Reformatting

This commit is contained in:
Walter Julius Hennecke 2014-03-09 02:10:14 +01:00
parent 33680e8e7a
commit f98ce24dec

View file

@ -37,289 +37,261 @@ class CoverCombatWithRangedWeapon;
// //
// Method of Use: Called From State Machine // Method of Use: Called From State Machine
//-------------------------------------------------------------- //--------------------------------------------------------------
class CoverCombatWithRangedWeapon : public Behavior class CoverCombatWithRangedWeapon : public Behavior {
{ public:
//------------------------------------ //------------------------------------
// States // States
//------------------------------------ //------------------------------------
public: typedef enum {
typedef enum COVERCOMBAT_WRW_FIND_COVER,
{ COVERCOMBAT_WRW_FIND_BETTER_COVER,
COVERCOMBAT_WRW_FIND_COVER, COVERCOMBAT_WRW_MOVE_TO_COVER,
COVERCOMBAT_WRW_FIND_BETTER_COVER, COVERCOMBAT_WRW_CHANGE_POSTURE_DUCK,
COVERCOMBAT_WRW_MOVE_TO_COVER, COVERCOMBAT_WRW_CHANGE_POSTURE_STAND,
COVERCOMBAT_WRW_CHANGE_POSTURE_DUCK, COVERCOMBAT_WRW_FIRE_STANDING,
COVERCOMBAT_WRW_CHANGE_POSTURE_STAND, COVERCOMBAT_WRW_FIRE_PAUSE_STANDING,
COVERCOMBAT_WRW_FIRE_STANDING, COVERCOMBAT_WRW_SPOTTED,
COVERCOMBAT_WRW_FIRE_PAUSE_STANDING, COVERCOMBAT_WRW_DUCKED,
COVERCOMBAT_WRW_SPOTTED, COVERCOMBAT_WRW_STANDING,
COVERCOMBAT_WRW_DUCKED, COVERCOMBAT_WRW_SUCCESS,
COVERCOMBAT_WRW_STANDING, COVERCOMBAT_WRW_FAILED
COVERCOMBAT_WRW_SUCCESS, } coverCombatStates_t;
COVERCOMBAT_WRW_FAILED
} coverCombatStates_t;
//------------------------------------
// Parameters
//------------------------------------
private:
str _movementAnim;
str _torsoAnim;
str _fireAnim;
float _maxDistance;
float _fireTimeMin;
float _fireTimeMax;
float _pauseTimeMin;
float _pauseTimeMax;
//-------------------------------------
// Internal Functionality
//-------------------------------------
protected:
void transitionToState ( coverCombatStates_t state );
void setInternalState ( coverCombatStates_t state , const str &stateName );
void init ( Actor &self );
void think ();
void updateEnemy ();
void setTorsoAnim ();
void setupRotate();
BehaviorReturnCode_t evaluateRotate();
void setupStateFindCover ();
BehaviorReturnCode_t evaluateStateFindCover ();
void failureStateFindCover ( const str& failureReason );
void setupStateMoveToCover ();
BehaviorReturnCode_t evaluateStateMoveToCover ();
void failureStateMoveToCover ( const str& failureReason );
void setupStateChangePostureDuck ();
BehaviorReturnCode_t evaluateStateChangePostureDuck ();
void failureStateChangePostureDuck ( const str& failureReason );
void setupStateChangePostureStand ();
BehaviorReturnCode_t evaluateStateChangePostureStand ();
void failureStateChangePostureStand ( const str& failureReason );
void setupStateSpotted ();
BehaviorReturnCode_t evaluateStateSpotted ();
void failureStateSpotted ( const str& failureReason );
void setupStateDucked ();
BehaviorReturnCode_t evaluateStateDucked ();
void failureStateDucked ( const str& failureReason );
void setupStateStanding ();
BehaviorReturnCode_t evaluateStateStanding ();
void failureStateStanding ( const str& failureReason );
void setupStateFindBetterCover ();
BehaviorReturnCode_t evaluateStateFindBetterCover ();
void failureStateFindBetterCover ( const str& failureReason );
void setupStateFireStanding ();
BehaviorReturnCode_t evaluateStateFireStanding ();
