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1 changed files with 170 additions and 177 deletions
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/work.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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// CooridorCombatWithRangedWeapon 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 Work;
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#ifndef __WORK_HPP__
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#define __WORK_HPP__
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#include "behavior.h"
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#include "behaviors_general.h"
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#include "gotoHelperNode.hpp"
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//------------------------- CLASS ------------------------------
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//
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// Name: Work
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// Base Class: Behavior
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//
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// Description: Makes the Actor use Work 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 Work : 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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WORK_FIND_NODE,
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WORK_MOVE_TO_NODE,
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WORK_AT_NODE,
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WORK_ANIMATE_WAIT_ON_TIME,
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WORK_ANIMATE_WAIT_ON_ANIM,
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WORK_ANIMATE_WAIT_ON_SIGNAL,
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WORK_ANIMATE_CONSTANT,
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WORK_ANIMATE_LIST_WAIT_ON_TIME,
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WORK_ANIMATE_LIST_WAIT_ON_ANIM,
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WORK_ANIMATE_LIST_WAIT_ON_SIGNAL,
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WORK_SELECT_ANIM_MODE,
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WORK_SUCCESSFUL,
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WORK_FAILED
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} workStates_t;
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//------------------------------------
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// Parameters
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//------------------------------------
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private: // Parameters
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str _gotoWorkAnimName ; // anim to play to move to work node, default is "walk"
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float _maxDistance; // maximum distance to look for node
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//-------------------------------------
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// Internal Functionality
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//-------------------------------------
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protected:
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void transitionToState ( workStates_t state );
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void setInternalState ( workStates_t state , const str &stateName );
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void init ( Actor &self );
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void think ();
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void setupStateFindNode ();
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BehaviorReturnCode_t evaluateStateFindNode ();
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void failureStateFindNode ( const str& failureReason );
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void setupStateMoveToNode ();
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BehaviorReturnCode_t evaluateStateMoveToNode ();
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void failureStateMoveToNode ( const str& failureReason );
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void setupStateAtNode ();
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BehaviorReturnCode_t evaluateStateAtNode ();
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void failureStateAtNode ( const str& failureReason );
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void setupStateAnimateWaitOnTime ();
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BehaviorReturnCode_t evaluateStateAnimateWaitOnTime ();
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void failureStateAnimateWaitOnTime ( const str& failureReason );
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void setupStateAnimateWaitOnAnim ();
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BehaviorReturnCode_t evaluateStateAnimateWaitOnAnim ();
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void failureStateAnimateWaitOnAnim ( const str& failureReason );
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void setupStateAnimateWaitOnSignal ();
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BehaviorReturnCode_t evaluateStateAnimateWaitOnSignal ();
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void failureStateAnimateWaitOnSignal ( const str& failureReason );
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void setupStateAnimateConstant ();
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BehaviorReturnCode_t evaluateStateAnimateConstant ();
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void failureStateAnimateConstant ( const str& failureReason );
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void setupStateAnimateListWaitOnTime ();
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BehaviorReturnCode_t evaluateStateAnimateListWaitOnTime ();
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void failureStateAnimateListWaitOnTime ( const str& failureReason );
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void setupStateAnimateListWaitOnAnim ();
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BehaviorReturnCode_t evaluateStateAnimateListWaitOnAnim ();
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void failureStateAnimateListWaitOnAnim ( const str& failureReason );
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void setupStateAnimateListWaitOnSignal ();
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BehaviorReturnCode_t evaluateStateAnimateListWaitOnSignal ();
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void failureStateAnimateListWaitOnSignal ( const str& failureReason );
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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( Work );
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Work();
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~Work();
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void SetArgs ( Event *ev );
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void AnimDone ( Event *ev );
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void HandleNodeCommand ( 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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void SetNode ( HelperNode* node );
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virtual void Archive ( Archiver &arc );
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private: // Component Behaviors
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GotoHelperNode _gotoHelperNode;
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private: // Member Variables
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HelperNodePtr _node;
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unsigned int _state;
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bool _animDone;
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float _endTime;
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Actor* _self;
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};
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inline void Work::SetNode( HelperNode *node )
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{
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_node = node;
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}
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inline void Work::Archive( Archiver &arc )
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{
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Behavior::Archive ( arc );
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// Archive Parameters
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arc.ArchiveString ( &_gotoWorkAnimName);
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arc.ArchiveFloat ( &_maxDistance );
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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.ArchiveUnsigned ( &_state );
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arc.ArchiveBool ( &_animDone );
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arc.ArchiveFloat ( &_endTime );
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arc.ArchiveObjectPointer ( ( Class ** )&_self );
