Reformatting
This commit is contained in:
parent
21894316f9
commit
33680e8e7a
|
@ -37,14 +37,12 @@ class CorridorCombatWithRangedWeapon;
|
|||
//
|
||||
// Method of Use: Called From State Machine
|
||||
//--------------------------------------------------------------
|
||||
class CorridorCombatWithRangedWeapon : public Behavior
|
||||
{
|
||||
class CorridorCombatWithRangedWeapon : public Behavior {
|
||||
public:
|
||||
//------------------------------------
|
||||
// States
|
||||
//------------------------------------
|
||||
public:
|
||||
typedef enum
|
||||
{
|
||||
typedef enum {
|
||||
CORRIDORCOMBAT_WRW_FINDNODE,
|
||||
CORRIDORCOMBAT_WRW_MOVETONODE,
|
||||
CORRIDORCOMBAT_WRW_BACKPEDAL,
|
||||
|
@ -61,28 +59,70 @@ class CorridorCombatWithRangedWeapon : public Behavior
|
|||
CORRIDORCOMBAT_WRW_FAILED
|
||||
} corridorCombatStates_t;
|
||||
|
||||
//------------------------------------
|
||||
// Parameters
|
||||
//------------------------------------
|
||||
private:
|
||||
str _movementAnim;
|
||||
str _torsoAnim;
|
||||
str _fireAnim;
|
||||
str _preFireAnim;
|
||||
str _postFireAnim;
|
||||
float _postureChangeChance;
|
||||
float _maxDistance;
|
||||
float _retreatDistance;
|
||||
float _threatDistance;
|
||||
float _fireTimeMin;
|
||||
float _fireTimeMax;
|
||||
float _pauseTimeMin;
|
||||
float _pauseTimeMax;
|
||||
//-------------------------------------
|
||||
// Public Interface
|
||||
//-------------------------------------
|
||||
CLASS_PROTOTYPE(CorridorCombatWithRangedWeapon);
|
||||
|
||||
CorridorCombatWithRangedWeapon();
|
||||
~CorridorCombatWithRangedWeapon();
|
||||
|
||||
void SetArgs(Event* ev);
|
||||
void AnimDone(Event* ev);
|
||||
void PostureDone(Event* ev);
|
||||
|
||||
void Begin(Actor& self);
|
||||
BehaviorReturnCode_t Evaluate(Actor& self);
|
||||
void End(Actor& self);
|
||||
|
||||
|
||||
void SetMovementAnim(const str& movementAnim) { _movementAnim = movementAnim; }
|
||||
const str& GetMovementAnim() { return _movementAnim; }
|
||||
|
||||
void SetTorsoAnim(const str& torsoAnim) { _torsoAnim = torsoAnim; }
|
||||
const str& GetTorsoAnim() { return _torsoAnim; }
|
||||
|
||||
void SetFireAnim(const str& fireAnim) { _fireAnim = fireAnim; }
|
||||
const str& GetFireAnim() { return _fireAnim; }
|
||||
|
||||
void SetPreFireAnim(const str& preFireAnim) { _preFireAnim = preFireAnim; }
|
||||
const str& GetPreFireAnim() { return _preFireAnim; }
|
||||
|
||||
void SetPostFireAnim(const str& postFireAnim) { _postFireAnim = postFireAnim; }
|
||||
const str& GetPostFireAnim() { return _postFireAnim; }
|
||||
|
||||
void SetPostureChangeChance(float chance) { _postureChangeChance = chance; }
|
||||
float GetPostureChangeChance() { return _postureChangeChance; }
|
||||
|
||||
void SetMaxDistance(float maxDistance) { _maxDistance = maxDistance; }
|
||||
float GetMaxDistance() { return _maxDistance; }
|
||||
|
||||
void SetRetreatDistance(float retreatDistance) { _retreatDistance = retreatDistance; }
|
||||
float GetRetreatDistance() { return _retreatDistance; }
|
||||
|
||||
void SetThreatDistance(float threatDistance) { _threatDistance = threatDistance; }
|
||||
float GetThreatDistance() { return _threatDistance; }
|
||||
|
||||
void SetFireTimeMin(float fireTimeMin) { _fireTimeMin = fireTimeMin; }
|
||||
float GetFireTimeMin() { return _fireTimeMin; }
|
||||
|
||||
void SetFireTimeMax(float fireTimeMax) { _fireTimeMax = fireTimeMax; }
|
||||
float GetFireTimeMax() { return _fireTimeMax; }
|
||||
|
||||
void SetPauseTimeMin(float pauseTimeMin) { _pauseTimeMin = pauseTimeMin; }
|
||||
float GetPauseTimeMin() { return _pauseTimeMin; }
|
||||
|
||||
void SetPauseTimeMax(float pauseTimeMax) { _pauseTimeMax = pauseTimeMax; }
|
||||
float GetPauseTimeMax() { return _pauseTimeMax; }
|
||||
|
||||
virtual void Archive(Archiver& arc);
|
||||
|
||||
static bool CanExecute(float maxDistance, Actor& self);
|
||||
|
||||
protected:
|
||||
//-------------------------------------
|
||||
// Internal Functionality
|
||||
//-------------------------------------
|
||||
protected:
|
||||
void transitionToState(corridorCombatStates_t state);
|
||||
void setInternalState(corridorCombatStates_t state, const str &stateName);
|
||||
void init(Actor &self);
|
||||
|
