GAIS Feature List

The documentation of Generic Game Framework.

GAIS_Cover
YuewuDev

作者

YuewuDev

创建时间: 2026年7月25日更新时间: 2026年9月15日

目录

What You Can Build

Generic AI System helps you build multi-unit coordination: player or AI commands, squads, formations, movement intent, tactical assignments, and layered StateTree behavior work as one model. Your project still owns movement, combat, animation, UI, and game-specific rules.

Gameplay Patterns You Can Build

  • Player- or AI-directed units sharing one command lifecycle
  • Mixed-role squads responding differently to the same tactical intent
  • Formation movement, guarding, surrounding, patrols, and temporary tactical offsets
  • Attack, defend, support, hold, interact, escort, or similar task distribution
  • Layered StateTree modes, short task queues, and command-driven behavior
  • Candidate selection using EQS, Gameplay Tags, team attitude, and project rules

Command-Driven Unit Control

  • Unify player orders and AI decisions. Command lifecycle covers validation, acceptance, queueing, insertion, execution, cancellation, and terminal results.
  • Let different units resolve the same intent. Command Intent can turn semantic requests such as support, attack, or interact into healing, shooting, moving, covering, or custom project commands.
  • Plug execution into project systems. Commands can execute through the StateTree adapter or project-defined adapters while keeping one validation and result model.
  • Keep multiplayer authority visible. Command state, pending queue, and terminal result expose replication and Server RPC surfaces.

Squads, Formation, and Movement Intent

  • Manage a group as a gameplay object. Squad definitions describe roles, capacity, default units, formations, baseline StateTrees, and composition rules.
  • Create and reorganize squads from live units. The system supports creation, add/remove, merge, recruitment, and role refill workflows.
  • Author reusable formation layouts. Formation assets support line, triangle, grid, circle, ring, guard-post, and customized weighted/tagged slots.
  • Output movement intent instead of owning movement. Movement Intent provides destination, facing, speed, response strength, and semantic tags, then drivers connect it to CharacterMovement or project movement systems.
  • Modify formation behavior temporarily. Modifier sets can alter spacing, speed, facing, offsets, or tactical tags during StateTree lifecycle.

Tactical Assignment and EQS

  • Turn high-level goals into unit work. Assignment plans combine candidate sources, filters, scoring, and allocators to decide which unit handles which target.
  • Build candidate pools from existing data. Sources can use squad members, roles, supplied actors / targets, EQS actor results, or EQS location results.
  • Filter unsuitable assignments. Role, Gameplay Tag query, distance, target validity, Movement Intent, and project rules can all participate.
  • Control target capacity and competition. Capacity-aware allocators and target claims prevent separate sessions from unintentionally fighting over the same target.
  • Replan as the battlefield changes. Stateful sessions can reevaluate, keep valid assignments, replace stale work, and optionally cancel stale commands.

StateTree Orchestration, Extension, and Diagnostics

  • Layer persistent behavior. StateTree Stack supports named layers, priority, override, restoration, and controlled transitions.
  • Run short ordered tasks. StateTree Queue can append or replace dispatches, then complete or cancel the exact matching work.
  • Expose GAIS state to StateTree. Tasks, evaluators, and conditions provide command context, squad composition, formation, Movement Intent, Blackboard, queue, and assignment data.
  • Inspect why coordination changed. Gameplay Debugger categories, assignment traces, formation diagnostics, and editor validation help locate failures in command, formation, assignment, or behavior layers.
  • Extend around your game. Projects can add intent resolvers, execution definitions, squad conditions, movement drivers, assignment sources / filters / scorers / allocators, and StateTree tasks.

Boundaries to Design Around

  • GAIS is a multi-unit orchestration layer; it does not replace movement, combat, animation, UI, or project AI rules.
  • Formation outputs movement intent. Final movement quality depends on the movement driver and character system you connect.
  • Tactical Assignment chooses and distributes work, but target value, threat, resources, faction rules, and concrete actions remain project-defined.