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82 lines
2.3 KiB
82 lines
2.3 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 (c) 2007 Turtle Rock Studios, Inc. - 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 );
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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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// derive to supply specific cost functor - default uses simple shortest path
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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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};
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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 )
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{
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m_goal = goal;
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m_path.Invalidate();
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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 ( !ComputePath( me, m_goal, &m_path ) )
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{
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return Done( "No path to goal" );
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}
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return 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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// move along path
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m_path.Update( me );
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if ( m_path.IsValid() )
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{
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return Continue();
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}
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return Done();
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}
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#endif // _BEHAVIOR_MOVE_TO_H_
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