ef2gamesource/dlls/game/behaviors_specific.cpp

1074 lines
25 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/behaviors_specific.cpp $
// $Revision:: 18 $
// $Author:: Steven $
// $Date:: 10/13/03 8:53a $
//
// Copyright (C) 2001 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
#include "_pch_cpp.h"
//#include "g_local.h"
#include "behavior.h"
#include "actor.h"
#include "doors.h"
#include "object.h"
#include "explosion.h"
#include "weaputils.h"
#include "player.h"
#include "behaviors_specific.h"
extern Container<HelperNode*> HelperNodes;
//==============================================================================
// PatrolWorkHibernate
//==============================================================================
// Init Static Vars
const float PatrolWorkHibernate::MIN_DISTANCE_TO_PATROL_NODE = 512.0f;
const float PatrolWorkHibernate::MIN_DISTANCE_TO_WORK_NODE = 512.0f;
const float PatrolWorkHibernate::MIN_DISTANCE_TO_HIBERNATE_NODE = 96.0f;
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, PatrolWorkHibernate, NULL )
{
{ &EV_Behavior_Args, &PatrolWorkHibernate::SetArgs },
{ &EV_Behavior_AnimDone, &PatrolWorkHibernate::AnimDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: SetArgs()
// Class: PatrolWorkHibernate
//
// Description: Sets the arguments of the behavior
//
// Parameters: Event *ev
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkHibernate::SetArgs ( Event *ev)
{
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: PatrolWorkHibernate
//
// Description: Handles an animation completion
//
// Parameters: Event *ev -- Event holding the completion notification
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkHibernate::AnimDone( Event *ev )
{
switch ( _state )
{
case PATROLWORKHIBERNATE_HIBERNATE:
_hibernateComponent.AnimDone( ev );
break;
case PATROLWORKHIBERNATE_HACK:
_state = PATROLWORKHIBERNATE_SELECT_STATE;
break;
case PATROLWORKHIBERNATE_HIBERNATE_HOLD:
_state = PATROLWORKHIBERNATE_SELECT_STATE;
break;
case PATROLWORKHIBERNATE_PATROL:
_patrolComponent.AnimDone( ev );
break;
case PATROLWORKHIBERNATE_WORK:
_workComponent.AnimDone( ev );
break;
}
}
//--------------------------------------------------------------
// Name: Begin()
// Class: PatrolWorkHibernate
//
// Description: Begins the Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkHibernate::Begin( Actor &self )
{
_init( self );
if ( self.GetActorFlag ( ACTOR_FLAG_IN_ALCOVE ) )
_state = PATROLWORKHIBERNATE_HIBERNATE_HOLD;
}
//--------------------------------------------------------------
// Name: _init()
// Class: PatrolWorkHibernate
//
// Description: Initializes memeber variables
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkHibernate::_init( Actor &self )
{
_nextStateCheck = 0.0f;
_nextWorkCheck = 0.0f;
_nextHibernateCheck = 0.0f;
_state = PATROLWORKHIBERNATE_SELECT_STATE;
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: PatrolWorkHibernate
//
// Description: Returns True Or False, and is run every frame
// that the behavior
//
// Parameters: Actor &self
//
// Returns: True or False
//--------------------------------------------------------------
BehaviorReturnCode_t PatrolWorkHibernate::Evaluate ( Actor &self )
{
float tendencyToHibernate;
switch ( _state )
{
case PATROLWORKHIBERNATE_SELECT_STATE:
_selectState( self );
break;
case PATROLWORKHIBERNATE_PATROL:
_patrol( self );
break;
case PATROLWORKHIBERNATE_WORK:
_work( self );
break;
case PATROLWORKHIBERNATE_HIBERNATE:
tendencyToHibernate = self.personality->GetTendency( "hibernate" );
if ( G_Random() > tendencyToHibernate )
{
self.SetAnim( "alcove_activate" , EV_Actor_NotifyBehavior );
_state = PATROLWORKHIBERNATE_HACK;
return BEHAVIOR_EVALUATING;
}
_hibernate( self );
break;
case PATROLWORKHIBERNATE_HOLD:
_hold( self );
break;
case PATROLWORKHIBERNATE_HIBERNATE_HOLD:
self.SetAnim( "alcove_idle" );
tendencyToHibernate = self.personality->GetTendency( "hibernate" );
if ( G_Random() > tendencyToHibernate )
{
self.SetAnim( "alcove_activate" , EV_Actor_NotifyBehavior );
}
break;
case PATROLWORKHIBERNATE_FAILED:
return BEHAVIOR_FAILED;
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: End()
// Class: PatrolWorkHibernate
//
// Description: Ends the Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkHibernate::End ( Actor &self )
{
}
//--------------------------------------------------------------
// Name: _setupPatrol()
// Class: PatrolWorkHibernate
//
// Description: Sets up our Patrol Component Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkHibernate::_setupPatrol( Actor &self )
