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118 lines
3.0 KiB
118 lines
3.0 KiB
// BehaviorBackUp.h |
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// Back up for a short duration |
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// Author: Michael Booth, March 2007 |
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//========= Copyright Valve Corporation, All rights reserved. ============// |
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#ifndef _BEHAVIOR_BACK_UP_H_ |
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#define _BEHAVIOR_BACK_UP_H_ |
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//---------------------------------------------------------------------------------------------- |
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/** |
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* Move backwards for a short duration away from a given position. |
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* Useful to dislodge ourselves if we get stuck while following our path. |
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*/ |
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template < typename Actor > |
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class BehaviorBackUp : public Action< Actor > |
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{ |
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public: |
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BehaviorBackUp( const Vector &avoidPos ); |
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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 > OnStuck( Actor *me ); |
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virtual const char *GetName( void ) const { return "BehaviorBackUp"; } |
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private: |
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CountdownTimer m_giveUpTimer; |
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CountdownTimer m_backupTimer; |
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CountdownTimer m_jumpTimer; |
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Vector m_way; |
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Vector m_avoidPos; |
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}; |
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//---------------------------------------------------------------------------------------------- |
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template < typename Actor > |
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inline BehaviorBackUp< Actor >::BehaviorBackUp( const Vector &avoidPos ) |
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{ |
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m_avoidPos = avoidPos; |
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} |
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//---------------------------------------------------------------------------------------------- |
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template < typename Actor > |
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inline ActionResult< Actor > BehaviorBackUp< Actor >::OnStart( Actor *me, Action< Actor > *priorAction ) |
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{ |
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ILocomotion *mover = me->GetLocomotionInterface(); |
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// don't back off if we're on a ladder |
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if ( mover && mover->IsUsingLadder() ) |
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{ |
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return Done(); |
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} |
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float backupTime = RandomFloat( 0.3f, 0.5f ); |
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m_backupTimer.Start( backupTime ); |
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m_jumpTimer.Start( 1.5f * backupTime ); |
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m_giveUpTimer.Start( 2.5f * backupTime ); |
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m_way = me->GetPosition() - m_avoidPos; |
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m_way.NormalizeInPlace(); |
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return Continue(); |
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} |
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//---------------------------------------------------------------------------------------------- |
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template < typename Actor > |
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inline ActionResult< Actor > BehaviorBackUp< Actor >::Update( Actor *me, float interval ) |
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{ |
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if ( m_giveUpTimer.IsElapsed() ) |
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{ |
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return Done(); |
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} |
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// if ( m_jumpTimer.HasStarted() && m_jumpTimer.IsElapsed() ) |
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// { |
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// me->GetLocomotionInterface()->Jump(); |
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// m_jumpTimer.Invalidate(); |
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// } |
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ILocomotion *mover = me->GetLocomotionInterface(); |
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if ( mover ) |
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{ |
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Vector goal; |
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if ( m_backupTimer.IsElapsed() ) |
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{ |
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// move towards bad spot |
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goal = m_avoidPos; // me->GetPosition() - 100.0f * m_way; |
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} |
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else |
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{ |
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// move away from bad spot |
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goal = me->GetPosition() + 100.0f * m_way; |
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} |
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mover->Approach( goal ); |
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} |
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return Continue(); |
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} |
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//---------------------------------------------------------------------------------------------- |
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template < typename Actor > |
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inline EventDesiredResult< Actor > BehaviorBackUp< Actor >::OnStuck( Actor *me ) |
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{ |
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return TryToSustain( RESULT_IMPORTANT, "Stuck while trying to back up" ); |
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} |
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#endif // _BEHAVIOR_BACK_UP_H_ |
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