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engines/crab/ai/spriteai.h
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118
engines/crab/ai/spriteai.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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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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*
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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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*
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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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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#ifndef CRAB_SPRITEAI_H
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#define CRAB_SPRITEAI_H
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#include "crab/ai/movement.h"
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#include "crab/PathfindingAgent.h"
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namespace Crab {
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// class PathfindingAgent;
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namespace pyrodactyl {
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namespace ai {
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// States of a fighting sprite
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enum AIFightState {
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FIGHTSTATE_GETNEXTMOVE,
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FIGHTSTATE_GETINRANGE,
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FIGHTSTATE_EXECUTEMOVE,
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FIGHTSTATE_CANTFIGHT
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};
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// States of a fleeing sprite
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enum AIFleeState {
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FLEESTATE_GETNEARESTEXIT,
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FLEESTATE_RUNTOEXIT,
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FLEESTATE_DISAPPEAR,
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FLEESTATE_CANTFLEE
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};
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struct SpriteAIData {
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// Data required for fighting
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struct FightData {
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// The state of the sprite
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AIFightState _state;
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// Used to count down the time NPCs wait before their next move
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// Usually varies per move which is why we don't load target for it
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Timer _delay;
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// The list of moves that can be performed while attacking
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Common::Array<uint> _attack;
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FightData() {
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_state = FIGHTSTATE_GETNEXTMOVE;
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}
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} _fight;
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// The pattern a peaceful sprite walks in
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MovementSet _walk;
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// Data required to flee
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struct FleeData {
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AIFleeState _state;
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FleeData() {
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_state = FLEESTATE_GETNEARESTEXIT;
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}
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} _flee;
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// The next location the sprite has to reach
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// PLAYER: Used for adventure game style point-n-click movement
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// AI: Used for path-finding (usually to the player's location)
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struct Destination : public Vector2i {
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// Are we trying to reach the destination?
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bool _active;
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Destination() {
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_active = false;
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}
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} _dest;
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SpriteAIData() {}
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void dest(const int &x, const int &y, const bool &active = true) {
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_dest.x = x;
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_dest.y = y;
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_dest._active = active;
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}
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void dest(const Vector2i &v, const bool &active = true) {
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dest(v.x, v.y, active);
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}
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};
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} // End of namespace ai
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} // End of namespace pyrodactyl
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} // End of namespace Crab
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#endif // CRAB_SPRITEAI_H
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