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The NPC's State and [[Conditions|Condition]], helps the NPC decide on an ideal [[Schedule]]. At any given time the NPC will only ever be in one state. | The NPC's State and [[Conditions|Condition]], helps the NPC decide on an ideal [[Schedules|Schedule]]. At any given time the NPC will only ever be in one state. | ||
<pre> | <pre> |
Revision as of 13:02, 3 August 2005
The NPC's State and Condition, helps the NPC decide on an ideal Schedule. At any given time the NPC will only ever be in one state.
NPC_STATE_INVALID NPC_STATE_NONE NPC_STATE_IDLE NPC_STATE_ALERT NPC_STATE_COMBAT NPC_STATE_SCRIPT NPC_STATE_PLAYDEAD NPC_STATE_PRONE NPC_STATE_DEAD
One interesting method that deals with states is the SelectIdealState()
method. This method chooses a state based on it's current state and conditions.
The method implementation has a switch statement that reverts Ideal state selection to specific functions to the current state.
switch ( m_NPCState ) { case NPC_STATE_IDLE: { NPC_STATE nState = SelectIdleIdealState(); if ( nState != NPC_STATE_INVALID ) return nState; } break; case NPC_STATE_ALERT: { NPC_STATE nState = SelectAlertIdealState(); if ( nState != NPC_STATE_INVALID ) return nState; } break; case NPC_STATE_COMBAT: { // COMBAT goes to ALERT upon death of enemy if ( GetEnemy() == NULL ) { return NPC_STATE_ALERT; } break; } case NPC_STATE_SCRIPT: { NPC_STATE nState = SelectScriptIdealState(); if ( nState != NPC_STATE_INVALID ) return nState; } break; case NPC_STATE_DEAD: return NPC_STATE_DEAD; }
We can see the switch statement in the case of NPC_STATE_IDLE
state selection will be reverted to SelectIdleIdealState()
method.