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