Here its more AI for dummies :D

//TODO: self inconscious, self sleep? :D
if(self.dead)
 return;

if (CanSee(Enemy.origin))
{
//TODO: reaction time, and vision angle,etc.. realism
    self.goalorigin = Enemy.location;
    if (self.gunReady && self.ammo)
    {
        self.status = HUNTING;
    }
/*
//TODO: implement reloading and dumbass
    else
    if (!self.ammo)
    {
        self.status = RELOADING;
    }
    else
    {
        self.status = LOOKDUMB;
    }*/
}
else
{
    CanSee(self.goalorigin);
//TODO: detect for holes in ground :D
    self.status = PATHFINDING;
}

switch(self.status)
{
default:
  //idle
  RandomNoise(IDLE);
//TODO: change angle? pick a random trace_path and follow?, start a
dialogue with other foe?
  break;
case HUNTING:
  AnimateShooting();
//TODO: implement precision and mental state (happy, stressed, pain,
fear, etc..)
  if (self.frame == FIRING_FRAME)
        Shot(self.weapon);
  break;
case PATHFINDING:
  self.WalkTo(
        self.origin +
        normalize(self.goalorigin - self.origin) *
        self.speed
        );
//TODO: read self.speed from a array?
//TODO: sidesteep walking, target forgeting? target change?
  break
}



On Wed, 27 Oct 2004 18:18:33 -0500, Jeffrey botman Broome
<[EMAIL PROTECTED]> wrote:

Hasan Aljudy wrote:

> you have teh SDK? what about me?!!!11111 :'(


Yes, here's some of the incredible AI code...

if (CanSeeEnemy())
{
    ShootGunsAndShit();  // pow! pow!
}
else
{
    KickDownDoorAndYell("DIE FREEMAN!");
}

if (EnemyDead())
{
    DoHappyDance();


}

--
Jeffrey "botman" Broome


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