17 #define CPLUSPLUS_ONLY
25 class bdiScenarioAgentParams;
26 class bdiScenarioAgent;
127 void set_behavior_path_shape(
const char* behavior_path_shape_name );
136 const char* get_behavior_path_shape();
148 void set_behavior_region(
const char* behavior_region_name);
157 const char* get_behavior_region();
184 void set_behavior_region_border_is_solid(
int is_solid);
192 int get_behavior_region_border_is_solid();
206 void set_focus_character(
const char* focus_character_name);
214 const char* get_focus_character();
228 void set_focus_group(
const char* focus_group_name);
236 const char* get_focus_group();
244 void set_focus_affects_gaze(
int focus_affects_gaze);
252 int get_focus_affects_gaze();
260 void set_max_focus_distance(
float distance);
267 float get_max_focus_distance();
276 void set_move_on_t_min(
float t_min);
284 float get_move_on_t_min();
292 void set_move_on_t_max(
float t_max);
300 float get_move_on_t_max();
315 void set_attack_distance(
float distance);
323 float get_attack_distance();
331 void set_attack_fire_interval(
float time_interval);
339 float get_attack_fire_interval();
354 void set_attack_stands_ground(
int value);
361 int get_attack_stands_ground();
371 void set_attack_zone(
float x,
float y,
float z,
float radius);
378 int get_attack_zone(
float* x,
float* y,
float* z,
float* radius);
389 void set_attack_zone_enabled(
int use_attack_zone);
396 int get_attack_zone_enabled();
411 void set_wander_max_wander_dist(
float distance);
419 void set_wander_sets_desired_orientation(
int sets_desired_orientation);
433 void set_pursue_speed_match_enabled(
int enabled);
442 int get_pursue_speed_match_enabled();
450 void set_pursue_speed_match_update_dt(
float dt);
457 float get_pursue_speed_match_update_dt();
474 void set_pursue_speed_match_max_factor(
float factor);
482 float get_pursue_speed_match_max_factor();
496 void set_pursue_offset(
float x,
float y,
float z);
503 int get_pursue_offset(
float* x,
float* y,
float* z);
518 void set_path_follow_pause_t_when_off_path(
int pause_t);
525 int get_path_follow_pause_t_when_off_path();
533 void set_path_follow_unpause_t_at_radius(
float radius);
540 float get_path_follow_unpause_t_at_radius();
549 void set_path_follow_position_lookahead_distance(
float distance);
556 float get_path_follow_position_lookahead_distance();
591 void set_wedged_trap_time_threshold(
float threshold);
599 float get_wedged_trap_time_threshold();
627 void set_first_no_progress_trap_time_threshold(
float threshold);
636 float get_first_no_progress_trap_time_threshold();
662 void set_second_no_progress_trap_time_threshold(
float threshold);
671 float get_second_no_progress_trap_time_threshold();
680 void set_untrap_method_random_turn_max_tries(
int max_tries);
688 int get_untrap_method_random_turn_max_tries();
696 void set_untrap_method_ghost_duration(
float duration);
704 float get_untrap_method_ghost_duration();
773 void set_speed_type_radius_hysteresis(
float hysteresis_distance);
781 float get_speed_type_radius_hysteresis();
815 void set_radius_variation(
float distance);
823 float get_radius_variation();
832 int set_turning_motions_enabled(
int enabled);
840 int get_turning_motions_enabled();
903 void set_max_orientation_change_rate(
float max_orientation_change_rate);
911 float get_max_orientation_change_rate();
923 void set_influence_center_shift(
float x,
float y,
float z);
939 void set_vehicle_base_influence_box(
float min_x,
float min_y,
float min_z,
940 float max_x,
float max_y,
float max_z);
947 void get_vehicle_base_influence_box(
float* min_x,
float* min_y,
float* min_z,
948 float* max_x,
float* max_y,
float* max_z);
955 void set_influence_box_enabled(
int enabled = 1);
962 int get_influence_box_enabled();
965 void set_influence_box_forward_multiplier(
float value);
966 float get_influence_box_forward_multiplier();
969 void set_influence_box_sideways_multiplier(
float value);
970 float get_influence_box_sideways_multiplier();
