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These are the user uploaded subtitles that are being translated: 1 00:00:00,030 --> 00:00:02,650 Let's find out about the retreat functionality. 2 00:00:02,670 --> 00:00:05,700 One of the three states of our agent. 3 00:00:05,760 --> 00:00:11,310 The retreat feature consists of a state machine definition and the state code to make it work. 4 00:00:11,340 --> 00:00:18,120 It gets triggered when the agent's HP drops below a certain value that can be customized for different 5 00:00:18,240 --> 00:00:19,020 behaviors. 6 00:00:19,050 --> 00:00:21,550 Let's start by looking at our state machine. 7 00:00:21,570 --> 00:00:23,400 So this is the first level. 8 00:00:23,430 --> 00:00:28,800 We need to double click into retreat and here to find the following three states. 9 00:00:28,950 --> 00:00:34,110 First, when entered the retreat, functionality will try to find a valid cover. 10 00:00:34,140 --> 00:00:41,040 If a cover was found, then it will go there to that cover and then it will wait for a certain period 11 00:00:41,040 --> 00:00:44,730 in the cover if the cover is invalidated for some reason. 12 00:00:44,760 --> 00:00:49,590 For example, the player moves and has a direct line of sight to the enemy. 13 00:00:49,620 --> 00:00:51,800 Then the cover will get invalidated. 14 00:00:51,810 --> 00:00:53,760 It will try to find a new cover. 15 00:00:53,790 --> 00:01:03,090 If it is false, then this means that this state is no longer available and the air can move to attack 16 00:01:03,090 --> 00:01:04,440 or patrol state. 17 00:01:04,500 --> 00:01:08,220 Let's look now at the code and how everything is put together. 18 00:01:08,250 --> 00:01:14,400 After the initialization step of various objects, we also need to connect the tank mover so that we 19 00:01:14,400 --> 00:01:15,780 have unfinished moving. 20 00:01:15,780 --> 00:01:22,540 But we also have two important timers search for new cover timer and validate cover timer. 21 00:01:22,560 --> 00:01:24,300 So what do they do? 22 00:01:24,360 --> 00:01:29,850 If you checked the patrol state, you probably are aware that when the patrolling gets called on entry, 23 00:01:29,850 --> 00:01:33,300 the new patrol position is picked and the mover is set to go there. 24 00:01:33,300 --> 00:01:38,120 Their own entry happens only once when the state machine initially transitions to this for cover. 25 00:01:38,130 --> 00:01:42,540 It's a little different since the patrol will always get the position no matter what. 26 00:01:42,570 --> 00:01:49,290 Well, this system might return zero covers and then the air will enter in a locked state, waiting 27 00:01:49,290 --> 00:01:51,990 indefinitely to prevent this as much as possible. 28 00:01:52,000 --> 00:01:57,600 We will use the callback from the timer search new cover and this will ask the cover system from time 29 00:01:57,600 --> 00:01:59,070 to time to get the new cover. 30 00:01:59,070 --> 00:02:02,300 And when found we will transition to move to cover. 31 00:02:02,310 --> 00:02:09,180 If not, we will restart the timer and call again and again because there is one special case when this 32 00:02:09,180 --> 00:02:14,600 situation won't change, if the enemy and also the player don't move at all, nothing will change. 33 00:02:14,610 --> 00:02:20,760 But usually in real life scenarios, the player will most likely move around and the situation on the 34 00:02:20,760 --> 00:02:22,140 battleground will change. 35 00:02:22,140 --> 00:02:27,540 So this means that even if the first time we didn't get the cover, chances are we will be getting one, 36 00:02:27,540 --> 00:02:31,070 the second or the third time when go to cover state is reached. 37 00:02:31,080 --> 00:02:35,490 We know for sure where to go so we can choose an entry to set this to work. 38 00:02:35,520 --> 00:02:39,280 Once the position has been reached, the way state will get triggered. 