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126 lines
3.9 KiB
126 lines
3.9 KiB
// 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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