59 lines
3.2 KiB
C
59 lines
3.2 KiB
C
#ifndef __BSTATE_H__
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#define __BSTATE_H__
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//bstate.h
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typedef enum //# bState_e
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{//These take over only if script allows them to be autonomous
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BS_DEFAULT = 0,//# whatever
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BS_IDLE,//# 1: move if have goal, update angles
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BS_ROAM,//# 2: Roam around, collect stuff
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BS_WALK,//# 3: Walk toward their goals
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BS_RUN,//# 4: Run toward their goals
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BS_STAND_AND_SHOOT,//# 5: Stay in one spot and shoot- duck when neccesary
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BS_STAND_GUARD,//# 6: Wait around for an enemy
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BS_PATROL,//# 7: Follow a path, looking for enemies
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BS_HUNT_AND_KILL,//# 8: Track down enemies and kill them
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BS_EVADE,//# 9: Run from enemies
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BS_EVADE_AND_SHOOT,//# 10: Run from enemies, shoot them if they hit you
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BS_RUN_AND_SHOOT,//# 11: Run to your goal and shoot enemy when possible
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BS_DEFEND,//# 12: Defend an entity or spot?
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BS_COMBAT,//# 14: Attack, evade, use cover, move about, etc. Full combat AI - id Bot code
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BS_MEDIC,//# 15: Go for lowest health buddy, hide and heal him.
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BS_TAKECOVER,//# 16: Find nearest cover from enemies
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BS_GET_AMMO,//# 17: Go get some ammo
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BS_ADVANCE_FIGHT,//# 18: Anvance to captureGoal and shoot enemies if you can
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BS_FACE,//# 19: turn until facing desired angles
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BS_WAIT,//# 20: do abolutely nothing
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BS_FORMATION,//# 21: Maintain a formation
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BS_CROUCH,//# 22: Crouch-Walk toward their goals
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BS_MOVE,//# 23: Move in one dir, face another
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BS_WAITHEAL,//# 24: Do nothing until health > 75
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BS_SHOOT,//# 25: shoot straight ahead
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BS_SNIPER,//# 26: wait for a good shot
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BS_MEDIC_COMBAT,//# 27: Run to and heal people to a certain level then go back to hiding spot
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BS_MEDIC_HIDE,//# 28: Stay in hiding spot and wait for others to come to you
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BS_POINT_AND_SHOOT,//# 29: Face enemy and shoot once
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BS_FACE_ENEMY,//# 30: Face enemy
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BS_INVESTIGATE,//# 31: head towards temp goal and look for enemies and listen for sounds
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BS_SLEEP,//# 32: Play awake script when startled by sound
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//BS_FLEE,//# 33: Run away!
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//BS_RETREAT,//# 34: Back away while still engaging enemy
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//BS_COVER,//# 35: Watch your coverTarg and shoot any enemy around him, laying down supressing fire
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BS_SAY,//# 36: Turn head to sayTarg, use talk anim, say your sayString (look up string in your sounds table), exit tempBState when sound finished (anim of mouth should be timed to length of sound as well)
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BS_AIM,//# 37: Turn head and torso to facing, keep feet in place if you can
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BS_LOOK,//# 38: Turn head only to facing, keep torso and head in place if you can
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BS_POINT_COMBAT,//# 39: Head toward closest empty point_combat and shoot from there
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BS_FOLLOW_LEADER,//# 40: Follow your leader and shoot any enemies you come across
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BS_JUMP,//# 41: Face navgoal and jump to it.
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BS_REMOVE,//# 42: Waits for player to leave PVS then removes itself
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BS_SEARCH,//# 43: Using current waypoint as a base, search the immediate branches of waypoints for enemies
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BS_FLY,//# 44: Moves around without gravity
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BS_NOCLIP,//# 45: Moves through walls, etc.
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BS_WANDER,//# 46: Wander down random waypoint paths
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BS_FACE_LEADER,//# 47: They will stand still and keep facing whatever ent is set by SET_LEADER until their bState is changed
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//# #eol
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NUM_BSTATES
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} bState_t;
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#endif //#ifndef __BSTATE_H__
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