Yes, I haven't fully read the thread yet but as such that sounds like
a useful idea.

Greetings,

On Tue, Mar 31, 2009 at 1:28 PM,  <smd...@student.cs.york.ac.uk> wrote:
> Thank you for the explanation Jorrit, I understand the difference now. Do
> you agree with the ideas on this thread that seperating triggers and
> rewards from quest so that they could be used by future systems (such as
> the proposed behaviour tree) is beneficial to the project?
>
> Kind Regards, Sam
>
>> No, a sequence is not a combination of rewards. A sequence represents
>> some kind of animation. One of the rewards that you can have in
>> response to a trigger is to fire off a sequence. Such a sequence can
>> be to open a door. You don't want the door to go open in one frame.
>> You want to open it slowly. For that you use a sequence. The quest
>> system is integrated with this sequence system so that you can also
>> have triggers that fire when a sequence has finished executing.
>> Example:
>>
>> - Initial state: door is closed. Trigger waits for player to click on
>> the door with the mouse.
>> - The player clicks on the door and the trigger fires. There are two
>> rewards that are executed:
>>     - The first reward fires off the sequence to animate the opening
>> of the door.
>>     - The second reward switches the quest to the state 'opening'.
>> - The state 'opening' has a single trigger. It is a trigger that waits
>> until the door has
>>   finished opening (i.e. until the sequence is done). The reward for
>> this trigger is to go
>>   to the 'open' state.
>> - The sequence is finished and thus the trigger fires. And so the
>> quest goes into the 'open'
>>   state.
>> - In the 'open' state the quest can again listen for the mouse clicks
>> so that the door
>>   can close again.
>>
>> This is a basic example.
>>
>> Greetings,
>>
>> On Tue, Mar 31, 2009 at 12:32 PM,  <smd...@student.cs.york.ac.uk> wrote:
>>> Thank you for the link Pablo, there are some interesting problems in
>>> there
>>> that I could attempt to fix as part of a refactor of quest. I like your
>>> idea of using a behaviour tree implementation as a focus for the project
>>> and a reason for the refactor.
>>>
>>> One question, however, in your other email you mentioned the
>>> interpolation
>>> system of Quest. What is this? I do not recall mention of this anywhere.
>>>
>>> And also as you seem familiar with the Quest system could you explain
>>> the
>>> sequence rewards? It seems to me that they are simply a combination of
>>> rewards performed sequentially but from the last reading it seems
>>> implied
>>> that one can apply several rewards to one trigger and therefore the
>>> sequence seems redundant.
>>>
>>> In light of these suggestions the new proposal for the 2nd project would
>>> be:
>>>
>>> -Quest Refactor
>>> ** Freeing the triggers & rewards from within Quest so that access to
>>> them
>>> is available throughout CEL.
>>> ** Standardise the Quest, Trigger and Reward properties so that they can
>>> access constraints, property values and message each other (Fixing the
>>> last three problems on https://b2cs.delcorp.org/dev/wiki/QuestEditorNG)
>>> ** Allow for nesting FSMs
>>> ** Example Program / Tutorial
>>>
>>> -Behaviour Tree Implementation
>>> ** Implementation
>>> ** Documentation
>>> ** Example Program / Tutorial
>>>
>>> As always thank you for your time,
>>> Sam.
>>>
>>>> smd...@student.cs.york.ac.uk wrote:
>>>>>
>>>>> To anyone else still reading, could you please post any interest in
>>>>> either
>>>>> of the following projects:
>>>>>
>>>>> 1.) Pathfinding And Steering
>>>>>  -Move the current A* implementation to a HPA* implementation to
>>>>> improve
>>>>> performance
>>>>>  -Fully implementing the steering examples from Craig Reynolds work
>>>>>  -Improving the interaction between steering and nav-meshes to provide
>>>>> usable performance
>>>>>
>>>>>  2.) Refactoring Quest
>>>>> -Standardise the quest system to fit the current standards for
>>>>> property
>>>>> classes.
>>>>> -Allow for nesting FSMs, direct linking of CEL properties to Quest
>>>>> properties
>>>>> -Freeing the triggers from within Quest so that access to them is
>>>>> available throughout CEL where they may find other uses in future
>>>>> expanisions (I.e Behaviour Trees.)
>>>>> -Explore the potential of inspiration from the UML techniques
>>>>> highlighted
>>>>> by Pablo
>>>>>
>>>>>
>>>>
>>>> They both sound good to me. I do think that the second approach can be
>>>> put together with the behaviour tree implementation though, as it
>>>> should
>>>> be trivial given the quest has been refactored, it would be the proof
>>>> that it actually works and give focus (but i might be overly
>>>> optimistic,
>>>> so feel free to ignore the suggestion :)).
>>>>
>>>> With the proposals as they are, i would probably favour 1) by heart,
>>>> because it would be just so nice to have the steering examples
>>>> implemented, plus the perfomance issues solved. If the second proposal
>>>> was to include behaviour trees, and some interesting examples, i would
>>>> have a much more difficult time choosing though.
>>>>
>>>>> And as I am trying to expand my knowledge of the existing quest
>>>>> system,
>>>>> could anyone point me in the direction of documentation regarding this
>>>>> that I may have missed. I have already read the CEL User
>>>>> documentation,
>>>>> browsed the source code and the CEL diagram that I found very useful
>>>>> inside the Developers Whiteboard.
>>>>>
>>>>
>>>>
>>>> A document about current quest editor in b2cs, how it relates to
>>>> traditional fsm and some problems.
>>>>
>>>> https://b2cs.delcorp.org/dev/wiki/QuestEditorNG
>>>>
>>>> Also, its important to know the message system and component systems
>>>> where refactored, to merge property classes with behaviours (not sure
>>>> it
>>>> is evident), so for example, the red elements in the cel diagram, are
>>>> basically gone (they are still there for backwards compatibility -there
>>>> are a lot of legacy behaviours out there-, but no other reason to use
>>>> them).
>>>>
>>>>
>>>> Greetings
>>>>
>>>>  Pablo
>>>>
>>>>
>>>>
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>>>
>>>
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>>
>>
>>
>> --
>> Project Manager of Crystal Space (http://www.crystalspace3d.org)
>> and CEL (http://cel.crystalspace3d.org)
>> Support Crystal Space. Donate at
>> https://sourceforge.net/donate/index.php?group_id=649
>> Personal page: http://users.telenet.be/jorritTyberghein/
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-- 
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Personal page: http://users.telenet.be/jorritTyberghein/

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