void failureStateFireStanding ( const str& failureReason );
void setupStateFirePauseStanding ();
BehaviorReturnCode_t evaluateStateFirePauseStanding ();
void failureStateFirePauseStanding ( const str& failureReason );
//------------------------------------- //-------------------------------------
// Public Interface // Public Interface
//------------------------------------- //-------------------------------------
public: CLASS_PROTOTYPE(CoverCombatWithRangedWeapon);
CLASS_PROTOTYPE( CoverCombatWithRangedWeapon );
CoverCombatWithRangedWeapon(); CoverCombatWithRangedWeapon();
~CoverCombatWithRangedWeapon(); ~CoverCombatWithRangedWeapon();
void SetArgs ( Event *ev ); void SetArgs(Event* ev);
void AnimDone ( Event *ev ); void AnimDone(Event* ev);
void PostureDone ( Event *ev ); void PostureDone(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);
void SetMovementAnim( const str& movementAnim ); void SetMovementAnim(const str& movementAnim);
const str& GetMovementAnim(); const str& GetMovementAnim();
void SetTorsoAnim( const str& torsoAnim ); void SetTorsoAnim(const str& torsoAnim);
const str& GetTorsoAnim(); const str& GetTorsoAnim();
void SetFireAnim( const str& fireAnim ); void SetFireAnim(const str& fireAnim);
const str& GetFireAnim(); const str& GetFireAnim();
void SetMaxDistance( float maxDistance ); void SetMaxDistance(float maxDistance);
float GetMaxDistance(); float GetMaxDistance();
void SetFireTimeMin( float fireTimeMin ); void SetFireTimeMin(float fireTimeMin);
float GetFireTimeMin(); float GetFireTimeMin();
void SetFireTimeMax( float fireTimeMax ); void SetFireTimeMax(float fireTimeMax);
float GetFireTimeMax(); float GetFireTimeMax();
void SetPauseTimeMin( float pauseTimeMin ); void SetPauseTimeMin(float pauseTimeMin);
float GetPauseTimeMin(); float GetPauseTimeMin();
void SetPauseTimeMax( float pauseTimeMax ); void SetPauseTimeMax(float pauseTimeMax);
float GetPauseTimeMax(); float GetPauseTimeMax();
static bool CanExecute( Actor &self , float maxDistance ); static bool CanExecute(Actor& self, float maxDistance);
virtual void Archive ( Archiver &arc ); virtual void Archive(Archiver& arc);
protected:
//-------------------------------------
// Internal Functionality
//-------------------------------------
void transitionToState(coverCombatStates_t state);
void setInternalState(coverCombatStates_t state, const str& stateName);
void init(Actor& self);
void think();
void updateEnemy();
void setTorsoAnim();
void setupRotate();
BehaviorReturnCode_t evaluateRotate();
void setupStateFindCover();
BehaviorReturnCode_t evaluateStateFindCover();
void failureStateFindCover(const str& failureReason);
void setupStateMoveToCover();
BehaviorReturnCode_t evaluateStateMoveToCover();
void failureStateMoveToCover(const str& failureReason);
void setupStateChangePostureDuck();
BehaviorReturnCode_t evaluateStateChangePostureDuck();
void failureStateChangePostureDuck(const str& failureReason);
void setupStateChangePostureStand();
BehaviorReturnCode_t evaluateStateChangePostureStand();
void failureStateChangePostureStand(const str& failureReason);
void setupStateSpotted();
BehaviorReturnCode_t evaluateStateSpotted();
void failureStateSpotted(const str& failureReason);
void setupStateDucked();
BehaviorReturnCode_t evaluateStateDucked();
void failureStateDucked(const str& failureReason);
void setupStateStanding();
BehaviorReturnCode_t evaluateStateStanding();
