60 lines
1.5 KiB
C
60 lines
1.5 KiB
C
#if !defined(LD_GAME_BANDIT_H_)
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#define LD_GAME_BANDIT_H_
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typedef enum BANDIT_ACTION BANDIT_ACTION;
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enum BANDIT_ACTION {
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BANDIT_WAITING,
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BANDIT_WALKING,
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BANDIT_RUNNING,
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BANDIT_SHOOTOUT,
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};
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typedef struct Bandit Bandit;
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struct Bandit {
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//// Personal
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AABB collision;
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Str8 name;
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//// Actions
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BANDIT_ACTION mode;
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// How long they've been waiting.
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F32 waitTime;
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// How long they will wait in this location.
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F32 maxWaitTime;
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// Places the bandit walks to / from
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// E.g. hide outs, home, saloon
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U32 pointsOfInterest[12];
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//// Navigation
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// The bandits's current path
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NavPath path;
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// Which node the bandit is on in the path
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U32 currentNavNode;
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// The current index of the bandit's current node
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U32 pathIndex;
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// Target navNode index the bandit is walking to
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U32 targetNavNode;
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// How long the bandit has been walking to the next index
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F32 walkTimer;
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// How many shots they can take.
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U32 health;
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// How paranoid they are about being hunted,
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// this will make them more trigger happy.
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F32 paranoidLevel;
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// Max 6?
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U8 bullets;
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// How long it its between shots.
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F32 shootDelay;
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// After each shot this is set to shootDelay;
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F32 shootCooldownTimer;
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// How long it takes them to reload.
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F32 reloadTime;
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// Accuracy, their shots can vary between this angle either side (rads)
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F32 accuracyRange;
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// A the circle around the bandit where they will trigger the quicktime reaction scene
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F32 agroRadius;
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};
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#endif // LD_GAME_BANDIT_H_
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