@ -153,72 +193,27 @@ class CorridorCombatWithRangedWeapon : public Behavior
|
|||
BehaviorReturnCode_t evaluateStateHoldPosition();
|
||||
void failureStateHoldPosition(const str& failureReason);
|
||||
|
||||
|
||||
//-------------------------------------
|
||||
// Public Interface
|
||||
//-------------------------------------
|
||||
public:
|
||||
CLASS_PROTOTYPE( CorridorCombatWithRangedWeapon );
|
||||
|
||||
CorridorCombatWithRangedWeapon();
|
||||
~CorridorCombatWithRangedWeapon();
|
||||
|
||||
void SetArgs ( Event *ev );
|
||||
void AnimDone ( Event *ev );
|
||||
void PostureDone ( Event *ev );
|
||||
|
||||
void Begin ( Actor &self );
|
||||
BehaviorReturnCode_t Evaluate ( Actor &self );
|
||||
void End ( Actor &self );
|
||||
|
||||
|
||||
void SetMovementAnim( const str& movementAnim ) { _movementAnim = movementAnim; }
|
||||
const str& GetMovementAnim() { return _movementAnim; }
|
||||
|
||||
void SetTorsoAnim( const str& torsoAnim ) { _torsoAnim = torsoAnim; }
|
||||
const str& GetTorsoAnim() { return _torsoAnim; }
|
||||
|
||||
void SetFireAnim( const str& fireAnim ) { _fireAnim = fireAnim; }
|
||||
const str& GetFireAnim() { return _fireAnim; }
|
||||
|
||||
void SetPreFireAnim( const str& preFireAnim ) { _preFireAnim = preFireAnim; }
|
||||
const str& GetPreFireAnim() { return _preFireAnim; }
|
||||
|
||||
void SetPostFireAnim( const str& postFireAnim ) { _postFireAnim = postFireAnim; }
|
||||
const str& GetPostFireAnim() { return _postFireAnim; }
|
||||
|
||||
void SetPostureChangeChance( float chance ) { _postureChangeChance = chance; }
|
||||
float GetPostureChangeChance() { return _postureChangeChance; }
|
||||
|
||||
void SetMaxDistance( float maxDistance ) { _maxDistance = maxDistance; }
|
||||
float GetMaxDistance() { return _maxDistance; }
|
||||
|
||||
void SetRetreatDistance( float retreatDistance ) { _retreatDistance = retreatDistance; }
|
||||
float GetRetreatDistance() { return _retreatDistance; }
|
||||
|
||||
void SetThreatDistance( float threatDistance ) { _threatDistance = threatDistance; }
|
||||
float GetThreatDistance() { return _threatDistance; }
|
||||
|
||||
void SetFireTimeMin( float fireTimeMin ) { _fireTimeMin = fireTimeMin; }
|
||||
float GetFireTimeMin() { return _fireTimeMin; }
|
||||
|
||||
void SetFireTimeMax( float fireTimeMax ) { _fireTimeMax = fireTimeMax; }
|
||||
float GetFireTimeMax() { return _fireTimeMax; }
|
||||
|
||||
void SetPauseTimeMin( float pauseTimeMin ) { _pauseTimeMin = pauseTimeMin; }
|
||||
float GetPauseTimeMin() { return _pauseTimeMin; }
|
||||
|
||||
void SetPauseTimeMax( float pauseTimeMax ) { _pauseTimeMax = pauseTimeMax; }
|
||||
float GetPauseTimeMax() { return _pauseTimeMax; }
|
||||
|
||||
virtual void Archive ( Archiver &arc );
|
||||
|
||||
static bool CanExecute( float maxDistance , Actor &self );
|
||||
private:
|
||||
//------------------------------------
|
||||
// Parameters
|
||||
//------------------------------------
|
||||
str _movementAnim;
|
||||
str _torsoAnim;
|
||||
str _fireAnim;
|
||||
str _preFireAnim;
|
||||
str _postFireAnim;
|
||||
float _postureChangeChance;
|
||||
float _maxDistance;
|
||||
float _retreatDistance;
|
||||
float _threatDistance;
|
||||
float _fireTimeMin;
|
||||
float _fireTimeMax;
|
||||
float _pauseTimeMin;
|
||||
float _pauseTimeMax;
|
||||
|
||||
//-------------------------------------
|
||||
// Components
|
||||
//-------------------------------------
|
||||
private:
|
||||
GotoPoint _gotoPoint;
|
||||
FireWeapon _fireWeapon;
|
||||
MoveRandomDirection _moveRandomDir;
|
||||
|
@ -228,7 +223,6 @@ class CorridorCombatWithRangedWeapon : public Behavior
|
|||
//-------------------------------------
|
||||
// Member Variables
|
||||
//-------------------------------------
|
||||
private:
|
||||
corridorCombatStates_t _state;
|
||||
HelperNodePtr _node;
|
||||
Actor* _self;
|
||||
|
@ -240,13 +234,10 @@ class CorridorCombatWithRangedWeapon : public Behavior
|
|||
float _enemyUpdateTime;
|
||||
|
||||
static const float NODE_RADIUS;
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
inline void CorridorCombatWithRangedWeapon::Archive( Archiver &arc )
|
||||
{
|
||||
inline void CorridorCombatWithRangedWeapon::Archive(Archiver& arc) {
|
||||
Behavior::Archive(arc);
|
||||
|
||||
//
|
||||
|
|
Loading…
Reference in New Issue