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/** @file
this file is interface to AI Behaviour
*/
/*
class AIMessage: Managed
{
Param m_Parameters;
int m_CrcMessage;
Param GetParameters();
int GetTypeNameCRC();
}
class AIMessageTest : AIMessage
{
int GetTypeNameCRC() {return testCRC;}
//static int testCRC = 5;
}
*/
class AIBehaviourHLData
{
private void AIBehaviourHLData() {}
private void ~AIBehaviourHLData() {}
//void ParseConfig(ParamEntryPar param, AIWorld* world, AIAgentTemplate* agentTemplate) {};
void OnParseConfig();
//Can be use only inside OnParseConfig function
proto native void ParseBehaviourSlot(string name);
proto native void ParseAlertLevel(string name);
proto native float ReadParamValue(string paramName, float defValue);
}
class AIBehaviourHL
{
private void AIBehaviourHL() {}
private void ~AIBehaviourHL() {}
proto native AIBehaviourHLData GetTemplateData();
void OnInit(){};
//private void AIBehaviourHL_script() {};
//private void ~AIBehaviourHL_script() {};
void Simulate (float timeDelta)
{
//time = time + timeDelta;
//Print("A2");
}
//void OnNoise(AINoiseInfo noise, EntityAI source){}
void OnDamage(float damage, EntityAI source){}
void OnDamageInflicted(){}
void OnAnimationEvent(int nameCrc){}
//void OnMessage(AIMessage message){}
//void OnBehaviourSwitched(AIBehaviour* behaviour){}
proto native void SetNextBehaviour(int BehaviourCrc);
proto native void SwitchToNextBehaviour();
static proto void RegAIBehaviour(string behname,typename behClass, typename behClassData);
};
class AIBehaviourHLZombie2 : AIBehaviourHL
{
//AIBehaviourHLDataZombie2 data;
//int state;
//float time;
AIBehaviourHLDataZombie2 GetData()
{
return AIBehaviourHLDataZombie2.Cast( GetTemplateData() );
}
private void AIBehaviourHLZombie2() {}
private void ~AIBehaviourHLZombie2() {}
override void OnInit()
{
SetNextBehaviour(0x7b9a4ee9);
SwitchToNextBehaviour();
//Print("OnInit");
//data = GetData();
//float a = data.m_fDamageToCrawl;
//Print(a);
}
override void Simulate (float timeDelta)
{
//time = time + timeDelta;
//Print("B2");
}
void ShowDebugInfo()
{
//Print(time);
};
//void OnMessage(AIMessage message)
//{
//int ID = message.GetTypeNameCRC();
//Print(ID);
//}
};
class AIBehaviourHLDataZombie2 : AIBehaviourHLData
{
float m_fDamageToCrawl;
float m_fCrawlProbability;
private void AIBehaviourHLDataZombie2() {}
private void ~AIBehaviourHLDataZombie2() {}
override void OnParseConfig()
{
Print("zombie data parse config start");
ParseBehaviourSlot("Calm");
ParseBehaviourSlot("Attracted");
ParseBehaviourSlot("Disturbed");
ParseBehaviourSlot("Alerted");
ParseAlertLevel("Calm");
ParseAlertLevel("Disturbed");
ParseAlertLevel("Attracted");
ParseAlertLevel("Alerted");
m_fDamageToCrawl = ReadParamValue("damageToCrawl",0.01);
m_fCrawlProbability = ReadParamValue("crawlProbability",0.01);
Print("zombie data parse config end");
}
};
//NewNPC(model,behname,....)