{
_patrolComponent.SetInitialNode( self.currentHelperNode.node );
_patrolComponent.Begin( self );
}
//--------------------------------------------------------------
// Name: _patrol()
// Class: PatrolWorkHibernate
//
// Description: Evaluates our Patrol Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkHibernate::_patrol( Actor &self )
{
// See if we want to hibernate
if ( _wantsToHibernate( self ) )
{
_state = PATROLWORKHIBERNATE_HIBERNATE;
_setupHibernate( self );
_patrolComponent.End( self);
return;
}
// See if we want to work
if ( _wantsToWork( self ) )
{
_state = PATROLWORKHIBERNATE_WORK;
_setupWork( self );
_patrolComponent.End( self);
return;
}
BehaviorReturnCode_t patrolResult;
patrolResult = _patrolComponent.Evaluate( self );
if ( patrolResult == BEHAVIOR_SUCCESS )
_state = PATROLWORKHIBERNATE_SELECT_STATE;
if ( patrolResult == BEHAVIOR_FAILED )
_state = PATROLWORKHIBERNATE_FAILED;
}
//--------------------------------------------------------------
// Name: _setupHibernate()
// Class: PatrolWorkHibernate
//
// Description: Sets up our hibernate component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkHibernate::_setupHibernate( Actor &self )
{
_hibernateComponent.Begin( self );
}
//--------------------------------------------------------------
// Name: _hibernate()
// Class: PatrolWorkHibernate
//
// Description: Evaluates our Hibernate Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkHibernate::_hibernate( Actor &self )
{
BehaviorReturnCode_t hibernateResult;
hibernateResult = _hibernateComponent.Evaluate( self );
if ( hibernateResult == BEHAVIOR_SUCCESS )
_state = PATROLWORKHIBERNATE_SELECT_STATE;
if ( hibernateResult == BEHAVIOR_FAILED )
_state = PATROLWORKHIBERNATE_FAILED;
}
//--------------------------------------------------------------
// Name: _setupWork()
// Class: PatrolWorkHibernate
//
// Description: Sets up our Work Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkHibernate::_setupWork( Actor &self )
{
_workComponent.SetNode( self.currentHelperNode.node );
_workComponent.Begin( self );
}
//--------------------------------------------------------------
// Name: _work()
// Class: PatrolWorkHibernate
//
// Description: Evaluates our Work Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkHibernate::_work( Actor &self )
{
BehaviorReturnCode_t workResult;
workResult = _workComponent.Evaluate( self );
if ( workResult == BEHAVIOR_SUCCESS )
_state = PATROLWORKHIBERNATE_SELECT_STATE;
if ( workResult == BEHAVIOR_FAILED )
_state = PATROLWORKHIBERNATE_FAILED;
}
void PatrolWorkHibernate::_setupHold( Actor &self )
{
self.SetAnim( "idle" );
_nextStateCheck = level.time + G_Random() + 1.0f;
}
void PatrolWorkHibernate::_hold( Actor &self )
{
if ( level.time >= _nextStateCheck )
_state = PATROLWORKHIBERNATE_SELECT_STATE;
}
bool PatrolWorkHibernate::_wantsToHibernate( Actor &self )
{
float tendencyToHibernate;
if ( level.time > _nextHibernateCheck )
{
_nextHibernateCheck = level.time + G_Random() + 0.25f;
HelperNode* hibNode;
hibNode = HelperNode::FindClosestHelperNode( self , "hibernate" , MIN_DISTANCE_TO_HIBERNATE_NODE );
if ( !hibNode )
return false;
if ( !self.WithinDistance( hibNode->origin , MIN_DISTANCE_TO_HIBERNATE_NODE ) )
return false;
if ( hibNode == _lastHibernateNodeChecked )
return false;
_lastHibernateNodeChecked = hibNode;
tendencyToHibernate = self.personality->GetTendency( "hibernate" );
if ( G_Random() <= tendencyToHibernate )
return true;
}
return false;
}
bool PatrolWorkHibernate::_wantsToWork( Actor &self )
{
float tendencyToWork;
if ( level.time > _nextWorkCheck )
{
_nextWorkCheck = level.time + G_Random() + 0.25f;
tendencyToWork = self.personality->GetTendency( "work" );
if ( G_Random() > tendencyToWork )
return false;
HelperNode* workNode = HelperNode::FindClosestHelperNode( self , NODETYPE_WORK , MIN_DISTANCE_TO_WORK_NODE );
if ( !workNode )
return false;
if ( !self.WithinDistance( workNode->origin , MIN_DISTANCE_TO_WORK_NODE ) )
return false;
if ( workNode == _lastWorkNodeChecked )
{
self.currentHelperNode.node->UnreserveNode();
return false;
}
_lastWorkNodeChecked = workNode;
self.currentHelperNode.node->UnreserveNode();
return true;
}
return false;
}
//--------------------------------------------------------------
// Name: _selectState()
// Class: PatrolWorkHibernate
//
// Description: Selects the state of our behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkHibernate::_selectState( Actor &self )
{
// By default, we prefer to patrol.
