3#include <AiPlugin/AiPluginDLL.h>
4#include <GameEngine/GameEngineDLL.h>
12enum class plAiScoreCategory
28 void SetScore(plAiScoreCategory category,
float fValue)
30 PL_ASSERT_DEBUG(fValue >= 0.0f && fValue <= 1.0f,
"Value is out of 0-1 range.");
31 m_fValue =
static_cast<float>(category) + fValue;
34 float GetScore()
const {
return m_fValue; }
39 float m_fValue = 0.0f;
46 float m_fScore = 0.0f;
58 bool m_bAllowBehaviorSwitch =
true;
60 bool m_bEndBehavior =
false;
63 virtual bool IsAvailable(
float fActiveBehaviorScore)
const {
return true; }
73 ContinuationState res;
74 res.m_bEndBehavior = inout_ActionQueue.
IsEmpty();
Definition AiActionQueue.h:9
bool IsEmpty() const
Returns true when no action is currently queued.
Definition AiActionQueue.cpp:15
Definition AiBehavior.h:50
Definition AiBehavior.h:24
Definition AiPerception.h:7
Definition AiPerceptionManager.h:12
This class represents an object inside the world.
Definition GameObject.h:32
Definition AiBehavior.h:56
Definition AiBehavior.h:43
The time class encapsulates a double value storing the time in seconds.
Definition Time.h:12
PL_ALWAYS_INLINE static constexpr plTime MakeZero()
Creates an instance of plTime that was initialized with zero.
Definition Time.h:42