39 00:02:39,300 --> 00:02:44,070 And lastly here, we need another timer called validate timer. 40 00:02:44,070 --> 00:02:46,860 So how does the timer search for new cover work? 41 00:02:46,860 --> 00:02:53,370 Well, initially on entry happens, we will enter the find cover state and of course the tank mover 42 00:02:53,370 --> 00:02:54,180 needs to stop. 43 00:02:54,300 --> 00:03:00,390 And then we actually call the callback function for the timer to just get it started initially. 44 00:03:00,510 --> 00:03:06,900 And here in our search for new cover timeout, we will try to get a new cover point from the cover system. 45 00:03:07,080 --> 00:03:12,780 If it's different from now, then we set the final state machine to true so that it advances to move 46 00:03:12,780 --> 00:03:13,260 to cover. 47 00:03:13,290 --> 00:03:20,160 If not, then we call the timer search for a new cover again in hopes that in a couple of seconds the 48 00:03:20,160 --> 00:03:21,510 situation will be different. 49 00:03:21,690 --> 00:03:24,720 Right now it's positioned at 1.5 seconds. 50 00:03:24,720 --> 00:03:28,260 So it will try to search for new cover every 1.5 seconds. 51 00:03:28,350 --> 00:03:32,850 Once we get the cover, we can properly transition to the go to cover state. 52 00:03:32,910 --> 00:03:38,790 And here first we need to set up the final state machine, should wait behind cover to false and then 53 00:03:38,790 --> 00:03:41,490 generate the new move path that will give to the tank. 54 00:03:41,490 --> 00:03:45,270 Moving eventually from the current tank position to the cover point. 55 00:03:45,360 --> 00:03:51,150 Once this trigger on finished moving is called, then it means that it should wait behind cover. 56 00:03:51,150 --> 00:03:54,270 And basically this is how it enters the final state. 57 00:03:54,330 --> 00:03:54,810 Wait. 58 00:03:54,930 --> 00:03:59,250 And then the way state on entry is starts the validate cover timer. 59 00:03:59,490 --> 00:04:07,080 What does the validate cover timer do is once it reaches its timeout and then it will get all the targets 60 00:04:07,080 --> 00:04:07,590 in range. 61 00:04:07,590 --> 00:04:15,350 And if one target has a direct line of sight to this particular instance, then this means that we need 62 00:04:15,360 --> 00:04:16,050 a new cover. 63 00:04:16,200 --> 00:04:21,150 And of course we want the cover points to null and then stop the execution of this here. 64 00:04:21,150 --> 00:04:27,750 If not, then will be still running in this state and we will restart the timer to validate the cover 65 00:04:27,750 --> 00:04:30,390 again and again until something happens. 66 00:04:30,390 --> 00:04:35,010 Either it's invalidated or the air enters a completely different state. 67 00:04:35,010 --> 00:04:40,900 And of course when this state is left, so only if it was in the retreat. 68 00:04:40,920 --> 00:04:43,200 Wait, then the timer validate. 69 00:04:43,200 --> 00:04:44,280 Cover needs to stop. 70 00:04:44,280 --> 00:04:47,100 So this is more for the initializing purposes. 71 00:04:47,160 --> 00:04:48,840 And this is the retreat system. 72 00:04:49,200 --> 00:04:50,790 First we search for a cover. 73 00:04:50,820 --> 00:04:53,940 If we don't find one, we keep continuing searching for one. 74 00:04:53,940 --> 00:04:56,610 Once we do find we will go to that cover. 75 00:04:56,760 --> 00:04:59,880 Then we will wait if the cover either is invalidated. 76 00:05:00,110 --> 00:05:01,970 Then we will try to find another one. 77 00:05:01,970 --> 00:05:07,460 Or if the state is no longer necessary, we will exit and go to either patrol or attack. 78 00:05:07,490 --> 00:05:08,870 I hope you like this system. 79 00:05:08,900 --> 00:05:10,790 Leave a comment down below and let me know. 7981

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