Uses:
b_locate.c
b_fuzzy.c
b_hear.c
b_waypnt.c
Exports:
// Makes the bot view towards the goal
//
// Parameter:
bot : bot which must view towards goal
// Returns:
-
//
void (entity bot) BotTurnTowardsGoal;
// Finds a roam goal for the given bot.
//
// Parameter:
bot : bot to find roam goal for
// Returns:
roam goal
//
vector (entity bot) BotRoamGoal;
// Creates a bot goal touch entity.
//
// Parameter:
-
// Returns:
created entity
//
entity () CreateBotGoal;
// Called when an item is touched by a bot.
//
// Parameter:
bot : bot touching the item
//
item : touched item
// Returns:
-
//
void (entity bot, entity item) BotTouchedItem;
// Called when the bot triggered an entity.
//
// Parameter:
bot : bot triggering
//
trigger : triggered entity
// Returns:
-
//
void (entity bot, entity trigger) BotTriggered;
// Called when the bot touched a door.
//
// Parameter:
bot : bot touching the door
// Returns:
-
//
void (entity bot) BotTouchedDoor;
// Finds a nearby goal during seek.
//
// Parameter:
bot : bot to find goal for
//
minweight : minimum goal weight
//
better : true if goal must be better than current
// Returns:
true if goal is found
//
float (entity bot, float minweight, float better) BotSeekFindItem;
// Finds a nearby goal during battle.
//
// Parameter:
bot : bot to find goal for
//
minweight : minimum goal weight
// Returns:
true if goal is found
//
float (entity bot, float minweight) BotBattleFindItem;
// Finds nearby enemy goal for the bot.
//
// Parameter:
bot : bot to find enemy for
// Returns:
true if enemy is found
//
float (entity bot) BotFindEnemy;
// Finds the best waypoint goal to chase the
enemy.
//
// Parameter:
bot : bot chasing enemey
//
en : enemy of the bot
// Returns:
best chase waypoint
//
'world' if no waypoint found
//
entity (entity bot, entity en) BestChaseWaypoint;
// Finds the best waypoint goal to retreat
from the enemy.
//
// Parameter:
bot : bot retreating from enemy.
//
en : enemy of the bot
// Returns:
best retreat waypoint
//
'world' if no waypoint found
//
entity (entity bot, entity en) BestRetreatWaypoint;
// Finds best waypoint towards a long term
goal.
// Chooses new long term goal if necessary.
// These long term goals are:
// - normal long term goal
// - walkabout goal
//
// Parameter:
bot : bot to choose ltg for
// Returns:
best waypoint leading towards long term goal
//
'world' if no waypoint found
//
entity (entity bot) BestLongTermGoalWaypoint;
// Finds the best waypoint goal towards a
sound from a possible enemy.
//
// Parameter:
bot : the bot listening
// Returns:
best waypoint towards sound when found
//
'world' otherwise
//
entity (entity bot) BestSoundGoalWaypoint;