// As we patrol, we'll keep looking for hibernate and work
// nodes, and change our state appropriately
HelperNode* patrolNode;
patrolNode = HelperNode::FindClosestHelperNode( self , NODETYPE_PATROL , MIN_DISTANCE_TO_PATROL_NODE );
if ( patrolNode && self.WithinDistance( patrolNode->origin , MIN_DISTANCE_TO_PATROL_NODE ) )
{
_state = PATROLWORKHIBERNATE_PATROL;
_setupPatrol( self );
return;
}
// See if we want to hibernate
if ( _wantsToHibernate( self ) )
{
_state = PATROLWORKHIBERNATE_HIBERNATE;
_setupHibernate( self );
return;
}
// See if we want to work
if ( _wantsToWork( self ) )
{
_state = PATROLWORKHIBERNATE_WORK;
_setupWork( self );
return;
}
_state = PATROLWORKHIBERNATE_HOLD;
_setupHold( self );
}
//==============================================================================
// PatrolWorkWander
//==============================================================================
// Init Static Vars
const float PatrolWorkWander::MIN_DISTANCE_TO_PATROL_NODE = 512.0f;
const float PatrolWorkWander::MIN_DISTANCE_TO_WORK_NODE = 512.0f;
//--------------------------------------------------------------
//
// Class Declaration and Event Registration
//
//--------------------------------------------------------------
CLASS_DECLARATION( Behavior, PatrolWorkWander, NULL )
{
{ &EV_Behavior_Args, &PatrolWorkWander::SetArgs },
{ &EV_Behavior_AnimDone, &PatrolWorkWander::AnimDone },
{ NULL, NULL }
};
//--------------------------------------------------------------
// Name: SetArgs()
// Class: PatrolWorkWander
//
// Description: Sets the arguments of the behavior
//
// Parameters: Event *ev
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::SetArgs ( Event *ev)
{
}
//--------------------------------------------------------------
// Name: AnimDone()
// Class: PatrolWorkWander
//
// Description: Handles an animation completion
//
// Parameters: Event *ev -- Event holding the completion notification
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::AnimDone( Event *ev )
{
switch ( _state )
{
case PATROLWORKWANDER_PATROL:
_patrolComponent.AnimDone( ev );
break;
case PATROLWORKWANDER_WORK:
_workComponent.AnimDone( ev );
break;
}
}
//--------------------------------------------------------------
// Name: Begin()
// Class: PatrolWorkWander
//
// Description: Begins the Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::Begin( Actor &self )
{
_init( self );
}
//--------------------------------------------------------------
// Name: _init()
// Class: PatrolWorkHibernate
//
// Description: Initializes memeber variables
//
// Parameters: Actor &self -- Actor executing this behavior
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::_init( Actor &self )
{
_nextStateCheck = 0.0f;
_nextWorkCheck = 0.0f;
_nextPatrolCheck = 0.0f;
_wanderFailures = 0;
_patrolFailures = 0;
_workFailures = 0;
_state = PATROLWORKWANDER_SELECT_STATE;
}
//--------------------------------------------------------------
// Name: Evaluate()
// Class: PatrolWorkWander
//
// Description: Returns True Or False, and is run every frame
// that the behavior
//
// Parameters: Actor &self
//
// Returns: True or False
//--------------------------------------------------------------
BehaviorReturnCode_t PatrolWorkWander::Evaluate ( Actor &self )
{
switch ( _state )
{
case PATROLWORKWANDER_SELECT_STATE:
_selectState( self );
break;
case PATROLWORKWANDER_PATROL:
_patrol ( self );
break;
case PATROLWORKWANDER_WORK:
_work( self );
break;
case PATROLWORKWANDER_WANDER:
_wander( self );
break;
case PATROLWORKWANDER_HOLD:
_hold( self );
break;
case PATROLWORKWANDER_FAILED:
return BEHAVIOR_FAILED;
break;
}
return BEHAVIOR_EVALUATING;
}
//--------------------------------------------------------------
// Name: End()
// Class: PatrolWorkWander
//
// Description: Ends the Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::End ( Actor &self )
{
}
