15 const static float PRIORITY_LEVEL_PLAYER = 1000;
16 const static float PRIORITY_LEVEL_GAMEMASTER = 2000;
18 const static float PRIORITY_BEHAVIOR_RETREAT_MELEE = 190 + PRIORITY_LEVEL_PLAYER;
19 const static float PRIORITY_BEHAVIOR_AVOID_CHARACTER = 180 + PRIORITY_LEVEL_PLAYER;
20 const static float PRIORITY_BEHAVIOR_GET_OUT_VEHICLE_HIGH_PRIORITY = 162 + PRIORITY_LEVEL_PLAYER;
21 const static float PRIORITY_BEHAVIOR_MOVE_FROM_DANGER = 160 + PRIORITY_LEVEL_PLAYER;
22 const static float PRIORITY_BEHAVIOR_ATTACK_HIGH_PRIORITY = 120 + PRIORITY_LEVEL_PLAYER;
23 const static float PRIORITY_BEHAVIOR_HEAL_HIGH_PRIORITY = 115 + PRIORITY_LEVEL_PLAYER;
24 const static float PRIORITY_BEHAVIOR_OBSERVE_UNKNOWN_FIRE_HIGH_PRIORITY = 113 + PRIORITY_LEVEL_PLAYER;
25 const static float PRIORITY_BEHAVIOR_GET_IN_VEHICLE = 130;
26 const static float PRIORITY_BEHAVIOR_GET_OUT_VEHICLE = 125;
27 const static float PRIORITY_BEHAVIOR_PICKUP_INVENTORY_ITEMS = 118;
28 const static float PRIORITY_BEHAVIOR_STATIC_ARTILLERY = 114;
29 const static float PRIORITY_BEHAVIOR_FIRE_ILLUM_FLARE = 113;
30 const static float PRIORITY_BEHAVIOR_THROW_GRENADE = 112;
31 const static float PRIORITY_BEHAVIOR_MEDIC_HEAL = 111;
32 const static float PRIORITY_BEHAVIOR_RETREAT_FROM_TARGET = 110;
33 const static float PRIORITY_BEHAVIOR_PROVIDE_AMMO = 100;
34 const static float PRIORITY_BEHAVIOR_ATTACK_SELECTED = 90;
35 const static float PRIORITY_BEHAVIOR_HEAL_WAIT = 83;
36 const static float PRIORITY_BEHAVIOR_MOVE_FROM_VEHICLE_HORN = 72;
37 const static float PRIORITY_BEHAVIOR_ATTACK_NOT_SELECTED = 70;
38 const static float PRIORITY_BEHAVIOR_OBSERVE_THREATS_HIGH_PRIORITY = 69;
39 const static float PRIORITY_BEHAVIOR_MOVE_FROM_UNKNOWN_FIRE = 68;
40 const static float PRIORITY_BEHAVIOR_OBSERVE_UNKNOWN_FIRE = 66;
41 const static float PRIORITY_BEHAVIOR_HEAL = 65;
42 const static float PRIORITY_BEHAVIOR_MOVE_AND_INVESTIGATE = 64;
43 const static float PRIORITY_BEHAVIOR_SUPPRESS = 63;
44 const static float PRIORITY_BEHAVIOR_DEFEND = 61;
45 const static float PRIORITY_BEHAVIOR_FIND_FIRE_POSITION = 60;
46 const static float PRIORITY_BEHAVIOR_OBSERVE_LOW_PRIORITY = 59;
47 const static float PRIORITY_BEHAVIOR_MOVE_INDIVIDUALLY = 58;
48 const static float PRIORITY_BEHAVIOR_OPEN_NAVLINK_DOOR = 54;
49 const static float PRIORITY_BEHAVIOR_PERFORM_ACTION = 30;
50 const static float PRIORITY_BEHAVIOR_MOVE = 30;
51 const static float PRIORITY_BEHAVIOR_MOVE_IN_FORMATION = 30;
52 const static float PRIORITY_BEHAVIOR_ATTACK_DISREGARD_THREATS = 20;
53 const static float PRIORITY_BEHAVIOR_WAIT = 10;
54 const static float PRIORITY_BEHAVIOR_OBSERVE_THREATS_LOW_PRIORITY = 4;
55 const static float PRIORITY_BEHAVIOR_MOVE_IN_FORMATION_LOW_PRIORITY = 3;
56 const static float PRIORITY_BEHAVIOR_IDLE_DRIVER = 2;
57 const static float PRIORITY_BEHAVIOR_ANIMATE = 1.5;
58 const static float PRIORITY_BEHAVIOR_IDLE = 1;
