponentReference references)
        {
            // References are cached by the agent.
            var hungerBehaviour = references.GetComponent<HungerBehaviour>();

            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.

ClosestAppleSensor.cs
using CrashKonijn.Goap.Behaviours;
using CrashKonijn.Goap.Classes;
using CrashKonijn.Goap.Classes.References;
using CrashKonijn.Goap.Interfaces;
using CrashKonijn.Goap.Sensors;
using Demos.Simple.Behaviours;
using UnityEngine;

namespace Demos.Simple.Sensors.Target
{
    public class ClosestAppleSensor : LocalTargetSensorBase
    {
        private AppleCollection apples;

        public override void Created()
        {
            this.apples = GameObject.FindObjectOfType<AppleCollection>();
        }

        public override void Update()
        {
        }

        public override ITarget Sense(IMonoAgent agent, IComponentReference references)
        {
            var closestApple = this.apples.Get().Closest(agent.transform.position);

            if (closestApple is null)
                return null;
            
            return new TransformTarget(closestApple.transform);
        }
    }
}
WanderTargetSensor.cs
using CrashKonijn.Goap.Behaviours;
using CrashKonijn.Goap.Classes;
using CrashKonijn.Goap.Classes.References;
using CrashKonijn.Goap.Interfaces;
using CrashKonijn.Goap.Sensors;
using UnityEngine;

namespace Demos.Simple.Sensors.Target
{
    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(IMonoAgent agent, IComponentReference references)
        {
            var random = this.GetRandomPosition(agent);
            
            return new PositionTarget(random);
        }

        private Vector3 GetRandomPosition(IMonoAgent 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);
        }
    }
}

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