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