Works like AI_SetType(), but won't clear out Dallas' goal slots 0 or 3
| 154 | |
| 155 | // Works like AI_SetType(), but won't clear out Dallas' goal slots 0 or 3 |
| 156 | void AI_SafeSetType(int obj_handle, int ai_type) { |
| 157 | float aware = AWARE_BARELY; |
| 158 | float time = 25.0f; |
| 159 | |
| 160 | SafeGoalClearAll(obj_handle); |
| 161 | |
| 162 | switch (ai_type) { |
| 163 | case AIT_STALKER: { |
| 164 | vector goal_pos; |
| 165 | int goal_room; |
| 166 | |
| 167 | Obj_Value(obj_handle, VF_GET, OBJV_V_POS, &goal_pos); |
| 168 | Obj_Value(obj_handle, VF_GET, OBJV_I_ROOMNUM, &goal_room); |
| 169 | |
| 170 | AI_AddGoal(obj_handle, AIG_WANDER_AROUND, 1, 1.0f, -1, GF_NONFLUSHABLE | GF_KEEP_AT_COMPLETION, &goal_pos, |
| 171 | goal_room); |
| 172 | } break; |
| 173 | |
| 174 | case AIT_EVADER2: { |
| 175 | vector goal_pos; |
| 176 | int goal_room; |
| 177 | float size, circle_distance; |
| 178 | |
| 179 | Obj_Value(obj_handle, VF_GET, OBJV_V_POS, &goal_pos); |
| 180 | Obj_Value(obj_handle, VF_GET, OBJV_I_ROOMNUM, &goal_room); |
| 181 | Obj_Value(obj_handle, VF_GET, OBJV_F_SIZE, &size); |
| 182 | AI_Value(obj_handle, VF_GET, AIV_F_CIRCLE_DIST, &circle_distance); |
| 183 | |
| 184 | AI_AddGoal(obj_handle, AIG_GUARD_AREA, 1, 1.0f, -1, GF_NONFLUSHABLE, &goal_pos, goal_room); |
| 185 | AI_SetGoalCircleDist(obj_handle, 1, size * 2.0f); |
| 186 | AI_GoalAddEnabler(obj_handle, 1, AIE_GT_AWARENESS, 1.0, 0.0, &aware); |
| 187 | AI_GoalAddEnabler(obj_handle, 1, AIE_LTE_LAST_SEE_TARGET_INTERVAL, 1.0, 0.0, &time); |
| 188 | |
| 189 | int gi = AI_AddGoal(obj_handle, AIG_GET_AROUND_OBJ, ACTIVATION_BLEND_LEVEL, 3.0f, -1, |
| 190 | GF_NONFLUSHABLE | GF_OBJ_IS_TARGET, OBJECT_HANDLE_NONE); |
| 191 | AI_GoalAddEnabler(obj_handle, gi, AIE_NEAR, 1.0, 0.0, &circle_distance); |
| 192 | AI_SetGoalCircleDist(obj_handle, gi, circle_distance); |
| 193 | } break; |
| 194 | |
| 195 | case AIT_EVADER1: { |
| 196 | float circle_distance; |
| 197 | AI_Value(obj_handle, VF_GET, AIV_F_CIRCLE_DIST, &circle_distance); |
| 198 | |
| 199 | AI_AddGoal(obj_handle, AIG_MOVE_RELATIVE_OBJ, 1, 1.0f, -1, GF_OBJ_IS_TARGET | GF_SPEED_ATTACK | GF_NONFLUSHABLE, |
| 200 | OBJECT_HANDLE_NONE); |
| 201 | AI_GoalAddEnabler(obj_handle, 1, AIE_GT_AWARENESS, 1.0, 0.0, &aware); |
| 202 | AI_GoalAddEnabler(obj_handle, 1, AIE_LTE_LAST_SEE_TARGET_INTERVAL, 1.0, 0.0, &time); |
| 203 | |
| 204 | if (circle_distance > 0.0f) { |
| 205 | int gi = AI_AddGoal(obj_handle, AIG_GET_AROUND_OBJ, ACTIVATION_BLEND_LEVEL, 3.0f, -1, |
| 206 | GF_NONFLUSHABLE | GF_OBJ_IS_TARGET, OBJECT_HANDLE_NONE); |
| 207 | |
| 208 | float temp = circle_distance * 0.55f; |
| 209 | AI_GoalAddEnabler(obj_handle, gi, AIE_NEAR, 1.0, 0.0, &temp); |
| 210 | AI_SetGoalCircleDist(obj_handle, gi, circle_distance * 0.55f); |
| 211 | } |
| 212 | } break; |
| 213 |
no test coverage detected