
/*
** This file describes special animations to be played by the AI's. 
** The when and where of each animation set is described under AnimTable below.
**
** In CharacterButes.txt, each character has an "AIAnimType" field.  That field
** should name an AnimTable in this file.
**
**
**
** Type (String)
**		The type specifier.  Possibilities : "AnimTable", "AnimSet"
**
** Parent (String)
**		If a field is not found, the grouping named in this string will be searched.
**		This provides an ability to inherit from another group and to over-ride 
**		a few fields.
**
** For AnimSet-s:
**
**		PlayChance (0.0 - 1.0, Default = 1.0)
**			The chance that the AI will play an animation on this event. 
**
**		Anim# (String)
**			The name of a possible animation to play.  The AI will pick randomly from 
**			among the animations listed.  Start at 0 and don't skip numbers!
**
**		Weight# (Float, Default = 1.0)
**			An optional weight to adjust how often the animation gets picked.
**			The weights will be normalized in code, so use whatever value you want.
**
** For AnimTable:
**
**		Attack ( = some AnimSet )
**			Played at the beginning of the attack (or alien) goal.  Will face target.
**
**		Alarm  ( = some AnimSet )
**			Played at beginning of alarm goal.
**			
**		Idle ( = some AnimSet )
**			Played when starting the Idle goal.
**
**		Investigate ( = some AnimSet )
**			Played when starting the investigate goal.  Will face disturbance direction.
**
**		Patrol ( = some AnimSet )
**			Played when starting the patrol goal.
**
**		Retreat ( = some AnimSet )
**			Played when starting the retreat goal.
**
**		Snipe ( = some AnimSet )
**			Played when starting the snipe goal.
**
**
**		Cower  ( = some AnimSet )
**		CowerIdle  ( = some AnimSet )
**		CloseCower  ( = some AnimSet )
**		CloseCowerIdle  ( = some AnimSet )
**			These are played by the cower goal.  Cower should be "really scared" animation
**			and CowerIdle should be a looking around animation.  The Close ones are used
**			if the enemy is inside the cower goal's run distance, they should be "even more
**			scared".  Currently only the CowerIdle and CloseCowerIdle can keep rotating
**			with the enemy.
*/


[Human]
Type	= "AnimTable"

//Attack = "HumanAttack"
//Investigate = "HumanInvestigate"

Cower  = "HumanCower"
CowerIdle = "HumanCowerIdle"
CloseCower  = "HumanCloseCower"
CloseCowerIdle = "HumanCloseCowerIdle"


[HumanAttack]
Type	= "AnimSet"

PlayChance = 1.0
Anim0	= "Signal"
Weight0 = 0.5
Anim1	= "Signal"
Weight1 = 0.25
Anim2	= "Signal"
Weight2 = 0.25

[HumanInvestigate]
Type	= "AnimSet"

PlayChance = 1.0
Anim0	= "Signal"
Weight0 = 0.5
Anim1	= "Signal"
Weight1 = 0.25
Anim2	= "Signal"
Weight2 = 0.25


[HumanCower]
Type	= "AnimSet"
PlayChance = 1.0
Anim0	= "Stand_Cower_2"
Anim1	= "Stand_Cower_3"


[HumanCowerIdle]
Type	= "AnimSet"
PlayChance = 1.0
Anim0	= "Stand_Cower_1"

[HumanCloseCower]
Type	= "AnimSet"
PlayChance = 1.0
Anim0	= "Kneel_Cower_4"


[HumanCloseCowerIdle]
Type	= "AnimSet"
PlayChance = 1.0
Anim0	= "Kneel_Cower_5"

[HumanPatrol1]
Type	= "AnimSet"
PlayChance = 1.0
Anim0	= "PA_M3C2"
Weight0 = 0.25
Anim1	= "PA_Yawn_1"
Weight1 = 0.25
Anim2	= "PA_Scratch_Arm"
Weight2 = 0.25
Anim3	= "PA_Look_Left_1"
Weigh3  = 0.25

[HumanPatrol2]
Type	= "AnimSet"
PlayChance = 1.0
Anim0	= "PA_Look_Left_Right"
Weight0 = 0.25
Anim1	= "PA_Cough_1"
Weight1 = 0.25
Anim2	= "PA_Swat_Fly_1"
Weight2 = 0.25
Anim3	= "PA_Scratch_Head"
Weigh3  = 0.25

[HumanPatrol3]
Type	= "AnimSet"
PlayChance = 1.0
Anim0	= "PA_Look_Right_1"
Weight0 = 0.25
Anim1	= "PA_Kick_Rock"
Weight1 = 0.25
Anim2	= "PA_Touch_Earphone"
Weight2 = 0.25
Anim3	= "PA_M3C2"
Weigh3  = 0.25


[HumanPatrol4]
Type	= "AnimSet"
PlayChance = 1.0
Anim0	= "PA_Yawn_1"
Weight0 = 0.25
Anim1	= "PA_Look_Left_Right"
Weight1 = 0.25
Anim2	= "PA_Kick_Rock"
Weight2 = 0.25
Anim3	= "PA_Touch_Earphone"
Weigh3  = 0.25

[HumanWorkStanding1]
Type	= "AnimSet"
PlayChance = 1.0
Anim0	= "Brush_Coat_RightH"
Weight0 = 0.25
Anim1	= "Push_Button"
Weight1 = 0.25
Anim2	= "Bang_Door_1H"
Weight2 = 0.25
Anim3	= "Typing_1"
Weigh3  = 0.25

[HumanSitting1]
Type	= "AnimSet"
PlayChance = 1.0
Anim0	= "M3F3"
Weight0 = 0.25
Anim1	= "M3F4"
Weight1 = 0.25
Anim2	= "M3F5"
Weight2 = 0.25
Anim3	= "M3F2"
Weigh3  = 0.25

[HumanConv]
Type	= "AnimSet"
PlayChance = 1.0
Anim0	= "TA_Gest_3"
Weight0 = 0.25
Anim1	= "TA_AGREE"
Weight1 = 0.25
Anim2	= "TA_GEST_32"
Weight2 = 0.25
Anim3	= "TA_GEST_35"
Weigh3  = 0.25

