#include "CAiFuncMap.hpp" #include "CAi.hpp" #include "CStateManager.hpp" namespace urde { CAiFuncMap::CAiFuncMap() { /* Ai States */ x0_stateFuncs["Patrol"] = &CAi::Patrol; x0_stateFuncs["FollowPattern"] = &CAi::FollowPattern; x0_stateFuncs["Dead"] = &CAi::Dead; x0_stateFuncs["PathFind"] = &CAi::PathFind; x0_stateFuncs["Start"] = &CAi::Start; x0_stateFuncs["SelectTarget"] = &CAi::SelectTarget; x0_stateFuncs["TargetPatrol"] = &CAi::TargetPatrol; x0_stateFuncs["TargetPlayer"] = &CAi::TargetPlayer; x0_stateFuncs["TargetCover"] = &CAi::TargetCover; x0_stateFuncs["Halt"] = &CAi::Halt; x0_stateFuncs["Walk"] = &CAi::Walk; x0_stateFuncs["Run"] = &CAi::Run; x0_stateFuncs["Generate"] = &CAi::Generate; x0_stateFuncs["Deactivate"] = &CAi::Deactivate; x0_stateFuncs["Attack"] = &CAi::Attack; x0_stateFuncs["LoopedAttack"] = &CAi::LoopedAttack; x0_stateFuncs["JumpBack"] = &CAi::JumpBack; x0_stateFuncs["DoubleSnap"] = &CAi::DoubleSnap; x0_stateFuncs["Shuffle"] = &CAi::Shuffle; x0_stateFuncs["TurnAround"] = &CAi::TurnAround; x0_stateFuncs["Skid"] = &CAi::Skid; x0_stateFuncs["Active"] = &CAi::Active; x0_stateFuncs["InActive"] = &CAi::InActive; x0_stateFuncs["CoverAttack"] = &CAi::CoverAttack; x0_stateFuncs["Crouch"] = &CAi::Crouch; x0_stateFuncs["FadeIn"] = &CAi::FadeIn; x0_stateFuncs["FadeOut"] = &CAi::FadeOut; x0_stateFuncs["GetUp"] = &CAi::GetUp; x0_stateFuncs["Taunt"] = &CAi::Taunt; x0_stateFuncs["Suck"] = &CAi::Suck; x0_stateFuncs["Flee"] = &CAi::Flee; x0_stateFuncs["Lurk"] = &CAi::Lurk; x0_stateFuncs["ProjectileAttack"] = &CAi::ProjectileAttack; x0_stateFuncs["Flinch"] = &CAi::Flinch; x0_stateFuncs["Hurled"] = &CAi::Hurled; x0_stateFuncs["TelegraphAttack"] = &CAi::TelegraphAttack; x0_stateFuncs["Jump"] = &CAi::Jump; x0_stateFuncs["Explode"] = &CAi::Explode; x0_stateFuncs["Dodge"] = &CAi::Dodge; x0_stateFuncs["Retreat"] = &CAi::Retreat; x0_stateFuncs["Cover"] = &CAi::Cover; x0_stateFuncs["Approach"] = &CAi::Approach; x0_stateFuncs["WallHang"] = &CAi::WallHang; x0_stateFuncs["WallDetach"] = &CAi::WallDetach; x0_stateFuncs["Enraged"] = &CAi::Enraged; x0_stateFuncs["SpecialAttack"] = &CAi::SpecialAttack; x0_stateFuncs["Growth"] = &CAi::Growth; x0_stateFuncs["Faint"] = &CAi::Faint; x0_stateFuncs["Land"] = &CAi::Land; x0_stateFuncs["Bounce"] = &CAi::Bounce; x0_stateFuncs["PathFindEx"] = &CAi::PathFindEx; x0_stateFuncs["Dizzy"] = &CAi::Dizzy; x0_stateFuncs["CallForBackup"] = &CAi::CallForBackup; x0_stateFuncs["BulbAttack"] = &CAi::BulbAttack; x0_stateFuncs["PodAttack"] = &CAi::PodAttack; /* Ai Triggers */ x10_triggerFuncs["InAttackPosition"] = &CAi::InAttackPosition; x10_triggerFuncs["Leash"] = &CAi::Leash; x10_triggerFuncs["OffLine"] = &CAi::OffLine; x10_triggerFuncs["Attacked"] = &CAi::Attacked; x10_triggerFuncs["PathShagged"] = &CAi::PathShagged; x10_triggerFuncs["PathOver"] = &CAi::PathOver; x10_triggerFuncs["PathFound"] = &CAi::PathFound; x10_triggerFuncs["TooClose"] = &CAi::TooClose; x10_triggerFuncs["InRange"] = &CAi::InRange; x10_triggerFuncs["InMaxRange"] = &CAi::InMaxRange; x10_triggerFuncs["InDetectionRange"] = &CAi::InDetectionRange; x10_triggerFuncs["SpotPlayer"] = &CAi::SpotPlayer; x10_triggerFuncs["PlayerSpot"] = &CAi::PlayerSpot; x10_triggerFuncs["PatternOver"] = &CAi::PatternOver; x10