14 #ifndef __diguyAgentParams_H
15 #define __diguyAgentParams_H
21 #define CPLUSPLUS_ONLY
29 class bdiScenarioAgentParams;
30 class bdiScenarioAgent;
132 void set_behavior_path_shape(
const char* behavior_path_shape_name);
141 const char* get_behavior_path_shape();
153 void set_behavior_region(
const char* behavior_region_name);
162 const char* get_behavior_region();
189 void set_behavior_region_border_is_solid(
int is_solid);
197 int get_behavior_region_border_is_solid();
211 void set_focus_character(
const char* focus_character_name);
219 const char* get_focus_character();
233 void set_focus_group(
const char* focus_group_name);
241 const char* get_focus_group();
249 void set_focus_affects_gaze(
int focus_affects_gaze);
257 int get_focus_affects_gaze();
265 void set_max_focus_distance(
float distance);
272 float get_max_focus_distance();
281 void set_move_on_t_min(
float t_min);
289 float get_move_on_t_min();
297 void set_move_on_t_max(
float t_max);
305 float get_move_on_t_max();
320 void set_attack_distance(
float distance);
328 float get_attack_distance();
336 void set_attack_fire_interval(
float time_interval);
344 float get_attack_fire_interval();
359 void set_attack_stands_ground(
int value);
366 int get_attack_stands_ground();
376 void set_attack_zone(
float x,
float y,
float z,
float radius);
383 int get_attack_zone(
float* x,
float* y,
float* z,
float* radius);
394 void set_attack_zone_enabled(
int use_attack_zone);
401 int get_attack_zone_enabled();
416 void set_wander_max_wander_dist(
float distance);
424 void set_wander_sets_desired_orientation(
int sets_desired_orientation);
438 void set_pursue_speed_match_enabled(
int enabled);
447 int get_pursue_speed_match_enabled();
455 void set_pursue_speed_match_update_dt(
float dt);
462 float get_pursue_speed_match_update_dt();
479 void set_pursue_speed_match_max_factor(
float factor);
487 float get_pursue_speed_match_max_factor();
501 void set_pursue_offset(
float x,
float y,
float z);
508 int get_pursue_offset(
float* x,
float* y,
float* z);
523 void set_path_follow_pause_t_when_off_path(
int pause_t);
530 int get_path_follow_pause_t_when_off_path();
538 void set_path_follow_unpause_t_at_radius(
float radius);
545 float get_path_follow_unpause_t_at_radius();
554 void set_path_follow_position_lookahead_distance(
float distance);
561 float get_path_follow_position_lookahead_distance();
596 void set_wedged_trap_time_threshold(
float threshold);
604 float get_wedged_trap_time_threshold();
632 void set_first_no_progress_trap_time_threshold(
float threshold);
641 float get_first_no_progress_trap_time_threshold();
667 void set_second_no_progress_trap_time_threshold(
float threshold);
676 float get_second_no_progress_trap_time_threshold();
685 void set_untrap_method_random_turn_max_tries(
int max_tries);
693 int get_untrap_method_random_turn_max_tries();
701 void set_untrap_method_ghost_duration(
float duration);
709 float get_untrap_method_ghost_duration();
778 void set_speed_type_radius_hysteresis(
float hysteresis_distance);
786 float get_speed_type_radius_hysteresis();
820 void set_radius_variation(
float distance);
828 float get_radius_variation();
837 int set_turning_motions_enabled(
int enabled);
845 int get_turning_motions_enabled();
908 void set_max_orientation_change_rate(
float max_orientation_change_rate);
916 float get_max_orientation_change_rate();
928 void set_influence_center_shift(
float x,
float y,
float z);
944 void set_vehicle_base_influence_box(
float min_x,
float min_y,
float min_z,
945 float max_x,
float max_y,
float max_z);
952 void get_vehicle_base_influence_box(
float* min_x,
float* min_y,
float* min_z,
953 float* max_x,
float* max_y,
float* max_z);
960 void set_influence_box_enabled(
int enabled = 1);
967 int get_influence_box_enabled();
970 void set_influence_box_forward_multiplier(
