AFSM (File Format): Difference between revisions

Jump to navigation Jump to search
no edit summary
>Skysurf3000
m (condition names are zeo terminated)
>Aruki
No edit summary
Line 1: Line 1:
The '''AFSM format''' controls AI behavior; it stands for '''A'''I '''F'''inite '''S'''tate '''M'''achine. AI-controlled creatures have a limited number of possible states they can be in. The AFSM file defines those states, and what triggers can cause it to advance to another state.
The '''AFSM format''' controls AI behavior; it stands for '''A'''I '''F'''inite '''S'''tate '''M'''achine. AI-controlled creatures have a limited number of possible states they can be in. The AFSM file defines those states, and what triggers can cause it to transition to another state.


{{researchminor|reason=We should have a list of possible states and trigger conditions and a short explanation of what they generally do on this page somewhere. Also, the float settings on conditions is unknown.}}
{{researchminor|reason=We should have a list of possible states and triggers and a short explanation of what they generally do on this page somewhere. Also, the float settings on conditions is unknown.}}


__TOC__
__TOC__
Line 9: Line 9:
=== Header ===
=== Header ===


The format first defines a list of states, then defines each trigger attached to each state. There are no state/trigger type IDs; rather, the name string itself is used as an identifier to fetch the corresponding AI function. It starts with a short header listing each state and then providing a trigger count. Note that the trigger count isn't actually used to parse the file; it's present merely because the game uses it to allocate space for each trigger ahead of time.
The format first defines a list of states, then defines the triggers for each transition attached to each state. There are no state/trigger type IDs; rather, the name string itself is used as an identifier to fetch the corresponding AI function. It starts with a short header listing each state and then providing a trigger count. Note that the trigger count isn't actually used to parse the file; it's present merely because the game uses it to allocate space for each trigger ahead of time.


{| class="wikitable"
{| class="wikitable"
Line 26: Line 26:
| long
| long
| 1
| 1
| '''Condition count'''
| '''Trigger count'''
|}
|}


=== State Triggers ===
=== State Transitions ===


Following that, it iterates through each state, defining the triggers associated with each one. Triggers are composed of a target state index and a number of conditions; when all the conditions associated with a trigger are satisfied, it advances to the targeted state. The state trigger definitions are structured like this:
Following that, it iterates through each state, defining the transitions associated with each one. Transitions are composed of a target state index and a number of triggers; when all the triggers associated with a transition are satisfied, it advances to the targeted state. The state transitions are structured like this:


{| class="wikitable"
{| class="wikitable"
Line 40: Line 40:
| long
| long
| 1
| 1
| '''Trigger count''' (TC)
| '''Transition count''' (TC)
|-
|-
| Trigger
| Transition
| TC
| TC
| '''Triggers'''
| '''Transitions'''
|}
|}


=== Trigger ===
=== Transitions ===


{| class="wikitable"
{| class="wikitable"
Line 56: Line 56:
| long
| long
| 1
| 1
| '''Condition count''' (CC)
| '''Trigger count''' (TC)
|-
|-
| Trigger condition
| Trigger
| CC
| TC
| '''Conditions'''
| '''Triggers'''
|}
|}


=== Condition ===
=== Trigger ===


{| class="wikitable"
{| class="wikitable"
Line 72: Line 72:
| string
| string
| 1
| 1
| '''Condition name''' (zero terminated)
| '''Trigger name''' (zero-terminated)
|-
|-
| float
| float
Line 80: Line 80:
| long
| long
| 1
| 1
| '''Target state index''' (note: this is ONLY present on the first condition for each trigger!)
| '''Target state index''' (note: this is ONLY present on the first trigger for each transition!)
|}
|}


Anonymous user

Navigation menu