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