Difference between revisions of "State Mechanics"

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Locomotion State:
 
Locomotion State:
  
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Locomotion Table has the following:
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[[Locomotion State Table]]
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{| class="wikitable"
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|+'''LOCOMOTION TABLE'''
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Posture State:
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||'''ID'''||'''String'''
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[[Posture State Table]]
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|-
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|align="center"|0||Standing
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|-
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These states all work in parallel with each other. This means that one of the state types can effect all of the states.
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|align="center"|1||Sneaking
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If a player has a Locomotion State of 'Dead' | 20 then the player is unable to transition into any other state such as combat, peace, cover, etc.
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|-
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This allows a very clear set of rules that can be applied for the actor.
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|align="center"|2||Walking
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|-
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[[Parallel State Machine Design]]
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|align="center"|3||Running
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|align="center"|4||Kneeling
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|align="center"|5||CrouchSneaking
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|align="center"|6||CrouchWalking
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|align="center"|7||Prone
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|align="center"|8||Crawling
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|align="center"|9||ClimbingStationary
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|align="center"|10||Climbing
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|align="center"|11||Hovering
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|align="center"|12||Flying
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|align="center"|13||LyingDown
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|align="center"|14||Sitting
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|align="center"|15||SkillAnimating
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|align="center"|16||DrivingVehicle
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|align="center"|17||RidingCreature
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|align="center"|18||KnockedDown
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|align="center"|19||Incapacitated
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|align="center"|20||Dead
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|align="center"|21||Blocking
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|}
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Posture State
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Latest revision as of 14:45, 23 January 2012

The 'state' of an actor is broken down into 3 characteristics.

Action State:

Action State Table

Locomotion State:

Locomotion State Table

Posture State:

Posture State Table


These states all work in parallel with each other. This means that one of the state types can effect all of the states. If a player has a Locomotion State of 'Dead' | 20 then the player is unable to transition into any other state such as combat, peace, cover, etc. This allows a very clear set of rules that can be applied for the actor.

Parallel State Machine Design