Steve Acaster's Ai Poses

This commit is contained in:
Anis A. Hireche 2016-02-26 15:53:20 +01:00
parent 443cd2d607
commit f701228a37
5 changed files with 68 additions and 13 deletions

View file

@ -563,6 +563,21 @@ bool AIPlayer::getAIMove(Move *movePtr)
}
}
Pose desiredPose = mPose;
if ( mSwimming )
desiredPose = SwimPose;
else if ( mAiPose == 1 && canCrouch() )
desiredPose = CrouchPose;
else if ( mAiPose == 2 && canProne() )
desiredPose = PronePose;
else if ( mAiPose == 3 && canSprint() )
desiredPose = SprintPose;
else if ( canStand() )
desiredPose = StandPose;
setPose( desiredPose );
// Replicate the trigger state into the move so that
// triggers can be controlled from scripts.
for( U32 i = 0; i < MaxTriggerKeys; i++ )
@ -591,6 +606,16 @@ bool AIPlayer::getAIMove(Move *movePtr)
return true;
}
void AIPlayer::setAiPose( S32 pose )
{
mAiPose = pose;
}
S32 AIPlayer::getAiPose()
{
return mAiPose;
}
/**
* Utility function to throw callbacks. Callbacks always occure
* on the datablock class.
@ -1348,3 +1373,18 @@ DefineEngineMethod( AIPlayer, clearMoveTriggers, void, ( ),,
{
object->clearMoveTriggers();
}
DefineEngineMethod( AIPlayer, setAiPose, void, ( S32 pose ),,
"@brief Sets the AiPose for an AI object.\n"
"@param pose StandPose=0, CrouchPose=1, PronePose=2, SprintPose=3.\n"
"Uses the new AiPose variable from shapebase (as defined in its PlayerData datablock).\n")
{
object->setAiPose(pose);
}
DefineEngineMethod( AIPlayer, getAiPose, S32, (),,
"@brief Get the object's current AiPose.\n"
"@return StandPose=0, CrouchPose=1, PronePose=2, SprintPose=3.\n")
{
return object->getAiPose();
}

View file

@ -179,7 +179,9 @@ public:
void setMoveDestination( const Point3F &location, bool slowdown );
Point3F getMoveDestination() const { return mMoveDestination; }
void stopMove();
void setAiPose( S32 pose );
S32 getAiPose();
// Trigger sets/gets
void setMoveTrigger( U32 slot, const bool isSet = true );
bool getMoveTrigger( U32 slot ) const;

View file

@ -3173,18 +3173,21 @@ void Player::updateMove(const Move* move)
// Update the PlayerPose
Pose desiredPose = mPose;
if ( mSwimming )
desiredPose = SwimPose;
else if ( runSurface && move->trigger[sCrouchTrigger] && canCrouch() )
desiredPose = CrouchPose;
else if ( runSurface && move->trigger[sProneTrigger] && canProne() )
desiredPose = PronePose;
else if ( move->trigger[sSprintTrigger] && canSprint() )
desiredPose = SprintPose;
else if ( canStand() )
desiredPose = StandPose;
if ( !mIsAiControlled )
{
if ( mSwimming )
desiredPose = SwimPose;
else if ( runSurface && move->trigger[sCrouchTrigger] && canCrouch() )
desiredPose = CrouchPose;
else if ( runSurface && move->trigger[sProneTrigger] && canProne() )
desiredPose = PronePose;
else if ( move->trigger[sSprintTrigger] && canSprint() )
desiredPose = SprintPose;
else if ( canStand() )
desiredPose = StandPose;
setPose( desiredPose );
setPose( desiredPose );
}
}
@ -6186,6 +6189,10 @@ U32 Player::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
stream->writeFlag(mFalling);
stream->writeFlag(mSwimming);
stream->writeFlag(mJetting);
stream->writeInt(mPose, NumPoseBits);
stream->writeInt(mState,NumStateBits);
if (stream->writeFlag(mState == RecoverState))
stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits);
@ -6282,7 +6289,11 @@ void Player::unpackUpdate(NetConnection *con, BitStream *stream)
if (stream->readFlag()) {
mPredictionCount = sMaxPredictionTicks;
mFalling = stream->readFlag();
mSwimming = stream->readFlag();
mJetting = stream->readFlag();
mPose = (Pose)(stream->readInt(NumPoseBits));
ActionState actionState = (ActionState)stream->readInt(NumStateBits);
if (stream->readFlag()) {
mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits);

View file

@ -879,6 +879,7 @@ IMPLEMENT_CALLBACK( ShapeBase, validateCameraFov, F32, (F32 fov), (fov),
ShapeBase::ShapeBase()
: mDataBlock( NULL ),
mIsAiControlled( false ),
mAiPose( 0 ),
mControllingObject( NULL ),
mMoveMotion( false ),
mShapeBaseMount( NULL ),

View file

@ -874,6 +874,7 @@ protected:
/// @name Physical Properties
/// @{
S32 mAiPose; ///< Current pose.
F32 mEnergy; ///< Current enery level.
F32 mRechargeRate; ///< Energy recharge rate (in units/tick).