Esempio n. 1
0
void CAIGoalRespondToBackup::UpdateGoal()
{
	CAIState* pState = m_pAI->GetState();

	switch(pState->GetStateType())
	{
		case kState_HumanGoto:
			HandleStateGoto();
			break;

		case kState_HumanSearch:
			HandleStateSearch();
			break;

		case kState_HumanDraw:
			HandleStateDraw();
			break;

		case kState_HumanAware:
			break;

		// Unexpected State.
		default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalRespondToBackup::UpdateGoal: Unexpected State.");
	}
}
void CAIGoalFollowFootprint::UpdateGoal()
{
	CAIState* pState = m_pAI->GetState();

	switch(pState->GetStateType())
	{
		case kState_HumanFollowFootprint:
			HandleStateFollowFootprint();
			break;

		case kState_HumanAware:
			break;

		case kState_HumanSearch:
			HandleStateSearch();
			break;

		case kState_HumanDraw:
			HandleStateDraw();
			break;

		// Unexpected State.
		default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalFollowFootprint::UpdateGoal: Unexpected State.");
	}
}
Esempio n. 3
0
void CAIGoalAttackProp::UpdateGoal()
{
	CAIState* pState = m_pAI->GetState();

	switch(pState->GetStateType())
	{
		case kState_HumanAttackProp:
			HandleStateAttackProp();
			break;

		case kState_HumanDraw:
			HandleStateDraw();
			break;

		case kState_HumanAware:
			break;

		case kState_HumanPanic:
			HandleStatePanic();
			break;

		// Unexpected state.
		default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalAttackProp::UpdateGoal: Unexpected State.");
	}
}
Esempio n. 4
0
//----------------------------------------------------------------------------
//              
//	ROUTINE:	CAIGoalResurrecting::UpdateGoal()
//              
//	PURPOSE:	
//              
//----------------------------------------------------------------------------
void CAIGoalResurrecting::UpdateGoal()
{
	if (m_bReactivateGoalOnUpdate)
	{
		ActivateGoal();
		m_bReactivateGoalOnUpdate = LTFALSE;
	}

	CAIState* pState = m_pAI->GetState();

	switch(pState->GetStateType())
	{
		case kState_HumanResurrecting:
			HandleStateResurrecting();
			break;

		case kState_HumanAware:
			break;

		case kState_HumanSearch:
			HandleStateSearch();
			break;

		case kState_HumanDraw:
			HandleStateDraw();
			break;

		// Unexpected State.
		default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalResurrecting::UpdateGoal: Unexpected State.");
	}
}
Esempio n. 5
0
void CAIGoalDrawWeapon::UpdateGoal()
{
	CAIState* pState = m_pAI->GetState();

	switch(pState->GetStateType())
	{
		case kState_HumanDraw:
			HandleStateDraw();
			break;

		// Unexpected State.
		default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalDrawWeapon::UpdateGoal: Unexpected State.");
	}
}
void CAIGoalAbstractUseObject::UpdateGoal()
{
	CAIState* pState = m_pAI->GetState();

	switch(pState->GetStateType())
	{
		case kState_HumanHolster:
			HandleStateHolster();
			break;

		case kState_HumanUseObject:
			HandleStateUseObject();
			break;

		case kState_HumanIdle:
			if( !m_pAI->GetAnimationContext()->IsTransitioning() )
			{
				/*
				if( m_bHolstered )
				{
					m_pAI->SetState( kState_HumanDraw );
					m_pAI->GetState()->PlayFirstSound( LTFALSE );
				}
				else {
					CompleteUseObject();
				}
				*/

				CompleteUseObject();
			}
			break;

		case kState_HumanDraw:
			HandleStateDraw();
			break;

		// Unexpected State.
		default: ASSERT(!"CAIGoalAbstractUseObject::UpdateGoal: Unexpected State.");
	}
}
Esempio n. 7
0
void CAIGoalPatrol::UpdateGoal()
{
	CAIState* pState = m_pAI->GetState();

	switch(pState->GetStateType())
	{
		// If state is idle, and a patrol node is set, set state to patrol.
		case kState_HumanIdle:
			HandleStateIdle();
			break;

		case kState_HumanPatrol:
			HandleStatePatrol();
			break;

		case kState_HumanDraw:
			HandleStateDraw();
			break;

		// State should only be idle or patrol.
		default: AIASSERT(0, m_pAI->m_hObject, "CAIGoalPatrol::UpdateGoal: Unexpected State.");
	}
}