State machine
Keeps a character, door or game mode in exactly one state, and lets it change only through moves you listed. A move that is not on the list is refused with a plain reason, so your AI can show you the list and the refusal as proof of what can and cannot happen.
When you need it
When something must never be in two modes at once or jump to a mode it should not reach: a character that is either walking, jumping or stunned, a door, a shop, the steps of a turn.
Say this to your AI
Give my character the allowed-moves recipe from Spielerando so it can never jump while stunned, and show me the list of allowed moves.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP
Settings
- historyLimit (100): How many past moves are kept. Handy when your AI needs to show you how the character got into a state.
Your AI gets the code
The finished code and math come through the Spielerando connection, so your AI can use them right away. Connect your AI
Common questions
how do i stop my character from doing two things at once
Give it one current state, such as walking or jumping, and list which changes are allowed. Anything not on the list simply does not happen, so the wrong combinations cannot come up.
why does my character get stuck in the wrong animation
Usually several yes-or-no switches have ended up in a mix nobody planned. With a single state and a list of allowed changes, there is only one answer to what the character is doing right now.
how can i see what my ai changed in the game logic
The states and moves are a short plain list. Your AI can show you that list, and every refused move comes with a sentence saying why it was refused.