This commit is contained in:
Walter Julius Hennecke 2014-03-09 22:50:35 +01:00
parent 4c152b09d0
commit b212dbff25

View file

@ -40,154 +40,139 @@ class StationaryFireCombat;
// //
// Method of Use: Called From State Machine // Method of Use: Called From State Machine
//-------------------------------------------------------------- //--------------------------------------------------------------
class StationaryFireCombat : public Behavior class StationaryFireCombat : public Behavior {
{ public:
//------------------------------------ //------------------------------------
// States // States
//------------------------------------ //------------------------------------
public: typedef enum {
typedef enum STATIONARY_FIRE_AIM,
{ STATIONARY_FIRE_PRE_FIRE,
STATIONARY_FIRE_AIM, STATIONARY_FIRE_ATTACK,
STATIONARY_FIRE_PRE_FIRE, STATIONARY_FIRE_POST_FIRE,
STATIONARY_FIRE_ATTACK, STATIONARY_FIRE_SUCCESS,
STATIONARY_FIRE_POST_FIRE, STATIONARY_FIRE_FAILED
STATIONARY_FIRE_SUCCESS, } StationaryFireStates_t;
STATIONARY_FIRE_FAILED
} StationaryFireStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
str _aimAnim;
str _preFireAnim;
str _fireAnim;
str _postFireAnim;
str _stance;
float _aimTimeMin;
float _aimTimeMax;
float _fireTimeMin;
float _fireTimeMax;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( StationaryFireStates_t state );
void setInternalState ( StationaryFireStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void updateEnemy ();
void faceEnemy ();
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 );
//------------------------------------- //-------------------------------------
// Public Interface // Public Interface
//------------------------------------- //-------------------------------------
public: CLASS_PROTOTYPE(StationaryFireCombat);
CLASS_PROTOTYPE( StationaryFireCombat );
StationaryFireCombat(); StationaryFireCombat();
~StationaryFireCombat(); ~StationaryFireCombat();
void SetArgs ( Event *ev ); void SetArgs(Event* ev);
void AnimDone ( Event *ev ); void AnimDone(Event* ev);
void Begin ( Actor &self ); void Begin(Actor& self);
BehaviorReturnCode_t Evaluate ( Actor &self ); BehaviorReturnCode_t Evaluate(Actor& self);
void End ( Actor &self ); void End(Actor& self);
// Accessors // Accessors
void SetAimAnim ( const str &anim ) { _aimAnim = anim; } void SetAimAnim(const str& anim) { _aimAnim = anim; }
void SetFireAnim ( const str &anim ) { _fireAnim = anim; } void SetFireAnim(const str& anim) { _fireAnim = anim; }
void SetPreFireAnim ( const str &anim ) { _preFireAnim = anim; } void SetPreFireAnim(const str& anim) { _preFireAnim = anim; }
void SetPostFireAnim ( const str &anim ) { _postFireAnim = anim; } void SetPostFireAnim(const str& anim) { _postFireAnim = anim; }
void SetStance ( const str &anim ) { _stance = anim; } void SetStance(const str& anim) { _stance = anim; }
void SetAimTimeMin ( float minTime ) { _aimTimeMin = minTime; } void SetAimTimeMin(float minTime) { _aimTimeMin = minTime; }
void SetAimTimeMax ( float maxTime ) { _aimTimeMax = maxTime; } void SetAimTimeMax(float maxTime) { _aimTimeMax = maxTime; }
void SetFireTimeMin ( float minTime ) { _fireTimeMin = minTime; } void SetFireTimeMin(float minTime) { _fireTimeMin = minTime; }
void SetFireTimeMax ( float maxTime ) { _fireTimeMax = maxTime; } void SetFireTimeMax(float maxTime) { _fireTimeMax = maxTime; }
virtual void Archive(Archiver& arc);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void transitionToState(StationaryFireStates_t state);
void setInternalState(StationaryFireStates_t state, const str& stateName);
void init(Actor& self);
void think();
void updateEnemy();
void faceEnemy();
virtual void Archive ( Archiver &arc ); 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
//------------------------------------
str _aimAnim;
str _preFireAnim;
str _fireAnim;
str _postFireAnim;
str _stance;
float _aimTimeMin;
float _aimTimeMax;
float _fireTimeMin;
float _fireTimeMax;
//------------------------------------- //-------------------------------------
// Components // Components
//------------------------------------- //-------------------------------------
private: FireWeapon _fireWeapon;
FireWeapon _fireWeapon; RotateToEntity _rotateToEntity;
RotateToEntity _rotateToEntity;
//------------------------------------- //-------------------------------------
// Member Variables // Member Variables
//------------------------------------- //-------------------------------------
private: StationaryFireStates_t _state;
StationaryFireStates_t _state; float _endFireTime;
float _endFireTime; float _endAimTime;
float _endAimTime; EntityPtr _currentEnemy;
EntityPtr _currentEnemy; bool _animDone;
bool _animDone; bool _canAttack;
bool _canAttack; Actor* _self;
Actor *_self; };
inline void StationaryFireCombat::Archive(Archiver& arc) {
}; Behavior::Archive(arc);
inline void StationaryFireCombat::Archive( Archiver &arc )
{
Behavior::Archive ( arc );
// //
// Archive Parameters // Archive Parameters
// //
arc.ArchiveString ( &_aimAnim ); arc.ArchiveString(&_aimAnim);
arc.ArchiveString ( &_preFireAnim ); arc.ArchiveString(&_preFireAnim);
arc.ArchiveString ( &_fireAnim ); arc.ArchiveString(&_fireAnim);
arc.ArchiveString ( &_postFireAnim ); arc.ArchiveString(&_postFireAnim);
arc.ArchiveString ( &_stance ); arc.ArchiveString(&_stance);
arc.ArchiveFloat ( &_aimTimeMin ); arc.ArchiveFloat(&_aimTimeMin);
arc.ArchiveFloat ( &_aimTimeMax ); arc.ArchiveFloat(&_aimTimeMax);
arc.ArchiveFloat ( &_fireTimeMin ); arc.ArchiveFloat(&_fireTimeMin);
arc.ArchiveFloat ( &_fireTimeMax ); arc.ArchiveFloat(&_fireTimeMax);
// //
// Archive Components // Archive Components
// //
arc.ArchiveObject ( &_fireWeapon ); arc.ArchiveObject(&_fireWeapon);
arc.ArchiveObject ( &_rotateToEntity ); arc.ArchiveObject(&_rotateToEntity);
// //
// Archive Member Variables // Archive Member Variables
// //
ArchiveEnum ( _state, StationaryFireStates_t ); ArchiveEnum(_state, StationaryFireStates_t);
arc.ArchiveFloat ( &_endFireTime ); arc.ArchiveFloat(&_endFireTime);
arc.ArchiveFloat ( &_endAimTime ); arc.ArchiveFloat(&_endAimTime);
arc.ArchiveSafePointer ( &_currentEnemy ); arc.ArchiveSafePointer(&_currentEnemy);
arc.ArchiveBool ( &_animDone ); arc.ArchiveBool(&_animDone);
arc.ArchiveBool ( &_canAttack ); arc.ArchiveBool(&_canAttack);
arc.ArchiveObjectPointer( ( Class ** )&_self ); arc.ArchiveObjectPointer((Class **)&_self);
} }