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Basic_state_examples.verse
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using { /Fortnite.com/AI }
using { /Verse.org/Simulation }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Game }
using { /Fortnite.com/Animation/PlayAnimation }
using { /Verse.org/Assets }
using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Verse.org/Random }
using { /Verse.org/Simulation/Tags }
### example states ###
IdleState := class(Default_State):
Name<override>:string = "Idle"
Enter<override>():void=
Print("Entering Idle State")
Update<override>()<suspends>:void=
if(ActualStateMachine:=stateMachine?):
if(NPC:=ActualStateMachine.Behavior?.GetAgent[].GetFortCharacter[]):
NPC.NavigateToRandomLocation(1.0, 500.0)
CheckConditions()
Exit<override>():void=
Print("Exiting Idle State")
CheckConditions<override>():void=
if(ActualStateMachine:=stateMachine?):
if(ABehavior := ActualStateMachine.Behavior?):
if (ABehavior.dancingState.IsSomeoneCrouching() = true):
ActualStateMachine.ChangeState(ABehavior.dancingState)
else if (ABehavior.IsSinglePlayerInRange() = true):
ActualStateMachine.ChangeState(ABehavior.attackState)
else if (ABehavior.IsFleeing() = true):
Print("fleeing")
ActualStateMachine.ChangeState(ABehavior.fleeState)
DancingState := class(Default_State):
Name<override>:string = "Dancing"
Enter<override>():void=
Print("Entering Dancing State")
Update<override>()<suspends>:void=
if(ActualStateMachine:=stateMachine?):
if(NPC:=ActualStateMachine.Behavior?.GetAgent[].GetFortCharacter[]):
if(IsSomeoneCrouching() = true):
if(Anim:= NPC.GetPlayAnimationController[]):
DanceAnim:=Anim.Play(crab_npc.Crab_Anim_MonsterArmature_Dance, ?BlendOutTime:=0.1)
DanceAnim.BlendingOutEvent.Subscribe(Replay)
set ActualStateMachine.CurrentAnim = option{DanceAnim}
DanceAnim.Await()
CheckConditions()
Replay():void=
if(ActualStateMachine:=stateMachine?):
if(NPC:=ActualStateMachine.Behavior?.GetAgent[].GetFortCharacter[]):
if(Anim:= NPC.GetPlayAnimationController[]):
DanceAnim:=Anim.Play(crab_npc.Crab_Anim_MonsterArmature_Dance, ?BlendOutTime:=0.1)
DanceAnim.BlendingOutEvent.Subscribe(Replay)
IsSomeoneCrouching()<transacts>:logic=
if(ActualStateMachine:=stateMachine?):
if(NPC:=ActualStateMachine.Behavior?.GetAgent[].GetFortCharacter[]):
Players := NPC.GetPlayersInRange(GetPlayers(), 1000.0)
for(Player:Players):
if(FC:=Player.GetFortCharacter[]):
if(FC.IsCrouching[]):
return true
return false
Exit<override>():void=
Print("Exiting Dancing State")
CheckConditions<override>():void=
if(ActualStateMachine:=stateMachine?):
if(ABehavior := ActualStateMachine.Behavior?):
if (IsSomeoneCrouching() = false):
ActualStateMachine.ChangeState(ABehavior.fleeState)
AttackState := class(Default_State):
Name<override>:string = "Attacking"
var Damage:float = 20.0
var AttackAnimation:string = ""
Enter<override>():void=
Print("Entering Attack State")
Update<override>()<suspends>:void=
if(ActualStateMachine:=stateMachine?):
if(NPC:=ActualStateMachine.Behavior?.GetAgent[].GetFortCharacter[]):
AttackTarget()
CheckConditions()
Exit<override>():void=
Print("Exiting Attack State")
SetTargettedPlayer(Dist:float):?agent=
if(ActualStateMachine:=stateMachine?):
if(NPC:=ActualStateMachine.Behavior?.GetAgent[].GetFortCharacter[]):
Players:= GetPlayers()
var PlayerInRange:?agent=false
if(LastAgent:=ActualStateMachine.LastPlayer?):
set PlayerInRange = option{LastAgent}
else:
if(RandomPlayerInRange := NPC.IsPlayerInRange(Players, Dist)?):
set PlayerInRange = option{RandomPlayerInRange}
return PlayerInRange
return false
AttackTarget()<suspends>:void=
if(ActualStateMachine:=stateMachine?):
if(NPC:=ActualStateMachine.Behavior?.GetAgent[].GetFortCharacter[], Anim:= NPC.GetPlayAnimationController[]):
PlayerInRange:= SetTargettedPlayer(1000.0)
if(FoundPlayer:= PlayerInRange?):
if(ActualStateMachine.IsHitInLoop = false):
Res:= NPC.NavigateToPlayer(FoundPlayer, 2.0)
if(Res = true):
if(ActualStateMachine.IsHitInLoop = false):
set ActualStateMachine.IsAttacking = true
if(AnimToPlay:=GetAnimationByName(AttackAnimation)?):
AttackAnim:=Anim.Play(AnimToPlay)
set ActualStateMachine.CurrentAnim = option{AttackAnim}
AttackAnim.Await()
if(ActualStateMachine.IsHitInLoop = false):
if(FC:= FoundPlayer.GetFortCharacter[]):
Print("player found")
FC.Damage(20.0)
CheckConditions<override>():void=
if(ActualStateMachine:=stateMachine?):
if(ABehavior := ActualStateMachine.Behavior?):
if (ABehavior.dancingState.IsSomeoneCrouching() = true):
ActualStateMachine.ChangeState(ABehavior.dancingState)
else if (ABehavior.IsFleeing() = true):
ActualStateMachine.ChangeState(ABehavior.fleeState)
else if (ABehavior.AreNoPlayersInRange() = true):
ActualStateMachine.ChangeState(ABehavior.idleState)
FleeState := class(Default_State):
Name<override>:string = "Fleeing"
Enter<override>():void=
Print("Entering Flee State")
Update<override>()<suspends>:void=
if(ActualStateMachine:=stateMachine?):
if(NPC:=ActualStateMachine.Behavior?.GetAgent[].GetFortCharacter[]):
FleeFromTarget(NPC)
CheckConditions()
Exit<override>():void=
Print("Exiting Flee State")
FleeFromTarget(NPC:fort_character)<suspends>:void=
NPC.NavigateAwayFromPlayer(1000.0, 2.0)
CheckConditions<override>():void=
if(ActualStateMachine:=stateMachine?):
if(ABehavior := ActualStateMachine.Behavior?):
if (ABehavior.dancingState.IsSomeoneCrouching() = true):
ActualStateMachine.ChangeState(ABehavior.dancingState)
else if (ABehavior.IsSinglePlayerInRange() = true and ABehavior.IsHealthLow() = false):
ActualStateMachine.ChangeState(ABehavior.attackState)
else if (ABehavior.AreNoPlayersInRange() = true):
ActualStateMachine.ChangeState(ABehavior.idleState)