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127 lines
3.9 KiB
127 lines
3.9 KiB
5 years ago
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// BehaviorMoveTo.h
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// Move to a potentially far away position
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// Author: Michael Booth, June 2007
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef _BEHAVIOR_MOVE_TO_H_
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#define _BEHAVIOR_MOVE_TO_H_
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//----------------------------------------------------------------------------------------------
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/**
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* Move to a potentially far away position, using path planning.
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*/
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template < typename Actor, typename PathCost >
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class BehaviorMoveTo : public Action< Actor >
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{
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public:
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BehaviorMoveTo( const Vector &goal, Action< Actor > *successAction = NULL, Action< Actor > *failAction = NULL );
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virtual ActionResult< Actor > OnStart( Actor *me, Action< Actor > *priorAction );
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virtual ActionResult< Actor > Update( Actor *me, float interval );
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virtual EventDesiredResult< Actor > OnMoveToSuccess( Actor *me, const Path *path );
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virtual EventDesiredResult< Actor > OnMoveToFailure( Actor *me, const Path *path, MoveToFailureType reason );
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virtual bool ComputePath( Actor *me, const Vector &goal, PathFollower *path );
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virtual const char *GetName( void ) const { return "BehaviorMoveTo"; }
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private:
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Vector m_goal;
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PathFollower m_path;
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Action< Actor > *m_successAction;
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Action< Actor > *m_failAction;
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};
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//----------------------------------------------------------------------------------------------
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template < typename Actor, typename PathCost >
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inline BehaviorMoveTo< Actor, PathCost >::BehaviorMoveTo( const Vector &goal, Action< Actor > *successAction, Action< Actor > *failAction )
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{
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m_goal = goal;
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m_path.Invalidate();
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m_successAction = successAction;
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m_failAction = failAction;
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}
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//----------------------------------------------------------------------------------------------
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template < typename Actor, typename PathCost >
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inline bool BehaviorMoveTo< Actor, PathCost >::ComputePath( Actor *me, const Vector &goal, PathFollower *path )
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{
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PathCost cost( me );
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return path->Compute( me, goal, cost );
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}
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//----------------------------------------------------------------------------------------------
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template < typename Actor, typename PathCost >
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inline ActionResult< Actor > BehaviorMoveTo< Actor, PathCost >::OnStart( Actor *me, Action< Actor > *priorAction )
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{
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if ( !this->ComputePath( me, m_goal, &m_path ) )
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{
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if ( m_failAction )
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{
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return this->ChangeTo( m_failAction, "No path to goal" );
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}
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return this->Done( "No path to goal" );
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}
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return this->Continue();
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}
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//----------------------------------------------------------------------------------------------
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template < typename Actor, typename PathCost >
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inline ActionResult< Actor > BehaviorMoveTo< Actor, PathCost >::Update( Actor *me, float interval )
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{
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// if path became invalid during last tick for any reason, we're done
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if ( !m_path.IsValid() )
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{
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if ( m_failAction )
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{
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return this->ChangeTo( m_failAction, "Path is invalid" );
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}
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return this->Done( "Path is invalid" );
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}
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// move along path - success/fail event handlers will exit behavior when goal is reached
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m_path.Update( me );
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return this->Continue();
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}
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//----------------------------------------------------------------------------------------------
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template < typename Actor, typename PathCost >
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inline EventDesiredResult< Actor > BehaviorMoveTo< Actor, PathCost >::OnMoveToSuccess( Actor *me, const Path *path )
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{
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if ( m_successAction )
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{
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return this->TryChangeTo( m_successAction, RESULT_CRITICAL, "OnMoveToSuccess" );
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}
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return this->TryDone( RESULT_CRITICAL, "OnMoveToSuccess" );
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}
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//----------------------------------------------------------------------------------------------
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template < typename Actor, typename PathCost >
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inline EventDesiredResult< Actor > BehaviorMoveTo< Actor, PathCost >::OnMoveToFailure( Actor *me, const Path *path, MoveToFailureType reason )
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{
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if ( m_failAction )
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{
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return this->TryChangeTo( m_failAction, RESULT_CRITICAL, "OnMoveToFailure" );
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}
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return this->TryDone( RESULT_CRITICAL, "OnMoveToFailure" );
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}
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#endif // _BEHAVIOR_MOVE_TO_H_
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