This commit is contained in:
Walter Julius Hennecke 2014-03-09 22:47:15 +01:00
parent b9f90d4305
commit 4c152b09d0
1 changed files with 182 additions and 193 deletions

View File

@ -40,152 +40,141 @@ class SnipeEnemy;
//
// Method of Use: Called From State Machine
//--------------------------------------------------------------
class SnipeEnemy : public Behavior
{
class SnipeEnemy : public Behavior {
public:
//------------------------------------
// States
//------------------------------------
public:
typedef enum
{
SNIPE_AIM_AND_FIRE_AIM,
SNIPE_AIM_AND_FIRE_PRE_FIRE,
SNIPE_AIM_AND_FIRE_ATTACK,
SNIPE_AIM_AND_FIRE_POST_FIRE,
SNIPE_AIM_AND_FIRE_SUCCESS,
SNIPE_AIM_AND_FIRE_FAILED
} SnipeAimAndFireStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
float _aimTime;
float _lockDownTime;
float _maxTorsoYaw;
float _maxTorsoPitch;
float _maxTorsoTurnSpeed;
int _shots;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( SnipeAimAndFireStates_t state );
void setInternalState ( SnipeAimAndFireStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void updateEnemy ();
void AdjustTorsoAngles ( const Vector &tagPos , const Vector &watchPosition );
void LerpTorsoBySpeed ( const Vector &angleDelta );
void setupStateAim ();
BehaviorReturnCode_t evaluateStateAim ();
void failureStateAim ( const str& failureReason );
void setupStatePreFire ();
BehaviorReturnCode_t evaluateStatePreFire ();
void failureStatePreFire ( const str& failureReason );
void setupStateAttack ();
BehaviorReturnCode_t evaluateStateAttack ();
void failureStateAttack ( const str& failureReason );
void setupStatePostFire ();
BehaviorReturnCode_t evaluateStatePostFire ();
void failureStatePostFire ( const str& failureReason );
typedef enum {
SNIPE_AIM_AND_FIRE_AIM,
SNIPE_AIM_AND_FIRE_PRE_FIRE,
SNIPE_AIM_AND_FIRE_ATTACK,
SNIPE_AIM_AND_FIRE_POST_FIRE,
SNIPE_AIM_AND_FIRE_SUCCESS,
SNIPE_AIM_AND_FIRE_FAILED
} SnipeAimAndFireStates_t;
//-------------------------------------
// Public Interface
//-------------------------------------
public:
CLASS_PROTOTYPE( SnipeEnemy );
CLASS_PROTOTYPE(SnipeEnemy);
SnipeEnemy();
~SnipeEnemy();
SnipeEnemy();
~SnipeEnemy();
void SetArgs ( Event *ev );
void AnimDone ( Event *ev );
void SetArgs(Event* ev);
void AnimDone(Event* ev);
void Begin ( Actor &self );
BehaviorReturnCode_t Evaluate ( Actor &self );
void End ( Actor &self );
void Begin(Actor& self);
BehaviorReturnCode_t Evaluate(Actor& self);
void End(Actor& self);
// Accessors
virtual void Archive ( Archiver &arc );
// Accessors
virtual void Archive(Archiver& arc);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void transitionToState(SnipeAimAndFireStates_t state);
void setInternalState(SnipeAimAndFireStates_t state, const str& stateName);
void init(Actor &self);
void think();
void updateEnemy();
void AdjustTorsoAngles(const Vector& tagPos, const Vector& watchPosition);
void LerpTorsoBySpeed(const Vector& angleDelta);
void setupStateAim();
BehaviorReturnCode_t evaluateStateAim();
void failureStateAim(const str& failureReason);
void setupStatePreFire();
BehaviorReturnCode_t evaluateStatePreFire();
void failureStatePreFire(const str& failureReason);
