vsTASKER 7 User Manual
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Properties

 
Properties
1

Name

1. Name
Name of the Knowledge. Must be unique.
The class generated will be Controller_Knw.
 
2

Used by

2. Used by
List all the entities that use this Knowledge in their behavior.
For each line (A - B - C):
A: name of the scenario (above: One)
B: type of the user: Ent for Entity, Cat for Catalog and Ply for the Player.
C: name of the entity (above: Tower)
There will be one instance of a Knowledge (including compound Contexts) for each entity that uses it in its behavior.
3

Delete

3.
Suppress the reference to this Knowledge for the selected entity in the list (2).
 
4

Contexts

4. Contexts
List all the Contexts contained in the Knowledge.
 
5

Properties

5.
Call the property window of the selected Context of the list (4).
 
6

Delete

6.
Remove the selected Context of the list (4).
 
7

When Done

7. When Done
Specify here the Event or Fact that will be triggered when the Knowledge is exited (optional).
 
8

Import

8. Import
Use this button to import a previously exported Knowledge in /Data/Shared.
An exported Knowledge has extension .knw
9

Export

9. Export
Use this button to export a Knowledge for reuse or share between databases or users.
The Knowledge is exported by default in /Data/Shared but can be saved in any directory or support.
An exported Knowledge has extension .knw
10

Disabled

10. Disabled
When checked, the Knowledge will not generate any code and cannot be enabled at runtime.
 
11

Definitions

11. Definitions
Put here all the includes and structures that might be needed by the code put inside the Context and Rules.
Definition part is inserted into the generated header file.
 
12

Declarations

12. Declarations
A Knowledge is a class so, user can add special methods that will be used by Context and Rules.
Variables can also be declared here.
From a compound object code, using the getTemperature() method (see picture below) would be done this way: K:getTemperature()
Any public variable is accessible from the logic objects (i.e: K:casualties_count)
Private data/methods shall be reserved for Knowledge storage/process only.
 
User parameters //&& can be defined in a Knowledge and will generate an interface in the corresponding behavior symbol or the Entity. This can be very useful when defining a general purpose Knowledge that will rely on parameters that will change from one entity to one another.
For example, a Knowledge Protect will be using some parameters like speed, level, duration, etc. and each Entity using this Protect Knowledge will overwrite default values of these parameters.
 
 
13

Initialization

13. Initialization
Put here the code that is needed at every phase of the Knowledge. Used mainly to initialize the internal data and parameters used by the compound objects.
The initialization function is called for each instance of the Knowledge.
 
INIT: called once at creation time, for each entity that uses this Knowledge.
RESET: called several times, each time the Knowledge is activated.
 
Refer to the Developer Guide for more details on system phases/events.
14

Methods

14. Methods
Put here the methods defined in the Declaration part (if any). Leave it empty otherwise.
 
 
15

Help

15. Help
Any description of the Knowledge can be put here and will be used for the automatic document generation (see Make Documents)