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firestorm/Gameleap/code/mw4/Code/MW4/AI_Action.hpp
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2.7 KiB
C++

#pragma once
#ifndef AI_ACTION_HPP
#define AI_ACTION_HPP
#include <Stuff\Auto_Ptr.hpp>
#include "AI_Fuzzy.hpp"
#include "AI_TacticInterface.hpp"
#include "aiutils.hpp"
namespace MW4AI
{
namespace Actions
{
void Fire(TacticInterface& i,
FireStyles::FireStyleID style);
enum MoveType
{
MOVE_FORWARD,
MOVE_BACKWARD,
MOVE_TO_FACE_TARGET
};
void ApproachTarget(TacticInterface& i, MoveType move_type);
void ApproachTarget(TacticInterface& i, Stuff::Scalar when);
void FleeTarget(TacticInterface& i);
void Jump(TacticInterface& i);
void Crouch(TacticInterface& i);
void ThrottleOverride(TacticInterface& i);
void FleeNearest(TacticInterface& i, Stuff::Scalar nearest);
void Disengage(TacticInterface& i, Stuff::Scalar distance);
void FindBetterLineOfFire(TacticInterface& i);
void GoToDistanceFromTarget(TacticInterface& i, Stuff::Scalar distance, MoveType move_type);
void GoToDistanceFromNearestEnemy(TacticInterface& i, Stuff::Scalar distance, MoveType move_type);
void GoToOtherSideOfTarget(TacticInterface& i, Stuff::Scalar distance);
void StopIfMoving(TacticInterface& i);
void Dodge(TacticInterface& i, Stuff::Scalar distance, MoveType move_type);
void Circle(TacticInterface& i, MoveType move_type, Stuff::Scalar distance = 0);
void CircleRandomly(TacticInterface& i);
void CircleFloat(TacticInterface& i, Stuff::Scalar distance);
void CircleToBehindTarget(TacticInterface& i, Stuff::Scalar maximum);
void CircleToFrontOfTarget(TacticInterface& i, Stuff::Scalar maximum);
void MoveForward(TacticInterface& i, Stuff::Scalar distance);
void CircleTargetNearEnemies(TacticInterface& i, Stuff::Scalar distance);
void GoBehindTarget(TacticInterface& i, Stuff::Scalar min_distance);
void GoInFrontOfTarget(TacticInterface& i, Stuff::Scalar min_distance);
void ForceDestinationRecalc(TacticInterface& i);
void RamTarget(TacticInterface& i, Stuff::Scalar recalc_tolerance = 8.0f);
void PatrolWithinRadiusOfAttackOrderPosition(TacticInterface& i, Stuff::Scalar inner_radius, Stuff::Scalar outer_radius);
void JumpToHeight(TacticInterface& i, Stuff::Scalar height);
enum FastCircleMoveType
{
MOVE_CLOSER,
MOVE_FARTHER,
MOVE_RANDOM
};
void DoFastCircle(TacticInterface& i, FastCircleMoveType move_type);
enum TrackTarget
{
TO_TARGET,
TO_NEAREST_ENEMY,
TO_NEAREST_ENEMY_OR_TARGET
};
void Track(TacticInterface& i,
TrackTarget target,
bool fTrack = true,
bool fTurn = true,
bool fPitch = false);
bool ShouldMoveForwardToPoint(TacticInterface& i, const Stuff::Point3D& dest);
extern bool g_HelicoptersIgnoreMissionBounds;
};
};
#endif // AI_ACTION