Difference between revisions of "State Mechanics"

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Action State:
 
Action State:
  
The Action State Table looks like the following:
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[[Action State Table]]
{| class="wikitable"
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|+'''STATE TABLE'''
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|-
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||'''ID'''||'''String'''
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|-
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|align="center"|0||Cover
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|-
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|align="center"|1||Combat
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|-
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|align="center"|2||Peace
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|-
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|align="center"|3||Aiming
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|-
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|align="center"|4||Alert
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|-
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|align="center"|5||Berserk
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|-
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|align="center"|6||FeignDeath
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|-
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|align="center"|7||CombatAttitudeEvasive
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|-
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|align="center"|8||CombatAttitudeNormal
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|-
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|align="center"|9||CombatAttitudeAggressive
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|-
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|align="center"|10||Tumbling
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|-
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|align="center"|11||Rallied
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|-
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|align="center"|12||Stunned
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|-
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|align="center"|13||Blinded
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|-
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|align="center"|14||Dizzy
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|-
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|align="center"|15||Intimidated
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|-
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|align="center"|16||Immobilized
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|-
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|align="center"|17||Frozen
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|-
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|align="center"|18||Swimming
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|-
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|align="center"|19||SittingOnChair
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|-
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|align="center"|20||Crafting
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|-
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|align="center"|21||GlowingJedi
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|-
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|align="center"|22||MaskScent
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|-
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|align="center"|23||Poisoned
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|-
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|align="center"|24||Bleeding
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|-
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|align="center"|25||Diseased
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|-
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|align="center"|26||OnFire
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|-
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|align="center"|27||RidingMount
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|-
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|align="center"|28||MountedCreature
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|-
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|align="center"|29||PilotingShip
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|-
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|align="center"|30||ShipOperations
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|-
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|align="center"|31||ShipGunner
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|-
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|align="center"|32||ShipInterior
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|-
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|align="center"|33||PilotingPobShip
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|-
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|}
+
  
 
Locomotion State:
 
Locomotion State:
  
Locomotion Table has the following:
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[[Locomotion State Table]]
{| class="wikitable"
+
 
|+'''LOCOMOTION TABLE'''
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Posture State:
|-
+
 
||'''ID'''||'''String'''
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[[Posture State Table]]
|-
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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.
|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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This allows a very clear set of rules that can be applied for the actor.
|align="center"|2||Walking
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|-
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[[Parallel State Machine Design]]
|align="center"|3||Running
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|-
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|align="center"|4||Kneeling
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|-
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|align="center"|5||CrouchSneaking
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|-
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|align="center"|6||CrouchWalking
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|-
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|align="center"|7||Prone
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|-
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|align="center"|8||Crawling
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|-
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|align="center"|9||ClimbingStationary
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|-
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|align="center"|10||Climbing
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|-
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|align="center"|11||Hovering
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|-
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|align="center"|12||Flying
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|-
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|align="center"|13||LyingDown
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|-
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|align="center"|14||Sitting
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|-
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|align="center"|15||SkillAnimating
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|-
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|align="center"|16||DrivingVehicle
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|-
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|align="center"|17||RidingCreature
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|-
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|align="center"|18||KnockedDown
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|-
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|align="center"|19||Incapacitated
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|-
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|align="center"|20||Dead
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|-
+
|align="center"|21||Blocking
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|-
+
|}
+
Posture State
+

Latest revision as of 15:45, 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