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Module behaviour

Module behaviour 

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How characters act: the citizen AI and its activities, the agents that run citizens and animals, characters and their action stacks, animation and commuting.

Modules§

activities
What each activity of the citizens’ AI does. See docs/CITIZEN-AI.md. Only the parts of the town that the activities ask about are modelled here, in TownView.
agents
The citizens’ CharacterComponent and CitizenAIComponent run together each simulation iteration. See docs/CITIZEN-AI.md.
ai
CitizenAIComponent: choosing what a citizen does next. See docs/CITIZEN-AI.md.
animation
Animation as the engine plays it: sampling a pose, the clock of each playing clip, and the events (such as sounds) a clip fires.
character
CharacterComponent and the Action task stack it runs. See docs/CITIZEN-AI.md.
character_tree
The characters’ spatial tree: a loose quadtree of the CharacterComponents, which the tornado’s victims and the hunters’ prey are searched in.
commute
The town’s commute optimisation, run from StockManager::Update every 300 s of game time. See docs/COMMUTE.md.