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1 changed files with 158 additions and 167 deletions
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/closeInOnEnemy.hpp $
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// $Revision:: 169 $
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// $Author:: sketcher $
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// $Date:: 4/26/02 2:22p $
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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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// CloseInOnEnemy Behavior Definition
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//
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//--------------------------------------------------------------------------------
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//==============================
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// Forward Declarations
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//==============================
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class Patrol;
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#ifndef __PATROL_HPP__
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#define __PATROL_HPP__
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//------------------------- CLASS ------------------------------
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//
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// Name: Patrol
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// Base Class: Behavior
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//
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// Description: Makes the actor use Patrol Helper Nodes
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//
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// Method of Use: Statemachine or another behavior
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//--------------------------------------------------------------
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class Patrol : public Behavior
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{
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//------------------------------------
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// States
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//------------------------------------
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public:
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typedef enum
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{
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PATROL_FIND_CLOSEST_PATROL_NODE,
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PATROL_MOVING_TO_PATROL_NODE,
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PATROL_AT_PATROL_NODE,
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PATROL_WAITING_AT_NODE,
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PATROL_WAITING_AT_NODE_FOR_ANIM,
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PATROL_FIND_NEXT_PATROL_NODE,
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PATROL_HOLD,
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PATROL_FAILED,
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PATROL_SUCCESSFUL,
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} patrolStates_t;
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//------------------------------------
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// Parameters
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//------------------------------------
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private:
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//-------------------------------------
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// Internal Functionality
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//-------------------------------------
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protected:
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void _init( Actor &self );
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bool _setupFindClosestPatrolNode ( Actor &self );
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void _setupFindClosestPatrolNodeFailed ( Actor &self );
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void _findClosestPatrolNode ( Actor &self );
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void _findClosestPatrolNodeFailed ( Actor &self );
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bool _setupMovingToPatrolNode ( Actor &self );
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void _setupMovingToPatrolNodeFailed ( Actor &self );
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void _moveToPatrolNode ( Actor &self );
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void _moveToPatrolNodeFailed ( Actor &self );
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bool _setupAtPatrolNode ( Actor &self );
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void _setupAtPatrolNodeFailed ( Actor &self );
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void _atPatrolNode ( Actor &self );
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bool _setupWaitingAtPatrolNode ( Actor &self );
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void _setupWaitingAtPatrolNodeFailed ( Actor &self );
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void _waitAtPatrolNode ( Actor &self );
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bool _setupWaitingAtPatrolNodeForAnim ( Actor &self );
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void _setupWaitingAtPatrolNodeForAnimFailed ( Actor &self );
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void _waitAtPatrolNodeForAnim ( Actor &self );
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bool _setupFindNextPatrolNode ( Actor &self );
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void _setupFindNextPatrolNodeFailed ( Actor &self );
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void _findNextPatrolNode ( Actor &self );
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bool _setupHold ( Actor &self );
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void _setupHoldFailed ( Actor &self );
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void _hold ( Actor &self );
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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public:
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CLASS_PROTOTYPE( Patrol );
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Patrol();
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~Patrol();
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void SetArgs ( Event *ev );
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void AnimDone ( Event *ev );
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void Begin ( Actor &self );
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BehaviorReturnCode_t Evaluate ( Actor &self );
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void End ( Actor &self );
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virtual void Archive ( Archiver &arc );
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void SetAnim ( const str& anim );
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void SetInitialNode( HelperNode* node );
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//-------------------------------------
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// Components
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//-------------------------------------
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private:
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GotoPoint _gotoHelperNode;
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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private:
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HelperNodePtr _node;
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HelperNodePtr _lastNode;
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unsigned int _state;
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int _moveFailures;
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float _nextMoveAttempt;
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float _waitTime;
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str _torsoAnim;
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str _anim;
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};
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inline void Patrol::SetInitialNode( HelperNode *node )
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{
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_node = node;
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}
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inline void Patrol::SetAnim( const str &anim )
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{
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_anim = anim;
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}
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inline void Patrol::Archive( Archiver &arc )
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{
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Behavior::Archive ( arc );
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// Archive Parmeters
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// Archive Components
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arc.ArchiveObject ( &_gotoHelperNode );
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// Archive Member Vars
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arc.ArchiveSafePointer ( &_node );
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arc.ArchiveSafePointer ( &_lastNode );
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arc.ArchiveUnsigned ( &_state );
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arc.ArchiveInteger ( &_moveFailures );
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arc.ArchiveFloat ( &_nextMoveAttempt );
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arc.ArchiveFloat ( &_waitTime );