void failureStateStanding(const str& failureReason);
void setupStateFindBetterCover();
BehaviorReturnCode_t evaluateStateFindBetterCover();
void failureStateFindBetterCover(const str& failureReason);
void setupStateFireStanding();
BehaviorReturnCode_t evaluateStateFireStanding();
void failureStateFireStanding(const str& failureReason);
void setupStateFirePauseStanding();
BehaviorReturnCode_t evaluateStateFirePauseStanding();
void failureStateFirePauseStanding(const str& failureReason);
private:
//------------------------------------
// Parameters
//------------------------------------
str _movementAnim;
str _torsoAnim;
str _fireAnim;
float _maxDistance;
float _fireTimeMin;
float _fireTimeMax;
float _pauseTimeMin;
float _pauseTimeMax;
//------------------------------------- //-------------------------------------
// Components // Components
//------------------------------------- //-------------------------------------
private: GotoPoint _gotoPoint;
GotoPoint _gotoPoint; FireWeapon _fireWeapon;
FireWeapon _fireWeapon; RotateToEntity _rotate;
RotateToEntity _rotate;
//------------------------------------- //-------------------------------------
// Member Variables // Member Variables
//------------------------------------- //-------------------------------------
private: coverCombatStates_t _state;
coverCombatStates_t _state; HelperNodePtr _node;
HelperNodePtr _node; Actor* _self;
Actor *_self; EntityPtr _currentEnemy;
EntityPtr _currentEnemy; bool _finishedPostureTransition;
bool _finishedPostureTransition; bool _spotted;
bool _spotted; float _nextSpotCheck;
float _nextSpotCheck; float _nextStandTime;
float _nextStandTime; float _nextDuckTime;
float _nextDuckTime; float _nextFireTime;
float _nextFireTime; float _nextPauseTime;
float _nextPauseTime;
static const float NODE_RADIUS; static const float NODE_RADIUS;
};
inline void CoverCombatWithRangedWeapon::SetMovementAnim(const str& movementAnim) {
};
inline void CoverCombatWithRangedWeapon::SetMovementAnim( const str& movementAnim )
{
_movementAnim = movementAnim; _movementAnim = movementAnim;
} }
inline const str& CoverCombatWithRangedWeapon::GetMovementAnim() inline const str& CoverCombatWithRangedWeapon::GetMovementAnim() {
{
return _movementAnim; return _movementAnim;
} }
inline void CoverCombatWithRangedWeapon::SetTorsoAnim( const str& torsoAnim ) inline void CoverCombatWithRangedWeapon::SetTorsoAnim(const str& torsoAnim) {
{
_torsoAnim = torsoAnim; _torsoAnim = torsoAnim;
} }
inline const str& CoverCombatWithRangedWeapon::GetTorsoAnim() inline const str& CoverCombatWithRangedWeapon::GetTorsoAnim() {
{
return _torsoAnim; return _torsoAnim;
} }
inline void CoverCombatWithRangedWeapon::SetFireAnim( const str& fireAnim ) inline void CoverCombatWithRangedWeapon::SetFireAnim(const str& fireAnim) {
{
_fireAnim = fireAnim; _fireAnim = fireAnim;
} }
inline const str& CoverCombatWithRangedWeapon::GetFireAnim() inline const str& CoverCombatWithRangedWeapon::GetFireAnim() {
{
return _fireAnim; return _fireAnim;
} }
inline void CoverCombatWithRangedWeapon::SetMaxDistance( float maxDistance ) inline void CoverCombatWithRangedWeapon::SetMaxDistance(float maxDistance) {
{
_maxDistance = maxDistance; _maxDistance = maxDistance;
} }
inline float CoverCombatWithRangedWeapon::GetMaxDistance() inline float CoverCombatWithRangedWeapon::GetMaxDistance() {
{
return _maxDistance; return _maxDistance;