float value);
971 float get_influence_box_forward_multiplier();
974 void set_influence_box_sideways_multiplier(
float value);
975 float get_influence_box_sideways_multiplier();
978 void set_influence_box_angular_multiplier(
float value);
979 float get_influence_box_angular_multiplier();
993 void set_feeler_enabled(
int feeler_index,
1001 int get_feeler_enabled(
int feeler_index);
1011 void set_feeler_rz_offset(
int feeler_index,
1012 float feeler_rz_offset);
1020 float get_feeler_rz_offset(
int feeler_index);
1029 void set_feeler_height(
int feeler_index,
1030 float feeler_height);
1037 float get_feeler_height(
int feeler_index);
1047 void set_feeler_collision_distance(
int feeler_index,
1048 float collision_distance);
1056 float get_feeler_collision_distance(
int feeler_index);
1066 void set_feeler_turn_distance(
int feeler_index,
1067 float turn_distance);
1075 float get_feeler_turn_distance(
int feeler_index);
1083 void set_feeler_turn_direction(
int feeler_index,
1114 void set_path_planner_preferred_region_mask(
int mask);
1125 int get_path_planner_preferred_region_mask();
1136 void set_path_planner_preferred_cost_bias(
float value);
1144 float get_path_planner_preferred_cost_bias();
1162 void set_path_planner_neutral_cost_bias(
float value);
1170 float get_path_planner_neutral_cost_bias();
1185 void set_path_planner_repulsed_region_mask(
int mask);
1193 int get_path_planner_repulsed_region_mask();
1208 void set_path_planner_repulsed_cost_bias(
float value);
1216 float get_path_planner_repulsed_cost_bias();
1225 void set_path_planner_fallback_region(
const char* fallback_region_name);
1233 const char* get_path_planner_fallback_region();
1242 void set_wander_uses_path_planner(
int wander_uses_path_planner);
1250 int get_wander_uses_path_planner();
1261 void set_pursue_uses_path_planner(
int pursue_uses_path_planner);
1269 int get_pursue_uses_path_planner();
1286 void set_max_LOS_travel_distance(
float distance);
1294 float get_max_LOS_travel_distance();
1308 void set_desired_navpath_distance_threshold(
float threshold);
1317 float get_desired_navpath_distance_threshold();
1330 void set_path_planner_cost_rule(
int mask);
1331 int get_path_planner_cost_rule();
1333 float get_near_destination_distance();
1334 void set_near_destination_distance(
float dist);
1336 int get_navpath_current_waypoint_index();
1337 int get_navpath_num_waypoints();
1344 float get_navpath_offset_y();
1345 void set_navpath_offset_y(
float y);
1351 #ifdef CPLUSPLUS_ONLY
1353 bdiScenarioAgentParams* get_scripted_object() {
return m_scripted_object;}
1370 bdiScenarioAgentParams* m_scripted_object;
1371 bdiScenarioAgent* m_agent_object;
1373 friend class bdiScenarioAgentParams;
1374 friend class bdiScenarioAgent;
The class that represents what parameters a agent is currently using to carry out their base behavior...
Definition: diguyAgentParams.h:40
diguySubregionIndex
DI-Guy subregions.
Definition: diguy_constants.h:1463
Definition: diguyPathShape.h:30
diguyAgentRepulsionZone
DI-Guy agent repulsion zones for characters with dynamic avoidance method DIGUY_DYNAMIC_AVOIDANCE_MET...
Definition: diguy_constants.h:1197
diguyAgentUntrapMethod
DI-Guy agent untrap methods.
Definition: diguy_constants.h:1327
diguyNavPathDirection
Directions a character can be traveling on a navigation path (nav path).
Definition: diguy_constants.h:1109
diguyMotionVariant
Definition: diguyMotionVariant.h:26
diguyCharacterFeelerTurnDirection
This enumeration lists the turn directions a feeler can use when its status is DIGUY_CHARACTER_FEELER...
Definition: diguy_constants.h:1091
int diguyMotionSpeedType
DI-Guy character speed types.
Definition: diguyMotionSpeedType.h:66
diguyMotionPosture
Definition: diguyMotionPosture.h:26
diguyAgentBehavior
DI-Guy agent behaviors.
Definition: diguy_constants.h:1268