_triggerFuncs["PatternShagged"] = &CAi::PatternShagged; x10_triggerFuncs["HasAttackPattern"] = &CAi::HasAttackPattern; x10_triggerFuncs["HasPatrolPath"] = &CAi::HasPatrolPath; x10_triggerFuncs["HasRetreatPattern"] = &CAi::HasRetreatPattern; x10_triggerFuncs["Delay"] = &CAi::Delay; x10_triggerFuncs["RandomDelay"] = &CAi::RandomDelay; x10_triggerFuncs["FixedDelay"] = &CAi::FixedDelay; x10_triggerFuncs["Default"] = &CAi::Default; x10_triggerFuncs["AnimOver"] = &CAi::AnimOver; x10_triggerFuncs["ShouldAttack"] = &CAi::ShouldAttack; x10_triggerFuncs["ShouldDoubleSnap"] = &CAi::ShouldDoubleSnap; x10_triggerFuncs["InPosition"] = &CAi::InPosition; x10_triggerFuncs["ShouldTurn"] = &CAi::ShouldTurn; x10_triggerFuncs["HitSomething"] = &CAi::HitSomething; x10_triggerFuncs["ShouldJumpBack"] = &CAi::ShouldJumpBack; x10_triggerFuncs["Stuck"] = &CAi::Stuck; x10_triggerFuncs["NoPathNodes"] = &CAi::NoPathNodes; x10_triggerFuncs["Landed"] = &CAi::Landed; x10_triggerFuncs["HearShot"] = &CAi::HearShot; x10_triggerFuncs["HearPlayer"] = &CAi::HearPlayer; x10_triggerFuncs["CoverCheck"] = &CAi::CoverCheck; x10_triggerFuncs["CoverFind"] = &CAi::CoverFind; x10_triggerFuncs["CoverBlown"] = &CAi::CoverBlown; x10_triggerFuncs["CoverNearlyBlown"] = &CAi::CoverNearlyBlown; x10_triggerFuncs["CoveringFire"] = &CAi::CoveringFire; x10_triggerFuncs["GotUp"] = &CAi::GotUp; x10_triggerFuncs["LineOfSight"] = &CAi::LineOfSight; x10_triggerFuncs["AggressionCheck"] = &CAi::AggressionCheck; x10_triggerFuncs["AttackOver"] = &CAi::AttackOver; x10_triggerFuncs["ShouldTaunt"] = &CAi::ShouldTaunt; x10_triggerFuncs["Inside"] = &CAi::Inside; x10_triggerFuncs["ShouldFire"] = &CAi::ShouldFire; x10_triggerFuncs["ShouldFlinch"] = &CAi::ShouldFlinch; x10_triggerFuncs["PatrolPathOver"] = &CAi::PatrolPathOver; x10_triggerFuncs["ShouldDodge"] = &CAi::ShouldDodge; x10_triggerFuncs["ShouldRetreat"] = &CAi::ShouldRetreat; x10_triggerFuncs["ShouldCrouch"] = &CAi::ShouldCrouch; x10_triggerFuncs["ShouldMove"] = &CAi::ShouldMove; x10_triggerFuncs["ShotAt"] = &CAi::ShotAt; x10_triggerFuncs["HasTargetingPoint"] = &CAi::HasTargetingPoint; x10_triggerFuncs["ShouldWallHang"] = &CAi::ShouldWallHang; x10_triggerFuncs["SetAIStage"] = &CAi::SetAIStage; x10_triggerFuncs["AIStage"] = &CAi::AIStage; x10_triggerFuncs["StartAttack"] = &CAi::StartAttack; x10_triggerFuncs["BreakAttack"] = &CAi::BreakAttack; x10_triggerFuncs["ShouldStrafe"] = &CAi::ShouldStrafe; x10_triggerFuncs["ShouldSpecialAttack"] = &CAi::ShouldSpecialAttack; x10_triggerFuncs["LostInterest"] = &CAi::LostInterest; x10_triggerFuncs["CodeTrigger"] = &CAi::CodeTrigger; x10_triggerFuncs["BounceFind"] = &CAi::BounceFind; x10_triggerFuncs["Random"] = &CAi::Random; x10_triggerFuncs["FixedRandom"] = &CAi::FixedRandom; x10_triggerFuncs["IsDizzy"] = &CAi::IsDizzy; x10_triggerFuncs["ShouldCallForBackup"] = &CAi::ShouldCallForBackup; CAi::CreateFuncLookup(this); } CAiStateFunc CAiFuncMap::GetStateFunc(const char* func) { if (x0_stateFuncs.find(func) == x0_stateFuncs.end()) return nullptr; return x0_stateFuncs[func]; } CAiTriggerFunc CAiFuncMap::GetTriggerFunc(const char* func) { if (x10_triggerFuncs.find(func) == x10_triggerFuncs.end()) return nullptr; return x10_triggerFuncs[func]; } } // namespace urde