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}
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#endif /* __WORK_HPP__ */
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/work.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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// CooridorCombatWithRangedWeapon 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 Work;
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#ifndef __WORK_HPP__
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#define __WORK_HPP__
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#include "behavior.h"
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#include "behaviors_general.h"
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#include "gotoHelperNode.hpp"
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//------------------------- CLASS ------------------------------
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//
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// Name: Work
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// Base Class: Behavior
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//
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// Description: Makes the Actor use Work 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 Work : 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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WORK_FIND_NODE,
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WORK_MOVE_TO_NODE,
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WORK_AT_NODE,
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WORK_ANIMATE_WAIT_ON_TIME,
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WORK_ANIMATE_WAIT_ON_ANIM,
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WORK_ANIMATE_WAIT_ON_SIGNAL,
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WORK_ANIMATE_CONSTANT,
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WORK_ANIMATE_LIST_WAIT_ON_TIME,
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WORK_ANIMATE_LIST_WAIT_ON_ANIM,
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WORK_ANIMATE_LIST_WAIT_ON_SIGNAL,
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WORK_SELECT_ANIM_MODE,
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WORK_SUCCESSFUL,
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WORK_FAILED
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} workStates_t;
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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CLASS_PROTOTYPE(Work);
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Work();
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~Work();
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void SetArgs(Event* ev);
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void AnimDone(Event* ev);
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void HandleNodeCommand(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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void SetNode(HelperNode* node);
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virtual void Archive(Archiver& arc);
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protected:
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//-------------------------------------
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// Internal Functionality
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//-------------------------------------
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void transitionToState(workStates_t state);
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void setInternalState(workStates_t state, const str& stateName);
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void init(Actor& self);
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void think();
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void setupStateFindNode();
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BehaviorReturnCode_t evaluateStateFindNode();
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void failureStateFindNode(const str& failureReason);
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void setupStateMoveToNode();
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BehaviorReturnCode_t evaluateStateMoveToNode();
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void failureStateMoveToNode(const str& failureReason);
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void setupStateAtNode();
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BehaviorReturnCode_t evaluateStateAtNode();
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void failureStateAtNode(const str& failureReason);
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void setupStateAnimateWaitOnTime();
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BehaviorReturnCode_t evaluateStateAnimateWaitOnTime();
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void failureStateAnimateWaitOnTime(const str& failureReason);
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void setupStateAnimateWaitOnAnim();
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BehaviorReturnCode_t evaluateStateAnimateWaitOnAnim();
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void failureStateAnimateWaitOnAnim(const str& failureReason);
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void setupStateAnimateWaitOnSignal();
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BehaviorReturnCode_t evaluateStateAnimateWaitOnSignal();
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void failureStateAnimateWaitOnSignal(const str& failureReason);
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void setupStateAnimateConstant();
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BehaviorReturnCode_t evaluateStateAnimateConstant();
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void failureStateAnimateConstant(const str& failureReason);
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void setupStateAnimateListWaitOnTime();
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BehaviorReturnCode_t evaluateStateAnimateListWaitOnTime();
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void failureStateAnimateListWaitOnTime(const str& failureReason);
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void setupStateAnimateListWaitOnAnim();
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BehaviorReturnCode_t evaluateStateAnimateListWaitOnAnim();
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void failureStateAnimateListWaitOnAnim(const str& failureReason);
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void setupStateAnimateListWaitOnSignal();
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BehaviorReturnCode_t evaluateStateAnimateListWaitOnSignal();
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void failureStateAnimateListWaitOnSignal(const str& failureReason);
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private:
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//------------------------------------
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// Parameters
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//------------------------------------
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str _gotoWorkAnimName; // anim to play to move to work node, default is "walk"
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float _maxDistance; // maximum distance to look for node
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// Component Behaviors
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GotoHelperNode _gotoHelperNode;
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// Member Variables
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HelperNodePtr _node;
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unsigned int _state;
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bool _animDone;
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float _endTime;
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Actor* _self;
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};
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inline void Work::SetNode(HelperNode* node) {
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_node = node;
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}
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inline void Work::Archive(Archiver& arc) {
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Behavior::Archive(arc);
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// Archive Parameters
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arc.ArchiveString(&_gotoWorkAnimName);
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arc.ArchiveFloat(&_maxDistance);
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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.ArchiveUnsigned(&_state);
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arc.ArchiveBool(&_animDone);
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arc.ArchiveFloat(&_endTime);
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arc.ArchiveObjectPointer((Class**)&_self);
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}
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#endif /* __WORK_HPP__ */
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