// 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_