void setupStateAttack();
BehaviorReturnCode_t evaluateStateAttack();
void failureStateAttack(const str& failureReason);
void setupStatePostFire();
BehaviorReturnCode_t evaluateStatePostFire();
void failureStatePostFire(const str& failureReason);
private:
//------------------------------------
// Parameters
//------------------------------------
float _aimTime;
float _lockDownTime;
float _maxTorsoYaw;
float _maxTorsoPitch;
float _maxTorsoTurnSpeed;
int _shots;
//-------------------------------------
// Components
//-------------------------------------
private:
FireWeapon _fireWeapon;
FireWeapon _fireWeapon;
//-------------------------------------
// Member Variables
//-------------------------------------
private:
SnipeAimAndFireStates_t _state;
Vector _currentTorsoAngles;
float _endAimTime;
float _endLockDownTime;
EntityPtr _currentEnemy;
bool _canAttack;
bool _animDone;
str _aimAnim;
str _preFireAnim;
str _fireAnim;
str _postFireAnim;
bool _fireFailed;
Vector _lastGoodPosition;
Vector _targetSpread;
Actor *_self;
SnipeAimAndFireStates_t _state;
Vector _currentTorsoAngles;
float _endAimTime;
float _endLockDownTime;
EntityPtr _currentEnemy;
bool _canAttack;
bool _animDone;
str _aimAnim;
str _preFireAnim;
str _fireAnim;
str _postFireAnim;
bool _fireFailed;
Vector _lastGoodPosition;
Vector _targetSpread;
Actor* _self;
};
};
inline void SnipeEnemy::Archive( Archiver &arc )
{
Behavior::Archive ( arc );
inline void SnipeEnemy::Archive(Archiver& arc) {
Behavior::Archive(arc);
//
// Archive Parameters
//
arc.ArchiveFloat( &_aimTime );
arc.ArchiveFloat( &_lockDownTime );
arc.ArchiveFloat( &_maxTorsoYaw );
arc.ArchiveFloat( &_maxTorsoPitch );
arc.ArchiveFloat( &_maxTorsoTurnSpeed );
arc.ArchiveInteger( &_shots );
arc.ArchiveVector( &_lastGoodPosition );
arc.ArchiveVector( &_targetSpread );
arc.ArchiveFloat(&_aimTime);
arc.ArchiveFloat(&_lockDownTime);
arc.ArchiveFloat(&_maxTorsoYaw);
arc.ArchiveFloat(&_maxTorsoPitch);
arc.ArchiveFloat(&_maxTorsoTurnSpeed);
arc.ArchiveInteger(&_shots);
arc.ArchiveVector(&_lastGoodPosition);
arc.ArchiveVector(&_targetSpread);
//
// Archive Components
//
arc.ArchiveObject ( &_fireWeapon );
arc.ArchiveObject(&_fireWeapon);
//
// Archive Member Variables
//
ArchiveEnum ( _state, SnipeAimAndFireStates_t );
arc.ArchiveVector ( &_currentTorsoAngles );
ArchiveEnum(_state, SnipeAimAndFireStates_t);
arc.ArchiveVector(&_currentTorsoAngles);
arc.ArchiveFloat( &_endAimTime );
arc.ArchiveFloat( &_endLockDownTime );
arc.ArchiveSafePointer( &_currentEnemy );
arc.ArchiveBool( &_canAttack );
arc.ArchiveBool( &_animDone );
arc.ArchiveString( &_aimAnim );
arc.ArchiveString( &_preFireAnim );
arc.ArchiveString( &_fireAnim );
arc.ArchiveString( &_postFireAnim );
arc.ArchiveBool( &_fireFailed );
arc.ArchiveFloat(&_endAimTime);
arc.ArchiveFloat(&_endLockDownTime);
arc.ArchiveSafePointer(&_currentEnemy);
arc.ArchiveBool(&_canAttack);
arc.ArchiveBool(&_animDone);
arc.ArchiveString(&_aimAnim);
arc.ArchiveString(&_preFireAnim);
arc.ArchiveString(&_fireAnim);
arc.ArchiveString(&_postFireAnim);
arc.ArchiveBool(&_fireFailed);
arc.ArchiveObjectPointer( ( Class ** )&_self );
arc.ArchiveObjectPointer((Class **)&_self);
}