177 lines
8.6 KiB
XML
177 lines
8.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<Mascot xmlns="http://www.group-finity.com/Mascot" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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xsi:schemaLocation="http://www.group-finity.com/Mascot Mascot.xsd">
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<BehaviorList>
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<!-- ALWAYS REQUIRED -->
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<Behavior Name="ChaseMouse" Frequency="1">
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<NextBehavior Add="false">
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<BehaviorReference Name="SitAndFaceMouse" Frequency="5" />
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</NextBehavior>
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</Behavior>
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<Behavior Name="SitAndFaceMouse" Frequency="100">
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<NextBehavior Add="false">
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<BehaviorReference Name="SitAndFaceMouse" Frequency="100" />
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<BehaviorReference Name="SitAndSpinHead" Frequency="200" />
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<BehaviorReference Name="SitWhileDanglingLegs" Frequency="500" />
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</NextBehavior>
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</Behavior>
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<Behavior Name="SitAndSpinHead" Frequency="300">
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<NextBehavior Add="false">
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<BehaviorReference Name="SitAndFaceMouse" Frequency="100" />
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</NextBehavior>
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</Behavior>
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<!-- ALWAYS REQUIRED -->
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<Behavior Name="Fall" Frequency="0" />
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<!-- ALWAYS REQUIRED -->
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<Behavior Name="Dragged" Frequency="0" />
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<!-- ALWAYS REQUIRED -->
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<Behavior Name="Thrown" Frequency="0" />
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<Behavior Name="PullUp" Frequency="0" />
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<!-- On the Floor -->
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<Condition Condition="#{mascot.environment.floor.isOn(mascot.anchor) || mascot.environment.activeIE.topBorder.isOn(mascot.anchor)}">
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<Behavior Name="curledup" Frequency="300" />
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<NextBehavior Add="true">
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<BehaviorReference Name="SitAndSpinHead" Frequency="1000" />
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</NextBehavior>
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<BehaviorReference Name="SitAndSpinHead" Frequency="500" />
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<Behavior Name="SitDown" Frequency="300">
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<NextBehavior Add="true">
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<BehaviorReference Name="SitAndSpinHead" Frequency="1000" />
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<BehaviorReference Name="LieDown" Frequency="1000" />
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<BehaviorReferance Name="SitWhileDanglingLegs" Frequency="500" />
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</NextBehavior>
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</Behavior>
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<Behavior Name="TalkWithLanMail" Frequency="600" />
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<Behavior Name="LieDown" Frequency="50">
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<NextBehavior Add="false">
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<BehaviorReference Name="SitDown" Frequency="100" />
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<BehaviorReference Name="CrawlAlongIECeiling" Frequency="100" Condition="${mascot.environment.activeIE.topBorder.isOn(mascot.anchor)}" />
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<BehaviorReference Name="CrawlAlongWorkAreaFloor" Frequency="100" Condition="${mascot.environment.floor.isOn(mascot.anchor)}" />
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</NextBehavior>
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</Behavior>
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<Behavior Name="StandUp" Frequency="100" />
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<Behavior Name="PullUpShimeji" Frequency="500" Condition="#{mascot.totalCount < 50}" />
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</Condition>
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<!-- On the Wall -->
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<Condition Condition="#{ mascot.lookRight ? (
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mascot.environment.workArea.rightBorder.isOn(mascot.anchor) ||
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mascot.environment.activeIE.leftBorder.isOn(mascot.anchor) ) : (
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mascot.environment.workArea.leftBorder.isOn(mascot.anchor) ||
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mascot.environment.activeIE.rightBorder.isOn(mascot.anchor) ) }">
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<Behavior Name="HoldOntoWall" Frequency="300" />
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<Behavior Name="FallFromWall" Frequency="50" Condition="${!mascot.environment.floor.isOn(mascot.anchor)}" />
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</Condition>
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<!-- On the Ceiling -->
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<Condition Condition="#{mascot.environment.ceiling.isOn(mascot.anchor) || mascot.environment.activeIE.bottomBorder.isOn(mascot.anchor)}">
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<Behavior Name="HoldOntoCeiling" Frequency="300" />
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<Behavior Name="FallFromCeiling" Frequency="100" />
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</Condition>
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<!-- On Work Area Floor -->
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<Condition Condition="#{mascot.environment.floor.isOn(mascot.anchor)}">
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<Behavior Name="WalkAlongWorkAreaFloor" Frequency="500" />
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<Behavior Name="RunAlongWorkAreaFloor" Frequency="500" />
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<Behavior Name="CrawlAlongWorkAreaFloor" Frequency="200">
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<NextBehavior Add="false">
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<!-- Finished Crawling -->
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<BehaviorReference Name="LieDown" Frequency="100" />
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</NextBehavior>
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</Behavior>
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<Behavior Name="WalkLeftAlongFloorAndSit" Frequency="300" />
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<Behavior Name="WalkRightAlongFloorAndSit" Frequency="300" />
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<Behavior Name="GrabWorkAreaBottomLeftWall" Frequency="100" />
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<Behavior Name="GrabWorkAreaBottomRightWall" Frequency="100" />
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<Behavior Name="WalkLeftAndSit" Frequency="400" />