973 void set_influence_box_angular_multiplier(
float value);
974 float get_influence_box_angular_multiplier();
988 void set_feeler_enabled(
int feeler_index,
996 int get_feeler_enabled(
int feeler_index);
1006 void set_feeler_rz_offset(
int feeler_index,
1007 float feeler_rz_offset);
1015 float get_feeler_rz_offset(
int feeler_index);
1024 void set_feeler_height(
int feeler_index,
1025 float feeler_height);
1032 float get_feeler_height(
int feeler_index);
1042 void set_feeler_collision_distance(
int feeler_index,
1043 float collision_distance);
1051 float get_feeler_collision_distance(
int feeler_index);
1061 void set_feeler_turn_distance(
int feeler_index,
1062 float turn_distance);
1070 float get_feeler_turn_distance(
int feeler_index);
1078 void set_feeler_turn_direction(
int feeler_index,
1109 void set_path_planner_preferred_region_mask(
int mask);
1120 int get_path_planner_preferred_region_mask();
1131 void set_path_planner_preferred_cost_bias(
float value);
1139 float get_path_planner_preferred_cost_bias();
1157 void set_path_planner_neutral_cost_bias(
float value);
1165 float get_path_planner_neutral_cost_bias();
1180 void set_path_planner_repulsed_region_mask(
int mask);
1188 int get_path_planner_repulsed_region_mask();
1203 void set_path_planner_repulsed_cost_bias(
float value);
1211 float get_path_planner_repulsed_cost_bias();
1220 void set_path_planner_fallback_region(
const char* fallback_region_name);
1228 const char* get_path_planner_fallback_region();
1237 void set_wander_uses_path_planner(
int wander_uses_path_planner);
1245 int get_wander_uses_path_planner();
1256 void set_pursue_uses_path_planner(
int pursue_uses_path_planner);
1264 int get_pursue_uses_path_planner();
1281 void set_max_LOS_travel_distance(
float distance);
1289 float get_max_LOS_travel_distance();
1303 void set_desired_navpath_distance_threshold(
float threshold);
1312 float get_desired_navpath_distance_threshold();
1326 void set_path_planner_cost_rule(
int mask);
1327 int get_path_planner_cost_rule();
1329 float get_near_destination_distance();
1330 void set_near_destination_distance(
float dist);
1332 int get_navpath_current_waypoint_index();
1333 int get_navpath_num_waypoints();
1340 float get_navpath_offset_y();
1341 void set_navpath_offset_y(
float y);
1347 #ifdef CPLUSPLUS_ONLY
1349 bdiScenarioAgentParams* get_scripted_object() {
return m_scripted_object;}
1366 bdiScenarioAgentParams* m_scripted_object;
1367 bdiScenarioAgent* m_agent_object;
1369 friend class bdiScenarioAgentParams;
1370 friend class bdiScenarioAgent;
The class that represents what parameters an agent is currently using to carry out their base behavio...
Definition: diguyAgentParams.h:38
diguySubregionIndex
DI-Guy subregions.
Definition: diguy_constants.h:1519
Represents a scriptable api wrapping a diguy path shape, a curve defined by with a number of waypoint...
Definition: diguyPathShape.h:36
diguyAgentRepulsionZone
DI-Guy agent repulsion zones for characters with dynamic avoidance method DIGUY_DYNAMIC_AVOIDANCE_MET...
Definition: diguy_constants.h:1253
Contains the diguyMotionVariant enumeration and utility function declarations.
diguyAgentUntrapMethod
DI-Guy agent untrap methods.
Definition: diguy_constants.h:1383
Contains the diguyMotionPosture enumeration and utility function declarations.
diguyNavPathDirection
Directions a character can be traveling on a navigation path (nav path).
Definition: diguy_constants.h:1165
diguyMotionVariant
Definition: diguyMotionVariant.h:28
diguyCharacterFeelerTurnDirection
This enumeration lists the turn directions a feeler can use when its status is DIGUY_CHARACTER_FEELER...
Definition: diguy_constants.h:1147
int diguyMotionSpeedType
DI-Guy character speed types.
Definition: diguyMotionSpeedType.h:66
diguyMotionPosture
Definition: diguyMotionPosture.h:28
diguyAgentBehavior
DI-Guy agent behaviors.
Definition: diguy_constants.h:1324