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diff --git a/game/server/NextBot/Behavior/BehaviorMoveTo.h b/game/server/NextBot/Behavior/BehaviorMoveTo.h
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+// BehaviorMoveTo.h
+// Move to a potentially far away position
+// Author: Michael Booth, June 2007
+//========= Copyright Valve Corporation, 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, Action< Actor > *successAction = NULL, Action< Actor > *failAction = NULL );
+
+ virtual ActionResult< Actor > OnStart( Actor *me, Action< Actor > *priorAction );
+ virtual ActionResult< Actor > Update( Actor *me, float interval );
+
+ virtual EventDesiredResult< Actor > OnMoveToSuccess( Actor *me, const Path *path );
+ virtual EventDesiredResult< Actor > OnMoveToFailure( Actor *me, const Path *path, MoveToFailureType reason );
+
+ 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;
+ Action< Actor > *m_successAction;
+ Action< Actor > *m_failAction;
+};
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor, typename PathCost >
+inline BehaviorMoveTo< Actor, PathCost >::BehaviorMoveTo( const Vector &goal, Action< Actor > *successAction, Action< Actor > *failAction )
+{
+ m_goal = goal;
+ m_path.Invalidate();
+ m_successAction = successAction;
+ m_failAction = failAction;
+}
+
+
+//----------------------------------------------------------------------------------------------
+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 ( !this->ComputePath( me, m_goal, &m_path ) )
+ {
+ if ( m_failAction )
+ {
+ return this->ChangeTo( m_failAction, "No path to goal" );
+ }
+
+ return this->Done( "No path to goal" );
+ }
+
+ return this->Continue();
+}
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor, typename PathCost >
+inline ActionResult< Actor > BehaviorMoveTo< Actor, PathCost >::Update( Actor *me, float interval )
+{
+ // if path became invalid during last tick for any reason, we're done
+ if ( !m_path.IsValid() )
+ {
+ if ( m_failAction )
+ {
+ return this->ChangeTo( m_failAction, "Path is invalid" );
+ }
+
+ return this->Done( "Path is invalid" );
+ }
+
+ // move along path - success/fail event handlers will exit behavior when goal is reached
+ m_path.Update( me );
+
+ return this->Continue();
+}
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor, typename PathCost >
+inline EventDesiredResult< Actor > BehaviorMoveTo< Actor, PathCost >::OnMoveToSuccess( Actor *me, const Path *path )
+{
+ if ( m_successAction )
+ {
+ return this->TryChangeTo( m_successAction, RESULT_CRITICAL, "OnMoveToSuccess" );
+ }
+
+ return this->TryDone( RESULT_CRITICAL, "OnMoveToSuccess" );
+}
+
+
+//----------------------------------------------------------------------------------------------
+template < typename Actor, typename PathCost >
+inline EventDesiredResult< Actor > BehaviorMoveTo< Actor, PathCost >::OnMoveToFailure( Actor *me, const Path *path, MoveToFailureType reason )
+{
+ if ( m_failAction )
+ {
+ return this->TryChangeTo( m_failAction, RESULT_CRITICAL, "OnMoveToFailure" );
+ }
+
+ return this->TryDone( RESULT_CRITICAL, "OnMoveToFailure" );
+}
+
+
+
+#endif // _BEHAVIOR_MOVE_TO_H_
+