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<Behavior Name="WalkRightAndSit" Frequency="400" />
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<Behavior Name="WalkAndGrabBottomLeftWall" Frequency="700" />
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<Behavior Name="WalkAndGrabBottomRightWall" Frequency="700" />
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<Behavior Name="JumpFromBottomOfIE" Frequency="200" Condition="#{mascot.anchor.x >= mascot.environment.activeIE.left &&
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mascot.anchor.x < mascot.environment.activeIE.right}" />
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<Behavior Name="PullUpShimeji" Frequency="500" Condition="#{mascot.totalCount < 50}" />
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</Condition>
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<!-- On Work Area Facing the Wall -->
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<Condition Condition="#{mascot.lookRight ? mascot.environment.workArea.rightBorder.isOn(mascot.anchor) :
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mascot.environment.workArea.leftBorder.isOn(mascot.anchor)}">
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<Behavior Name="ClimbHalfwayAlongWall" Frequency="100" />
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<Behavior Name="ClimbAlongWall" Frequency="100" />
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</Condition>
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<!-- On Work Area Top Facing -->
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<Condition Condition="#{mascot.environment.ceiling.isOn(mascot.anchor)}">
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<Behavior Name="ClimbAlongCeiling" Frequency="100" />
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</Condition>
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<!-- On Top of IE -->
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<Condition Condition="#{mascot.environment.activeIE.topBorder.isOn(mascot.anchor)}">
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<Behavior Name="WalkAlongIECeiling" Frequency="400" />
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<Behavior Name="RunAlongIECeiling" Frequency="50" />
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<Behavior Name="CrawlAlongIECeiling" Frequency="100">
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<NextBehavior Add="false">
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<!-- Finished Crawling -->
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<BehaviorReference Name="LieDown" Frequency="300" />
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</NextBehavior>
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</Behavior>
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<Behavior Name="SitOnTheLeftEdgeOfIE" Frequency="500" />
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<Behavior Name="SitOnTheRightEdgeOfIE" Frequency="500" />
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<Behavior Name="JumpFromLeftEdgeOfIE" Frequency="300" />
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<Behavior Name="JumpFromRightEdgeOfIE" Frequency="300" />
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<Behavior Name="WalkLeftAlongIEAndSit" Frequency="400" />
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<Behavior Name="WalkRightAlongIEAndSit" Frequency="400" />
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<Behavior Name="WalkLeftAlongIEAndJump" Frequency="200" />
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<Behavior Name="WalkRightAlongIEAndJump" Frequency="200" />
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</Condition>
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<!-- On IE's Side -->
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<Condition Condition="#{mascot.lookRight ? mascot.environment.activeIE.leftBorder.isOn(mascot.anchor) :
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mascot.environment.activeIE.rightBorder.isOn(mascot.anchor)}">
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<Behavior Name="HoldOntoIEWall" Frequency="300" />
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<Behavior Name="ClimbIEWall" Frequency="200" />
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</Condition>
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<!-- On the Bottom of IE -->
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<Condition Condition="#{mascot.environment.activeIE.bottomBorder.isOn(mascot.anchor)}">
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<Behavior Name="ClimbIEBottom" Frequency="100" />
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<Behavior Name="GrabIEBottomLeftWall" Frequency="300" />
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<Behavior Name="GrabIEBottomRightWall" Frequency="300" />
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</Condition>
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<Behavior Name="JumpFromLeftWall" Frequency="100" Condition="#{!mascot.environment.workArea.leftBorder.isOn(mascot.anchor) &&
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mascot.anchor.x < mascot.environment.workArea.left+400 &&
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Math.abs(mascot.environment.workArea.bottom-mascot.anchor.y) <mascot.environment.workArea.height/4}" />
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<Behavior Name="JumpFromRightWall" Frequency="100" Condition="#{!mascot.environment.workArea.rightBorder.isOn(mascot.anchor) &&
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mascot.anchor.x >= mascot.environment.workArea.right-400 &&
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Math.abs(mascot.environment.workArea.bottom-mascot.anchor.y) <mascot.environment.workArea.height/4}" />
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<!-- IE Is Visible -->
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<Condition Condition="#{mascot.environment.activeIE.visible}">
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<Behavior Name="JumpOnIELeftWall" Frequency="300" Condition="#{mascot.anchor.x < mascot.environment.activeIE.left &&
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Math.abs(mascot.environment.activeIE.bottom-mascot.anchor.y) <mascot.environment.activeIE.height/4}" />
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<Behavior Name="JumpOnIERightWall" Frequency="300" Condition="#{mascot.anchor.x > mascot.environment.activeIE.right &&
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Math.abs(mascot.environment.activeIE.bottom-mascot.anchor.y) <mascot.environment.activeIE.height/4}" />
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<Behavior Name="ThrowIEFromLeft" Frequency="100" Condition="#{mascot.environment.activeIE.bottom < mascot.anchor.y-64 &&
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mascot.anchor.x < mascot.environment.activeIE.left}" />
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<Behavior Name="ThrowIEFromRight" Frequency="100" Condition="#{mascot.environment.activeIE.bottom < mascot.anchor.y-64 &&
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mascot.anchor.x > mascot.environment.activeIE.right}" />
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<Behavior Name="WalkAndThrowIEFromRight" Frequency="200" Condition="#{mascot.environment.activeIE.bottom < mascot.anchor.y-64 &&
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mascot.anchor.x < mascot.environment.activeIE.left}" />
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<Behavior Name="WalkAndThrowIEFromLeft" Frequency="200" Condition="#{mascot.environment.activeIE.bottom < mascot.anchor.y-64 &&
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mascot.anchor.x > mascot.environment.activeIE.right}" />
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</Condition>
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</BehaviorList>
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</Mascot>
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