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125 lines
4.2 KiB
125 lines
4.2 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef _pyCritterBrain_h_ |
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#define _pyCritterBrain_h_ |
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#include <Python.h> |
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#include "pyGlueHelpers.h" |
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#include "pyKey.h" |
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#include <string> |
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#include "hsGeometry3.h" |
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class plAvBrainCritter; |
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// simply here so we can pass our message types on to python |
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class pyAIMsg |
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{ |
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public: |
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static void AddPlasmaConstantsClasses(PyObject *m); |
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}; |
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// python glue class for the critter brain |
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class pyCritterBrain |
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{ |
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private: |
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plAvBrainCritter* fBrain; |
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protected: |
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pyCritterBrain(); |
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public: |
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// required functions for PyObject interoperability |
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PYTHON_CLASS_NEW_FRIEND(ptCritterBrain); |
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static PyObject* New(plAvBrainCritter* brain); |
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PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pyCritterBrain object |
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PYTHON_CLASS_CONVERT_FROM_DEFINITION(pyCritterBrain); // converts a PyObject to a pyCritterBrain (throws error if not correct type) |
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static void AddPlasmaClasses(PyObject *m); |
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hsBool operator==(const pyCritterBrain& other) const; |
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hsBool operator!=(const pyCritterBrain& other) const {return !(*this == other);} |
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void AddReceiver(pyKey& newReceiver); |
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void RemoveReceiver(pyKey& oldReceiver); |
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PyObject* GetSceneObject(); |
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void AddBehavior(const std::string& animationName, const std::string& behaviorName, bool loop = true, bool randomStartPos = true, |
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float fadeInLen = 2.f, float fadeOutLen = 2.f); |
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void StartBehavior(const std::string& behaviorName, bool fade = true); |
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bool RunningBehavior(const std::string& behaviorName) const; |
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std::string BehaviorName(int behavior) const; |
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plString AnimationName(int behavior) const; |
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int CurBehavior() const; |
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int NextBehavior() const; |
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std::string IdleBehaviorName() const; |
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std::string RunBehaviorName() const; |
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void GoToGoal(hsPoint3 newGoal, bool avoidingAvatars = false); |
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PyObject* CurrentGoal() const; // returns ptPoint3 |
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bool AvoidingAvatars() const; |
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bool AtGoal() const; |
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void StopDistance(float stopDistance); |
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float StopDistance() const; |
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void SightCone(float coneRad); |
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float SightCone() const; |
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void SightDistance(float sightDis); |
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float SightDistance() const; |
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void HearingDistance(float hearDis); |
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float HearingDistance() const; |
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bool CanSeeAvatar(unsigned long id) const; |
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bool CanHearAvatar(unsigned long id) const; |
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PyObject* PlayersICanSee() const; // returns list of unsigned longs |
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PyObject* PlayersICanHear() const; // returns list of unsigned longs |
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PyObject* VectorToPlayer(unsigned long id) const; // returns ptVector3 |
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}; |
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#endif // _pyCritterBrain_h_
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