#include <AIStateMachine.h>
Inherits State, and NotifyWeaponFiredInterface.
Public Member Functions | |
| AIAttackState (StateMachine *machine, Bool follow, Bool attackingObject, Bool forceAttacking, AttackExitConditionsInterface *attackParameters) | |
| virtual Bool | isAttack () const |
| virtual StateReturnType | onEnter () |
| virtual void | onExit (StateExitType status) |
| executed once when leaving state | |
| virtual StateReturnType | update () |
| virtual void | notifyFired () |
| virtual void | notifyNewVictimChosen (Object *victim) |
| virtual const Coord3D * | getOriginalVictimPos () const |
| virtual Bool | isWeaponSlotOkToFire (WeaponSlotType wslot) const |
| virtual Bool | isAttackingObject () const |
| virtual Bool | isForceAttacking () const |
Public Member Functions inherited from State | |
| State (StateMachine *machine, AsciiString name) | |
| < this abstract class needs memory pool hooks | |
| virtual Bool | isIdle () const |
| virtual Bool | isGuardIdle () const |
| virtual Bool | isBusy () const |
| StateMachine * | getMachine () |
| return the machine this state is part of | |
| StateID | getID () const |
| get this state's id | |
| Object * | getMachineOwner () |
| const Object * | getMachineOwner () const |
| Object * | getMachineGoalObject () |
| return the machine this state is part of | |
| const Object * | getMachineGoalObject () const |
| return the machine this state is part of | |
| const Coord3D * | getMachineGoalPosition () const |
| return the machine this state is part of | |
| void | friend_setID (StateID id) |
| define this state's id (for use only by StateMachine class) | |
| void | friend_onSuccess (StateID toStateID) |
| define which state to move to after successful completion | |
| void | friend_onFailure (StateID toStateID) |
| define which state to move to after failure | |
| void | friend_onCondition (StateTransFuncPtr test, StateID toStateID, void *userData, const char *description=NULL) |
| define when to change state | |
| StateReturnType | friend_checkForTransitions (StateReturnType status) |
| given a return code, handle state transitions | |
| StateReturnType | friend_checkForSleepTransitions (StateReturnType status) |
| given a return code, handle state transitions | |
Public Member Functions inherited from MemoryPoolObject | |
| void | deleteInstance () |
Public Member Functions inherited from Snapshot | |
| Snapshot (void) | |
| ~Snapshot (void) | |
Protected Member Functions | |
| virtual void | crc (Xfer *xfer) |
| virtual void | xfer (Xfer *xfer) |
| virtual void | loadPostProcess () |
Protected Member Functions inherited from MemoryPoolObject | |
| virtual | ~MemoryPoolObject () |
| void * | operator new (size_t s) |
| void | operator delete (void *p) |
| virtual MemoryPool * | getObjectMemoryPool ()=0 |
Definition at line 984 of file AIStateMachine.h.
| AIAttackState::AIAttackState | ( | StateMachine * | machine, |
| Bool | follow, | ||
| Bool | attackingObject, | ||
| Bool | forceAttacking, | ||
| AttackExitConditionsInterface * | attackParameters ) |
Definition at line 5358 of file AIStates.cpp.
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protectedvirtual |
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inlinevirtual |
Implements NotifyWeaponFiredInterface.
Definition at line 999 of file AIStateMachine.h.
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inlinevirtual |
Reimplemented from State.
Definition at line 992 of file AIStateMachine.h.
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inlinevirtual |
Implements NotifyWeaponFiredInterface.
Definition at line 1001 of file AIStateMachine.h.
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inlinevirtual |
Definition at line 1002 of file AIStateMachine.h.
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inlinevirtual |
Implements NotifyWeaponFiredInterface.
Definition at line 1000 of file AIStateMachine.h.
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protectedvirtual |
|
inlinevirtual |
Implements NotifyWeaponFiredInterface.
Definition at line 997 of file AIStateMachine.h.
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virtual |
Implements NotifyWeaponFiredInterface.
Definition at line 5479 of file AIStates.cpp.
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virtual |
Begin an attack on the machine's goal object. To do this complex behavior, instantiate another state machine as a "sub-machine" of the attack state.
Reimplemented from State.
Definition at line 5494 of file AIStates.cpp.
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virtual |
executed once when leaving state
Reimplemented from State.
Definition at line 5692 of file AIStates.cpp.
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virtual |
Execute one frame of "attack enemy" behavior.
Run the attack state sub-machine. If the attack state machine returns anything other than CONTINUE, it has finished. Propagating the return code will cause the containing state machine to do the right thing. Note the use of CONVERT_SLEEP_TO_CONTINUE; even if the sub-machine sleeps, we still need to be called every frame.
Implements State.
Definition at line 5578 of file AIStates.cpp.
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protectedvirtual |
Xfer Method
< state sub-machine for attack behavior
Implements State.
Definition at line 5402 of file AIStates.cpp.