433 lines
11 KiB
C++
433 lines
11 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/gotoHelperNodeNearestEnemy.cpp $
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// $Revision:: 6 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// CoverCombatWithRangedWeapon Implementation
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//
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// PARAMETERS:
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// str _movementAnim -- The animation to play while moving to the cover node
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//
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// ANIMATIONS:
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// _movementAnim : PARAMETER
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//--------------------------------------------------------------------------------
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#include "actor.h"
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#include "gotoHelperNodeNearestEnemy.hpp"
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//--------------------------------------------------------------
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//
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// Class Declaration and Event Registration
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//
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//--------------------------------------------------------------
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CLASS_DECLARATION( Behavior, GotoHelperNodeNearestEnemy, NULL )
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{
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{ &EV_Behavior_Args, &GotoHelperNodeNearestEnemy::SetArgs },
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{ &EV_Behavior_AnimDone, &GotoHelperNodeNearestEnemy::AnimDone },
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{ NULL, NULL }
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};
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//--------------------------------------------------------------
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// Name: GotoHelperNodeNearestEnemy()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Constructor
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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GotoHelperNodeNearestEnemy::GotoHelperNodeNearestEnemy()
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{
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}
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//--------------------------------------------------------------
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// Name: GotoHelperNodeNearestEnemy()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Destructor
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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GotoHelperNodeNearestEnemy::~GotoHelperNodeNearestEnemy()
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{
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}
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//--------------------------------------------------------------
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// Name: SetArgs()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Sets Arguments for this behavior
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//
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// Parameters: Event *ev -- Event holding the arguments
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//
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// Returns: None
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//--------------------------------------------------------------
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void GotoHelperNodeNearestEnemy::SetArgs( Event *ev )
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{
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_nodeType = ev->GetString( 1 );
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_movementAnim = ev->GetString( 2 );
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_maxDistance = ev->GetFloat( 3 );
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}
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//--------------------------------------------------------------
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// Name: AnimDone()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Handles an animation completion
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//
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// Parameters: Event *ev -- Event holding the completion notification
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//
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// Returns: None
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//--------------------------------------------------------------
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void GotoHelperNodeNearestEnemy::AnimDone( Event *ev )
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{
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}
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//--------------------------------------------------------------
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// Name: Begin()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Initializes the behavior
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//
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// Parameters: Actor &self -- The actor executing this behavior
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//
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// Returns: None
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//--------------------------------------------------------------
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void GotoHelperNodeNearestEnemy::Begin( Actor &self )
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{
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init( self );
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transitionToState ( GOTO_HNODE_FIND_NODE );
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}
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//--------------------------------------------------------------
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// Name: Evaluate()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Evaluates the behavior
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//
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// Parameters: Actor &self -- The actor executing this behavior
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//
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// Returns: BehaviorReturnCode_t
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//--------------------------------------------------------------
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BehaviorReturnCode_t GotoHelperNodeNearestEnemy::Evaluate( Actor &self )
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{
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BehaviorReturnCode_t stateResult;
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think();
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switch ( _state )
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{
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//---------------------------------------------------------------------
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case GOTO_HNODE_FIND_NODE:
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//---------------------------------------------------------------------
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stateResult = evaluateStateFindNode();
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if ( stateResult == BEHAVIOR_FAILED )
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transitionToState( GOTO_HNODE_FAILED );
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else
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transitionToState( GOTO_HNODE_MOVE_TO_NODE );
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break;
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//---------------------------------------------------------------------
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case GOTO_HNODE_MOVE_TO_NODE:
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//---------------------------------------------------------------------
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stateResult = evaluateStateMoveToNode();
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if ( stateResult == BEHAVIOR_FAILED )
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transitionToState( GOTO_HNODE_FAILED );
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if ( stateResult == BEHAVIOR_SUCCESS )
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transitionToState( GOTO_HNODE_SUCCESS );
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break;
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//---------------------------------------------------------------------
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case GOTO_HNODE_SUCCESS:
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//---------------------------------------------------------------------
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return BEHAVIOR_SUCCESS;
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break;
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//---------------------------------------------------------------------
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case GOTO_HNODE_FAILED:
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//---------------------------------------------------------------------
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return BEHAVIOR_FAILED;
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break;
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}
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return BEHAVIOR_EVALUATING;
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}
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//--------------------------------------------------------------
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// Name: End()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Cleans Up the behavior
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//
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// Parameters: Actor &self -- The actor executing this behavior
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//
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// Returns: None
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//--------------------------------------------------------------
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void GotoHelperNodeNearestEnemy::End(Actor &self)
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{
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}
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//--------------------------------------------------------------
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// Name: transitionToState()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Transitions the behaviors state
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//
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// Parameters: coverCombatStates_t state -- The state to transition to
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//
