Arma Reforger Script API
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Base class for combat movement. More...
Static Public Member Functions | |
static override bool | VisibleInPalette () |
Protected Member Functions | |
bool | OnUpdate (AIAgent owner, float dt) |
vector | ResolveRequestTargetPos () |
bool | ResolveFailMoveIfNoCover () |
float | ResolveStoppedWaitTime (bool inCover, EAIThreatState threat, EWeaponType weaponType) |
vector | GetTargetPosition () |
float | GetTargetDistance () |
bool | MoveToNextPosCondition () |
vector | GetAvoidStraightPathDir () |
override void | OnInit (AIAgent owner) |
override ENodeResult | EOnTaskSimulate (AIAgent owner, float dt) |
bool | FFAvoidanceCondition () |
bool | FFAvoidanceNewRequestCondition () |
void | PushRequestFFAvoidance () |
void | PushRequestMove () |
void | ResolveMoveRequestMovePosAndDir (vector targetPos, out vector outMovePos, out vector outAvoidStraightPathDir, out SCR_EAICombatMoveDirection outDirection, out float outCoverSearchSectorHalfAngleRad) |
bool | SuppressedInCoverCondition () |
void | SuppressedInCoverLogic () |
void | PushRequestChangeStanceInCover (bool exposed, SCR_EAICombatMoveReason reason, float waitTime) |
bool | CurrentCoverUselessCondition () |
void | PushRequestLeaveUselessCover () |
bool | MoveFromTargetCondition () |
bool | MoveFromTargetNewRequestCondition () |
void | PushRequestMoveFromTarget () |
bool | IsFirstExecution () |
Static Protected Member Functions | |
static void | OnMovementStarted (SCR_AIUtilityComponent utility, SCR_AICombatMoveRequest_Move rq, vector pos, bool destinationIsCover) |
static void | OnMovementCompleted (SCR_AIUtilityComponent utility, SCR_AICombatMoveRequestBase rq) |
static ECharacterStance | ResolveStanceOutsideCover (bool closeRange, EAIThreatState threat) |
static float | ResolveOptimalDistance (float weaponMinDist) |
static bool | IsAimingAndMovingAllowedForWeapon (EWeaponType weaponType) |
Protected Attributes | |
SCR_AICombatMoveState | m_State |
SCR_AIUtilityComponent | m_Utility |
SCR_AICombatComponent | m_CombatComp |
IEntity | m_MyEntity |
CharacterControllerComponent | m_CharacterController |
EAIThreatState | m_eThreatState |
ECharacterStance | m_eStance |
EWeaponType | m_eWeaponType |
float | m_fTargetDist |
float | m_fWeaponMinDist |
bool | m_bCloseRangeCombat |
bool | m_bVeryLongRangeCombat |
float | m_fNextUpdate_ms |
float | m_fUpdateInterval_ms |
Static Protected Attributes | |
const float | COVER_QUERY_SECTOR_ANGLE_RAD = 0.3 * Math.PI |
Base class for combat movement.
This is the main piece of logic for combat movement during combat behavior and suppression behavior. But in this class the specific type of target is not yet used, and there are virtual methods which must be overridden in derived classes.
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Implemented in SCR_AICombatMoveLogic_Attack.
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Implemented in SCR_AICombatMoveLogic_Attack, and SCR_AICombatMoveLogic_Suppressive.
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Implemented in SCR_AICombatMoveLogic_Attack, and SCR_AICombatMoveLogic_Suppressive.
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Implemented in SCR_AICombatMoveLogic_Attack, and SCR_AICombatMoveLogic_Suppressive.
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Implemented in SCR_AICombatMoveLogic_Attack, and SCR_AICombatMoveLogic_Suppressive.
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Implemented in SCR_AICombatMoveLogic_Attack, and SCR_AICombatMoveLogic_Suppressive.
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Implemented in SCR_AICombatMoveLogic_Attack, and SCR_AICombatMoveLogic_Suppressive.
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Implemented in SCR_AICombatMoveLogic_Attack, and SCR_AICombatMoveLogic_Suppressive.
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