23 bool result = m_arg0.GuardCondition(
e) && m_arg1.GuardCondition(
e);
24 botDebugPrint(
"[botfsm] guard - " + m_arg0.Type() +
" && " + m_arg1.Type() +
" = " +
result);
37 bool result = !m_arg0.GuardCondition(
e);
52 bool result = m_arg0.GuardCondition(
e) || m_arg1.GuardCondition(
e);
53 botDebugPrint(
"[botfsm] guard - " + m_arg0.Type() +
" || " + m_arg1.Type() +
" = " +
result);
65 if (
m_Player.GetHumanInventory().GetEntityInHands())
void botDebugPrint(string s)
void hndDebugPrint(string s)
represents event that triggers transition from state to state
represents guard on a transition from state to state
override bool GuardCondition(BotEventBase e)
void BotGuardOr(BotGuardBase arg0=NULL, BotGuardBase arg1=NULL)
void BotGuardAnd(BotGuardBase arg0=NULL, BotGuardBase arg1=NULL)
void BotGuardNot(BotGuardBase arg0=NULL)
bool GuardCondition(BotEventBase e)
Abstracted event, not to be used, only inherited.
TODO(kumarjac): This guard is unused but it has a fault and doesn't conform with maximimal/minimal ch...
void BotGuardHasItemInHands(Man p=NULL)
override bool GuardCondition(HandEventBase e)
static bool IsInventoryHFSMLogEnable()