Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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// 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_