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// Returns: None
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//--------------------------------------------------------------
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void GotoHelperNodeNearestEnemy::transitionToState( GotoHelperNodeStates_t state )
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{
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switch ( state )
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{
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case GOTO_HNODE_FIND_NODE:
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setupStateFindNode();
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setInternalState( state , "GOTO_HNODE_FIND_NODE" );
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break;
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case GOTO_HNODE_MOVE_TO_NODE:
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setupStateMoveToNode();
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setInternalState( state , "GOTO_HNODE_MOVE_TO_NODE" );
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break;
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case GOTO_HNODE_SUCCESS:
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setInternalState( state , "GOTO_HNODE_SUCCESS" );
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break;
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case GOTO_HNODE_FAILED:
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setInternalState( state , "GOTO_HNODE_FAILED" );
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break;
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}
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}
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//--------------------------------------------------------------
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// Name: setInternalState()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Sets the internal state of the behavior
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//
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// Parameters: unsigned int state
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// const str &stateName
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//
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// Returns: None
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//--------------------------------------------------------------
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void GotoHelperNodeNearestEnemy::setInternalState( GotoHelperNodeStates_t state , const str &stateName )
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{
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_state = state;
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SetInternalStateName( stateName );
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}
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//--------------------------------------------------------------
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// Name: init()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Initializes the behavior
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//
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// Parameters: Actor &self
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//
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// Returns: None
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//--------------------------------------------------------------
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void GotoHelperNodeNearestEnemy::init( Actor &self )
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{
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_self = &self;
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updateEnemy();
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}
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//--------------------------------------------------------------
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// Name: think()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Does any processing required before evaluating states
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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void GotoHelperNodeNearestEnemy::think()
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{
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}
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//--------------------------------------------------------------
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// Name: updateEnemy()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Sets our _currentEnemy
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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void GotoHelperNodeNearestEnemy::updateEnemy()
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{
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Entity *currentEnemy = _self->enemyManager->GetCurrentEnemy();
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if ( !currentEnemy )
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{
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_self->enemyManager->FindHighestHateEnemy();
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currentEnemy = _self->enemyManager->GetCurrentEnemy();
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if ( !currentEnemy )
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{
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SetFailureReason( "GotoHelperNodeNearestEnemy::updateEnemy -- No Enemy" );
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transitionToState( GOTO_HNODE_FAILED );
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return;
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}
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}
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_currentEnemy = currentEnemy;
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}
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void GotoHelperNodeNearestEnemy::setupStateFindNode()
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{
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unsigned int NodeMask = HelperNode::GetHelperNodeMask( _nodeType );
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if ( !_currentEnemy )
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return;
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_node = HelperNode::FindHelperNodeClosestTo( *_self , _currentEnemy , NodeMask , _maxDistance );
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if ( !_node )
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_node = HelperNode::FindHelperNodeClosestToWithoutPathing( *_self , _currentEnemy , NodeMask , _maxDistance );
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}
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BehaviorReturnCode_t GotoHelperNodeNearestEnemy::evaluateStateFindNode()
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{
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if ( !_node )
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{
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str failureMsg = "No Node of Type: " + _nodeType + " in range";
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failureStateFindNode( failureMsg );
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return BEHAVIOR_FAILED;
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}
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return BEHAVIOR_SUCCESS;
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}
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void GotoHelperNodeNearestEnemy::failureStateFindNode(const str &failureReason )
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{
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SetFailureReason( failureReason );
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}
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//--------------------------------------------------------------
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// Name: setupStateMoveToNode()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Sets up the Move To Cover State
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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void GotoHelperNodeNearestEnemy::setupStateMoveToNode()
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{
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_gotoHNode.SetNode( _node );
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_gotoHNode.SetMovementAnim( _movementAnim );
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_gotoHNode.Begin( *_self );
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}
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//--------------------------------------------------------------
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// Name: evaluateStateMoveToNode()
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Evaluates the Move To Cover State
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//
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// Parameters: None
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//
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// Returns: None
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//--------------------------------------------------------------
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BehaviorReturnCode_t GotoHelperNodeNearestEnemy::evaluateStateMoveToNode()
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{
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BehaviorReturnCode_t result = _gotoHNode.Evaluate( *_self );
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if ( result == BEHAVIOR_FAILED )
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{
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str failureReason = "GotoHelperNodeNearestEnemy::evaluateStateMoveToNode -- _gotoHNode component returned: " + _gotoHNode.GetFailureReason();
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failureStateMoveToNode( failureReason );
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}
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return result;
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}
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//--------------------------------------------------------------
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// Name: failureStateMoveToNode
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// Class: GotoHelperNodeNearestEnemy
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//
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// Description: Failure Handler for State Move To Cover
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//
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// Parameters: const str &failureReason
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//
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// Returns: None
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//--------------------------------------------------------------
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void GotoHelperNodeNearestEnemy::failureStateMoveToNode( const str &failureReason )
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{
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SetFailureReason( failureReason );
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}
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