Counter Strike : Global Offensive Source Code
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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_