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// BehaviorMoveTo.h
// Move to a potentially far away position
// Author: Michael Booth, June 2007
// Copyright (c) 2007 Turtle Rock Studios, Inc. - 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 );
virtual ActionResult< Actor > OnStart( Actor *me, Action< Actor > *priorAction ); virtual ActionResult< Actor > Update( Actor *me, float interval );
// derive to supply specific cost functor - default uses simple shortest path
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; };
//----------------------------------------------------------------------------------------------
template < typename Actor, typename PathCost > inline BehaviorMoveTo< Actor, PathCost >::BehaviorMoveTo( const Vector &goal ) { m_goal = goal; m_path.Invalidate(); }
//----------------------------------------------------------------------------------------------
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 ( !ComputePath( me, m_goal, &m_path ) ) { return Done( "No path to goal" ); }
return Continue(); }
//----------------------------------------------------------------------------------------------
template < typename Actor, typename PathCost > inline ActionResult< Actor > BehaviorMoveTo< Actor, PathCost >::Update( Actor *me, float interval ) { // move along path
m_path.Update( me );
if ( m_path.IsValid() ) { return Continue(); }
return Done(); }
#endif // _BEHAVIOR_MOVE_TO_H_
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