#ifndef _AGENTPARAMS_H_ #define _AGENTPARAMS_H_ typedef struct AgentParameters { //------------- // ranges //---------------- // sensors: // sight float m_fSightRange; // how far can the agent see float m_fHorizontalFov; float m_fGravityMultiplier; float m_fAccuracy; float m_fOriginalAccuracy; float m_fResponsiveness; float m_fMaxHealth; // sound float m_fSoundRange; // how far can agent hear // behaviour float m_fAttackRange; float m_fCommRange; //----------- // indices //------------- float m_fAggression; float m_fOriginalAggression; float m_fCohesion; float m_fPersistence; //----------- // hostility data //------------ float m_fSpeciesHostility; float m_fGroupHostility; float m_fMeleeDistance; //------------- // grouping data //-------------- int m_nSpecies; int m_nGroup; bool m_bIgnoreTargets; bool m_bPerceivePlayer; bool m_bAwareOfPlayerTargeting; bool m_bSpecial; bool m_bSmartMelee; AgentParameters() { m_bSmartMelee = true; m_bSpecial = false; m_fSightRange=0; m_fHorizontalFov=0; m_fGravityMultiplier=1.f; m_fAccuracy=0; m_fResponsiveness=0; m_fMaxHealth=0; m_fSoundRange=0; m_fAttackRange=0; m_fCommRange=0; m_fAggression=0; m_fCohesion=0; m_fPersistence=0; m_fSpeciesHostility=0; m_fGroupHostility=0; m_nSpecies=0; m_nGroup=0; m_fMeleeDistance = 2.f; m_bIgnoreTargets=false; m_bPerceivePlayer=true; m_bAwareOfPlayerTargeting=false; } } AgentParameters; #endif _AGENTPARAMS_H_