//--------------------------------------------------------------
// Name: _setupWander()
// Class: PatrolWorkWander
//
// Description: Sets up our MoveRandomDirection Component Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::_setupWander( Actor &self )
{
_wanderComponent.SetAnim( "walk" );
_wanderComponent.SetDistance( 256.0f );
_wanderComponent.SetMinDistance( 96.0f );
_wanderComponent.SetMode( MoveRandomDirection::RANDOM_MOVE_ANYWHERE );
_wanderComponent.Begin( self );
}
//--------------------------------------------------------------
// Name: _wander()
// Class: PatrolWorkWander
//
// Description: Evaluates our MoveRandomDirection Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::_wander( Actor &self )
{
// See if we want to work
if ( _wantsToWork( self ) )
{
_state = PATROLWORKWANDER_WORK;
_setupWork( self );
_wanderComponent.End( self);
return;
}
BehaviorReturnCode_t wanderResult;
wanderResult = _wanderComponent.Evaluate( self );
if ( wanderResult == BEHAVIOR_SUCCESS )
{
_wanderFailures = 0;
_setupHold( self );
_state = PATROLWORKWANDER_HOLD;
return;
}
if ( wanderResult == BEHAVIOR_FAILED )
{
_wanderFailed( self );
return;
}
}
//--------------------------------------------------------------
// Name: _wanderFailed()
// Class: PatrolWorkWander
//
// Description: Failure Handler for the MoveRandomDirection Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::_wanderFailed( Actor &self )
{
_wanderFailures++;
_setupHold( self );
_state = PATROLWORKWANDER_HOLD;
}
//--------------------------------------------------------------
// Name: _setupPatrol()
// Class: PatrolWorkWander
//
// Description: Sets up our Patrol Component Behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::_setupPatrol( Actor &self )
{
_patrolComponent.Begin( self );
}
//--------------------------------------------------------------
// Name: _patrol()
// Class: PatrolWorkWander
//
// Description: Evaluates our Patrol Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::_patrol( Actor &self )
{
// See if we want to work
if ( _wantsToWork( self ) )
{
_state = PATROLWORKWANDER_WORK;
_setupWork( self );
_patrolComponent.End( self);
return;
}
BehaviorReturnCode_t patrolResult;
patrolResult = _patrolComponent.Evaluate( self );
if ( patrolResult == BEHAVIOR_SUCCESS )
{
_patrolFailures = 0;
_setupHold( self );
_state = PATROLWORKWANDER_HOLD;
return;
}
if ( patrolResult == BEHAVIOR_FAILED )
{
_patrolFailed( self );
return;
}
}
//--------------------------------------------------------------
// Name: _patrolFailed()
// Class: PatrolWorkWander
//
// Description: Failure Handler for
//
// Parameters:
//
// Returns:
//--------------------------------------------------------------
void PatrolWorkWander::_patrolFailed( Actor &self )
{
_patrolFailures++;
_setupHold( self );
_state = PATROLWORKWANDER_HOLD;
}
//--------------------------------------------------------------
// Name: _setupWork()
// Class: PatrolWorkWander
//
// Description: Sets up our Work Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::_setupWork( Actor &self )
{
_workComponent.Begin( self );
}
//--------------------------------------------------------------
// Name: _work()
// Class: PatrolWorkWander
//
// Description: Evaluates our Work Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::_work( Actor &self )
{
BehaviorReturnCode_t workResult;
workResult = _workComponent.Evaluate( self );
if ( workResult == BEHAVIOR_SUCCESS )
{
_workFailures = 0;
_setupHold( self );
_state = PATROLWORKWANDER_HOLD;
return;
}
if ( workResult == BEHAVIOR_FAILED )
{
_workFailed( self );
return;
}
}
//--------------------------------------------------------------
// Name: _workFailed()
// Class: PatrolWorkWander
//
// Description: Failure Handler for the Work Component
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::_workFailed( Actor &self )
{
_workFailures++;
