14 #ifndef __diguyAgentParams_H
15 #define __diguyAgentParams_H
21 #define CPLUSPLUS_ONLY
29 class bdiScenarioAgentParams;
30 class bdiScenarioAgent;
131 void set_behavior_path_shape(
const char* behavior_path_shape_name);
140 const char* get_behavior_path_shape();
152 void set_behavior_region(
const char* behavior_region_name);
161 const char* get_behavior_region();
188 void set_behavior_region_border_is_solid(
int is_solid);
196 int get_behavior_region_border_is_solid();
210 void set_focus_character(
const char* focus_character_name);
218 const char* get_focus_character();
232 void set_focus_group(
const char* focus_group_name);
240 const char* get_focus_group();
248 void set_focus_affects_gaze(
int focus_affects_gaze);
256 int get_focus_affects_gaze();
264 void set_max_focus_distance(
float distance);
271 float get_max_focus_distance();
280 void set_move_on_t_min(
float t_min);
288 float get_move_on_t_min();
296 void set_move_on_t_max(
float t_max);
304 float get_move_on_t_max();
319 void set_attack_distance(
float distance);
327 float get_attack_distance();
335 void set_attack_fire_interval(
float time_interval);
343 float get_attack_fire_interval();
358 void set_attack_stands_ground(
int value);
365 int get_attack_stands_ground();
375 void set_attack_zone(
float x,
float y,
float z,
float radius);
382 int get_attack_zone(
float* x,
float* y,
float* z,
float* radius);
393 void set_attack_zone_enabled(
int use_attack_zone);
400 int get_attack_zone_enabled();
415 void set_wander_max_wander_dist(
float distance);
423 void set_wander_sets_desired_orientation(
int sets_desired_orientation);
437 void set_pursue_speed_match_enabled(
int enabled);
446 int get_pursue_speed_match_enabled();
454 void set_pursue_speed_match_update_dt(
float dt);
461 float get_pursue_speed_match_update_dt();
478 void set_pursue_speed_match_max_factor(
float factor);
486 float get_pursue_speed_match_max_factor();
500 void set_pursue_offset(
float x,
float y,
float z);
507 int get_pursue_offset(
float* x,
float* y,
float* z);
522 void set_path_follow_pause_t_when_off_path(
int pause_t);
529 int get_path_follow_pause_t_when_off_path();
537 void set_path_follow_unpause_t_at_radius(
float radius);
544 float get_path_follow_unpause_t_at_radius();
553 void set_path_follow_position_lookahead_distance(
float distance);
560 float get_path_follow_position_lookahead_distance();
595 void set_wedged_trap_time_threshold(
float threshold);
603 float get_wedged_trap_time_threshold();
631 void set_first_no_progress_trap_time_threshold(
float threshold);
640 float get_first_no_progress_trap_time_threshold();
666 void set_second_no_progress_trap_time_threshold(
float threshold);
675 float get_second_no_progress_trap_time_threshold();
684 void set_untrap_method_random_turn_max_tries(
int max_tries);
692 int get_untrap_method_random_turn_max_tries();
700 void set_untrap_method_ghost_duration(
float duration);
708 float get_untrap_method_ghost_duration();
777 void set_speed_type_radius_hysteresis(
float hysteresis_distance);
785 float get_speed_type_radius_hysteresis();
819 void set_radius_variation(
float distance);
827 float get_radius_variation();
836 int set_turning_motions_enabled(
int enabled);
844 int get_turning_motions_enabled();
907 void set_max_orientation_change_rate(
float max_orientation_change_rate);
915 float get_max_orientation_change_rate();
927 void set_influence_center_shift(
float x,
float y,
float z);
943 void set_vehicle_base_influence_box(
float min_x,
float min_y,
float min_z,
944 float max_x,
float max_y,
float max_z);
951 void get_vehicle_base_influence_box(
float* min_x,
float* min_y,
float* min_z,
952 float* max_x,
float* max_y,
float* max_z);
959 void set_influence_box_enabled(
int enabled = 1);
966 int get_influence_box_enabled();
969 void set_influence_box_forward_multiplier(
float value);
970 float get_influence_box_forward_multiplier();
973 void set_influence_box_sideways_multiplier(
float value);
974 float get_influence_box_sideways_multiplier();
977 void set_influence_box_angular_multiplier(
float value);
978 float get_influence_box_angular_multiplier();
992 void set_feeler_enabled(
int feeler_index,
1000 int get_feeler_enabled(
int feeler_index);
1010 void set_feeler_rz_offset(
int feeler_index,
1011 float feeler_rz_offset);
1019 float get_feeler_rz_offset(
int feeler_index);
1028 void set_feeler_height(
int feeler_index,
1029 float feeler_height);
1036 float get_feeler_height(
int feeler_index);
1046 void set_feeler_collision_distance(
int feeler_index,
1047 float collision_distance);
1055 float get_feeler_collision_distance(
int feeler_index);
1065 void set_feeler_turn_distance(
int feeler_index,
1066 float turn_distance);
1074 float get_feeler_turn_distance(
int feeler_index);
1082 void set_feeler_turn_direction(
int feeler_index,
1113 void set_path_planner_preferred_region_mask(
int mask);
1124 int get_path_planner_preferred_region_mask();
1135 void set_path_planner_preferred_cost_bias(
float value);
1143 float get_path_planner_preferred_cost_bias();
1161 void set_path_planner_neutral_cost_bias(
float value);
1169 float get_path_planner_neutral_cost_bias();
1184 void set_path_planner_repulsed_region_mask(
int mask);
1192 int get_path_planner_repulsed_region_mask();
1207 void set_path_planner_repulsed_cost_bias(
float value);
1215 float get_path_planner_repulsed_cost_bias();
1224 void set_path_planner_fallback_region(
const char* fallback_region_name);
1232 const char* get_path_planner_fallback_region();
1241 void set_wander_uses_path_planner(
int wander_uses_path_planner);
1249 int get_wander_uses_path_planner();
1260 void set_pursue_uses_path_planner(
int pursue_uses_path_planner);
1268 int get_pursue_uses_path_planner();
1285 void set_max_LOS_travel_distance(
float distance);
1293 float get_max_LOS_travel_distance();
1307 void set_desired_navpath_distance_threshold(
float threshold);
1316 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 an agent is currently using to carry out their base behavio...
Definition: diguyAgentParams.h:39
diguySubregionIndex
DI-Guy subregions.
Definition: diguy_constants.h:1469
Definition: diguyPathShape.h:30
diguyAgentRepulsionZone
DI-Guy agent repulsion zones for characters with dynamic avoidance method DIGUY_DYNAMIC_AVOIDANCE_MET...
Definition: diguy_constants.h:1203
diguyAgentUntrapMethod
DI-Guy agent untrap methods.
Definition: diguy_constants.h:1333
diguyNavPathDirection
Directions a character can be traveling on a navigation path (nav path).
Definition: diguy_constants.h:1115
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:1097
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:1274