62 const static float PRIORITY_BEHAVIOR_DISMOUNT_TURRET = 300;
63 const static float PRIORITY_BEHAVIOR_DISMOUNT_TURRET_INVESTIGATE = 21;
64 const static float PRIORITY_BEHAVIOR_DISMOUNT_TURRET_GET_IN = 20;
67 const static float PRIORITY_ACTIVITY_GET_IN = 130;
68 const static float PRIORITY_ACTIVITY_FOLLOW = 130;
69 const static float PRIORITY_ACTIVITY_RESUPPLY = 100;
70 const static float PRIORITY_ACTIVITY_COMBAT_WITH_VEHICLES = 85;
71 const static float PRIORITY_ACTIVITY_HEAL = 80;
72 const static float PRIORITY_ACTIVITY_ARTILLERY_SUPPORT = 75;
73 const static float PRIORITY_ACTIVITY_ATTACK_CLUSTER = 70;
74 const static float PRIORITY_ACTIVITY_SEEK_AND_DESTROY = 60;
75 const static float PRIORITY_ACTIVITY_INVESTIGATE_CLUSTER = 55;
76 const static float PRIORITY_ACTIVITY_DEFEND_FROM_CLUSTER = 55;
77 const static float PRIORITY_ACTIVITY_MOVE = 50;
78 const static float PRIORITY_ACTIVITY_PERFORM_ACTION = 50;
79 const static float PRIORITY_ACTIVITY_DEFEND = 50;
80 const static float PRIORITY_ACTIVITY_GET_OUT = 50;
81 const static float PRIORITY_ACTIVITY_SUPPRESS = 40;
82 const static float PRIORITY_ACTIVITY_ANIMATE = 10;
137 protected void AddDebugMessage(
string str);
152 AddDebugMessage(
string.Format(
"SetSuspended: %1, %2", suspended,
GetActionDebugInfo()));
226 param.SetVariableOut(node);
233 param.GetVariableIn(node);
242 namesOut.Insert(p.m_sPortName);
ref array< SCR_BTParamBase > m_aParams
ref ScriptInvoker m_OnActionFailed
ref SCR_BTParam< float > m_fPriorityLevel
void SetPriorityLevel(int priority)
override void OnComplete()
enum EAIActionFailReason PRIORITY_LEVEL_NORMAL
override void OnSetSuspended(bool suspended)
override float EvaluatePriorityLevel()
override void OnSetActionState(EAIActionState state)
float GetRestrictedPriorityLevel(float minimumLevel=PRIORITY_LEVEL_NORMAL)
Limits priority level for actions such that those are performed in "NORMAL" and "PLAYER" priority lev...
bool IsActionInterruptable()
ref ScriptInvoker m_OnActionCompleted
override void OnActionDeselected()
EAIActionFailReason GetFailReason()
TStringArray GetPortNames()
EAIActionFailReason m_eFailReason
ResourceName m_sBehaviorTree
void GetParametersFromBTVariables(SCR_AIActionTask node)
override void OnActionRemoved()
override void OnActionSelected()
string GetDebugPanelText()
EAIActionFailReason
Fail reasons of actions. They can be generic or specific to some behavior.
string GetActionDebugInfo()
void SetActionInterruptable(bool IsInterruptable)
void SetParametersToBTVariables(SCR_AIActionTask node)
void SetFailReason(EAIActionFailReason failReason)
Fail reason is an optional value which can be used to figure out why action failed.
Base BT parameter class to be used in SCR_AIActionParams.
array< string > TStringArray
proto external string ToString()
Plain C++ pointer, no weak pointers, no memory management.