_setupHold( self );
_state = PATROLWORKWANDER_HOLD;
}
//--------------------------------------------------------------
// Name: _setupHold()
// Class: PatrolWorkWander
//
// Description: Sets up Hold State
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::_setupHold( Actor &self )
{
self.SetAnim( "idle" );
_nextStateCheck = level.time + G_Random( 5.0f ) + 1.0f;
}
//--------------------------------------------------------------
// Name: _hold()
// Class: PatrolWorkWander
//
// Description: Holds us in place until we need to change
// states
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::_hold( Actor &self )
{
if ( level.time >= _nextStateCheck )
_state = PATROLWORKWANDER_SELECT_STATE;
}
//--------------------------------------------------------------
// Name: _wantsToWork()
// Class: PatrolWorkWander
//
// Description: Checks if the actor "wants" to work
//
// Parameters: Actor &self
//
// Returns: True or False
//--------------------------------------------------------------
bool PatrolWorkWander::_wantsToWork( Actor &self )
{
float tendencyToWork;
if ( _workFailures > 5 )
return false;
if ( level.time > _nextWorkCheck )
{
_nextWorkCheck = level.time + G_Random() + 0.25f;
HelperNode* workNode;
workNode = HelperNode::FindClosestHelperNode( self , NODETYPE_WORK , MIN_DISTANCE_TO_WORK_NODE );
if ( !workNode )
return false;
if ( !self.WithinDistance( workNode->origin , MIN_DISTANCE_TO_WORK_NODE ) )
return false;
if ( workNode == _lastWorkNodeChecked )
return false;
_lastWorkNodeChecked = workNode;
tendencyToWork = self.personality->GetTendency( "work" );
if ( G_Random() <= tendencyToWork )
{
self.currentHelperNode.node->UnreserveNode();
return true;
}
}
return false;
}
//--------------------------------------------------------------
// Name: _wantsToPatrol()
// Class: PatrolWorkWander
//
// Description: Checks if the Actor "wants" to patrol
//
// Parameters: Actor &self
//
// Returns: True or False
//--------------------------------------------------------------
bool PatrolWorkWander::_wantsToPatrol( Actor &self )
{
float tendencyToPatrol;
if ( _patrolFailures > 5 )
return false;
if ( level.time >= _nextPatrolCheck )
{
_nextPatrolCheck = level.time + G_Random() + 0.25f;
HelperNode* patrolNode;
patrolNode = HelperNode::FindClosestHelperNode( self , NODETYPE_PATROL , MIN_DISTANCE_TO_PATROL_NODE );
if ( !patrolNode )
return false;
if ( !self.WithinDistance( patrolNode->origin , MIN_DISTANCE_TO_PATROL_NODE ) )
return false;
if ( patrolNode == _lastPatrolNodeChecked )
return false;
_lastPatrolNodeChecked = patrolNode;
tendencyToPatrol = self.personality->GetTendency( "patrol" );
if ( G_Random() <= tendencyToPatrol )
return true;
}
return false;
}
//--------------------------------------------------------------
// Name: _wantsToWander()
// Class: PatrolWorkWander
//
// Description: Checks if the Actor "wants" to Wander
//
// Parameters: Actor &self
//
// Returns: True or False
//--------------------------------------------------------------
bool PatrolWorkWander::_wantsToWander( Actor &self )
{
if ( _wanderFailures > 5 )
return false;
return true;
}
//--------------------------------------------------------------
// Name: _selectState()
// Class: PatrolWorkWander
//
// Description: Selects the state of our behavior
//
// Parameters: Actor &self
//
// Returns: None
//--------------------------------------------------------------
void PatrolWorkWander::_selectState( Actor &self )
{
if ( _wantsToPatrol( self ) )
{
_setupPatrol( self );
_state = PATROLWORKWANDER_PATROL;
return;
}
if ( _wantsToWork( self ) )
{
_setupWork( self );
_state = PATROLWORKWANDER_WORK;
return;
}
if ( _wantsToWander( self ) )
{
_setupWander( self );
_state = PATROLWORKWANDER_WANDER;
return;
}
// Nothing else is working, so we'll just stand and play our
// idle animation
_state = PATROLWORKWANDER_HOLD;
_setupHold( self );
}