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arc.ArchiveString ( &_torsoAnim );
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arc.ArchiveString ( &_anim );
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}
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#endif /* PATROL_HPP */
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/closeInOnEnemy.hpp $
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// $Revision:: 169 $
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// $Author:: sketcher $
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// $Date:: 4/26/02 2:22p $
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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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// CloseInOnEnemy Behavior Definition
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//
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//--------------------------------------------------------------------------------
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//==============================
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// Forward Declarations
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//==============================
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class Patrol;
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#ifndef __PATROL_HPP__
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#define __PATROL_HPP__
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//------------------------- CLASS ------------------------------
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//
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// Name: Patrol
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// Base Class: Behavior
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//
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// Description: Makes the actor use Patrol Helper Nodes
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//
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// Method of Use: Statemachine or another behavior
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//--------------------------------------------------------------
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class Patrol : public Behavior {
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public:
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//------------------------------------
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// States
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//------------------------------------
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typedef enum {
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PATROL_FIND_CLOSEST_PATROL_NODE,
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PATROL_MOVING_TO_PATROL_NODE,
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PATROL_AT_PATROL_NODE,
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PATROL_WAITING_AT_NODE,
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PATROL_WAITING_AT_NODE_FOR_ANIM,
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PATROL_FIND_NEXT_PATROL_NODE,
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PATROL_HOLD,
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PATROL_FAILED,
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PATROL_SUCCESSFUL,
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} patrolStates_t;
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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CLASS_PROTOTYPE(Patrol);
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Patrol();
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~Patrol();
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void SetArgs(Event* ev);
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void AnimDone(Event* ev);
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void Begin(Actor& self);
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BehaviorReturnCode_t Evaluate(Actor& self);
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void End(Actor& self);
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virtual void Archive(Archiver& arc);
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void SetAnim(const str& anim);
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void SetInitialNode(HelperNode* node);
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protected:
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//-------------------------------------
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// Internal Functionality
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//-------------------------------------
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void _init(Actor& self);
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bool _setupFindClosestPatrolNode(Actor& self);
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void _setupFindClosestPatrolNodeFailed(Actor& self);
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void _findClosestPatrolNode(Actor& self);
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void _findClosestPatrolNodeFailed(Actor& self);
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bool _setupMovingToPatrolNode(Actor& self);
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void _setupMovingToPatrolNodeFailed(Actor& self);
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void _moveToPatrolNode(Actor& self);
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void _moveToPatrolNodeFailed(Actor& self);
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bool _setupAtPatrolNode(Actor& self);
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void _setupAtPatrolNodeFailed(Actor& self);
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void _atPatrolNode(Actor& self);
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bool _setupWaitingAtPatrolNode(Actor& self);
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void _setupWaitingAtPatrolNodeFailed(Actor& self);
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void _waitAtPatrolNode(Actor& self);
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bool _setupWaitingAtPatrolNodeForAnim(Actor& self);
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void _setupWaitingAtPatrolNodeForAnimFailed(Actor& self);
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void _waitAtPatrolNodeForAnim(Actor& self);
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bool _setupFindNextPatrolNode(Actor& self);
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void _setupFindNextPatrolNodeFailed(Actor& self);
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void _findNextPatrolNode(Actor& self);
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bool _setupHold(Actor& self);
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void _setupHoldFailed(Actor& self);
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void _hold(Actor& self);
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private:
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//------------------------------------
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// Parameters
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//------------------------------------
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//-------------------------------------
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// Components
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//-------------------------------------
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GotoPoint _gotoHelperNode;
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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HelperNodePtr _node;
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HelperNodePtr _lastNode;
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unsigned int _state;
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int _moveFailures;
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float _nextMoveAttempt;
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float _waitTime;
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str _torsoAnim;
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str _anim;
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};
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inline void Patrol::SetInitialNode(HelperNode* node) {
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_node = node;
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}
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inline void Patrol::SetAnim(const str& anim) {
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_anim = anim;
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}
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inline void Patrol::Archive(Archiver& arc) {
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Behavior::Archive(arc);
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// Archive Parmeters
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// Archive Components
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arc.ArchiveObject(&_gotoHelperNode);
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// Archive Member Vars
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arc.ArchiveSafePointer(&_node);
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arc.ArchiveSafePointer(&_lastNode);
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arc.ArchiveUnsigned(&_state);
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arc.ArchiveInteger(&_moveFailures);
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arc.ArchiveFloat(&_nextMoveAttempt);
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arc.ArchiveFloat(&_waitTime);
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arc.ArchiveString(&_torsoAnim);
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arc.ArchiveString(&_anim);
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}
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#endif /* PATROL_HPP */
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