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1 changed files with 180 additions and 195 deletions
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@ -40,14 +40,12 @@ class StationaryFireCombat;
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//
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//
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// Method of Use: Called From State Machine
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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//--------------------------------------------------------------
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class StationaryFireCombat : public Behavior
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class StationaryFireCombat : public Behavior {
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{
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public:
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//------------------------------------
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//------------------------------------
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// States
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// States
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//------------------------------------
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//------------------------------------
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public:
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typedef enum {
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typedef enum
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{
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STATIONARY_FIRE_AIM,
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STATIONARY_FIRE_AIM,
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STATIONARY_FIRE_PRE_FIRE,
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STATIONARY_FIRE_PRE_FIRE,
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STATIONARY_FIRE_ATTACK,
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STATIONARY_FIRE_ATTACK,
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@ -56,55 +54,9 @@ class StationaryFireCombat : public Behavior
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STATIONARY_FIRE_FAILED
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STATIONARY_FIRE_FAILED
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} StationaryFireStates_t;
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} StationaryFireStates_t;
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//------------------------------------
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// Parameters
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//------------------------------------
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private:
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str _aimAnim;
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str _preFireAnim;
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str _fireAnim;
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str _postFireAnim;
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str _stance;
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float _aimTimeMin;
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float _aimTimeMax;
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float _fireTimeMin;
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float _fireTimeMax;
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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 ( StationaryFireStates_t state );
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void setInternalState ( StationaryFireStates_t state , const str &stateName );
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void init ( Actor &self );
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void think ();
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void updateEnemy ();
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void faceEnemy ();
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void setupStateAim ();
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BehaviorReturnCode_t evaluateStateAim ();
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void failureStateAim ( const str& failureReason );
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void setupStatePreFire ();
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BehaviorReturnCode_t evaluateStatePreFire ();
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void failureStatePreFire ( const str& failureReason );
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void setupStateAttack ();
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BehaviorReturnCode_t evaluateStateAttack ();
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void failureStateAttack ( const str& failureReason );
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void setupStatePostFire ();
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BehaviorReturnCode_t evaluateStatePostFire ();
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void failureStatePostFire ( const str& failureReason );
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//-------------------------------------
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//-------------------------------------
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// Public Interface
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// Public Interface
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//-------------------------------------
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//-------------------------------------
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public:
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CLASS_PROTOTYPE(StationaryFireCombat);
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CLASS_PROTOTYPE(StationaryFireCombat);
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StationaryFireCombat();
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StationaryFireCombat();
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@ -128,22 +80,58 @@ class StationaryFireCombat : public Behavior
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void SetFireTimeMin(float minTime) { _fireTimeMin = minTime; }
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void SetFireTimeMin(float minTime) { _fireTimeMin = minTime; }
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void SetFireTimeMax(float maxTime) { _fireTimeMax = maxTime; }
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void SetFireTimeMax(float maxTime) { _fireTimeMax = maxTime; }
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virtual void Archive(Archiver& arc);
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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(StationaryFireStates_t state);
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void setInternalState(StationaryFireStates_t state, const str& stateName);
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void init(Actor& self);
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void think();
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void updateEnemy();
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void faceEnemy();
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void setupStateAim();
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BehaviorReturnCode_t evaluateStateAim();
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void failureStateAim(const str& failureReason);
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void setupStatePreFire();
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BehaviorReturnCode_t evaluateStatePreFire();
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void failureStatePreFire(const str& failureReason);
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void setupStateAttack();
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BehaviorReturnCode_t evaluateStateAttack();
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void failureStateAttack(const str& failureReason);
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void setupStatePostFire();
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BehaviorReturnCode_t evaluateStatePostFire();
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void failureStatePostFire(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 _aimAnim;
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str _preFireAnim;
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str _fireAnim;
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str _postFireAnim;
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str _stance;
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float _aimTimeMin;
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float _aimTimeMax;
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float _fireTimeMin;
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float _fireTimeMax;
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//-------------------------------------
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//-------------------------------------
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// Components
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// Components
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//-------------------------------------
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//-------------------------------------
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private:
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FireWeapon _fireWeapon;
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FireWeapon _fireWeapon;
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RotateToEntity _rotateToEntity;
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RotateToEntity _rotateToEntity;
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//-------------------------------------
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//-------------------------------------
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// Member Variables
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// Member Variables
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//-------------------------------------
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//-------------------------------------
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private:
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StationaryFireStates_t _state;
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StationaryFireStates_t _state;
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float _endFireTime;
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float _endFireTime;
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float _endAimTime;
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float _endAimTime;
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@ -151,12 +139,9 @@ class StationaryFireCombat : public Behavior
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bool _animDone;
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bool _animDone;
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bool _canAttack;
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bool _canAttack;
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Actor* _self;
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Actor* _self;
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};
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};
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inline void StationaryFireCombat::Archive( Archiver &arc )
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inline void StationaryFireCombat::Archive(Archiver& arc) {
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{
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Behavior::Archive(arc);
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Behavior::Archive(arc);
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//
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//
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