} }
inline void CoverCombatWithRangedWeapon::SetFireTimeMin( float fireTimeMin ) inline void CoverCombatWithRangedWeapon::SetFireTimeMin(float fireTimeMin) {
{
_fireTimeMin = fireTimeMin; _fireTimeMin = fireTimeMin;
} }
inline float CoverCombatWithRangedWeapon::GetFireTimeMin() inline float CoverCombatWithRangedWeapon::GetFireTimeMin() {
{
return _fireTimeMin; return _fireTimeMin;
} }
inline void CoverCombatWithRangedWeapon::SetFireTimeMax( float fireTimeMax ) inline void CoverCombatWithRangedWeapon::SetFireTimeMax(float fireTimeMax) {
{
_fireTimeMax = fireTimeMax; _fireTimeMax = fireTimeMax;
} }
inline float CoverCombatWithRangedWeapon::GetFireTimeMax() inline float CoverCombatWithRangedWeapon::GetFireTimeMax() {
{
return _fireTimeMax; return _fireTimeMax;
} }
inline void CoverCombatWithRangedWeapon::SetPauseTimeMin( float pauseTimeMin ) inline void CoverCombatWithRangedWeapon::SetPauseTimeMin(float pauseTimeMin) {
{
_pauseTimeMin = pauseTimeMin; _pauseTimeMin = pauseTimeMin;
} }
inline float CoverCombatWithRangedWeapon::GetPauseTimeMin() inline float CoverCombatWithRangedWeapon::GetPauseTimeMin() {
{
return _pauseTimeMin; return _pauseTimeMin;
} }
inline void CoverCombatWithRangedWeapon::SetPauseTimeMax( float pauseTimeMax ) inline void CoverCombatWithRangedWeapon::SetPauseTimeMax(float pauseTimeMax) {
{
_pauseTimeMax = pauseTimeMax; _pauseTimeMax = pauseTimeMax;
} }
inline float CoverCombatWithRangedWeapon::GetPauseTimeMax() inline float CoverCombatWithRangedWeapon::GetPauseTimeMax() {
{
return _pauseTimeMax; return _pauseTimeMax;
} }
inline void CoverCombatWithRangedWeapon::Archive( Archiver &arc ) inline void CoverCombatWithRangedWeapon::Archive(Archiver& arc) {
{ Behavior::Archive(arc);
Behavior::Archive ( arc );
// //
// Archive Parameters // Archive Parameters
// //
arc.ArchiveString ( &_movementAnim ); arc.ArchiveString(&_movementAnim);
arc.ArchiveString ( &_torsoAnim ); arc.ArchiveString(&_torsoAnim);
arc.ArchiveString ( &_fireAnim ); arc.ArchiveString(&_fireAnim);
arc.ArchiveFloat ( &_maxDistance ); arc.ArchiveFloat(&_maxDistance);
arc.ArchiveFloat ( &_fireTimeMin ); arc.ArchiveFloat(&_fireTimeMin);
arc.ArchiveFloat ( &_fireTimeMax ); arc.ArchiveFloat(&_fireTimeMax);
arc.ArchiveFloat ( &_pauseTimeMin ); arc.ArchiveFloat(&_pauseTimeMin);
arc.ArchiveFloat ( &_pauseTimeMax ); arc.ArchiveFloat(&_pauseTimeMax);
// //
// Archive Components // Archive Components
// //
arc.ArchiveObject ( &_gotoPoint ); arc.ArchiveObject(&_gotoPoint);
arc.ArchiveObject ( &_fireWeapon ); arc.ArchiveObject(&_fireWeapon);
arc.ArchiveObject ( &_rotate ); arc.ArchiveObject(&_rotate);
// //
// Archive Member Variables // Archive Member Variables
// //
ArchiveEnum ( _state, coverCombatStates_t ); ArchiveEnum(_state, coverCombatStates_t);
arc.ArchiveSafePointer ( &_node ); arc.ArchiveSafePointer(&_node);
arc.ArchiveObjectPointer( ( Class ** )&_self ); arc.ArchiveObjectPointer((Class **)&_self);
arc.ArchiveSafePointer ( &_currentEnemy ); arc.ArchiveSafePointer(&_currentEnemy);
arc.ArchiveBool ( &_finishedPostureTransition ); arc.ArchiveBool(&_finishedPostureTransition);
arc.ArchiveBool ( &_spotted ); arc.ArchiveBool(&_spotted);
arc.ArchiveFloat ( &_nextSpotCheck ); arc.ArchiveFloat(&_nextSpotCheck);
arc.ArchiveFloat ( &_nextStandTime ); arc.ArchiveFloat(&_nextStandTime);
arc.ArchiveFloat ( &_nextDuckTime ); arc.ArchiveFloat(&_nextDuckTime);
arc.ArchiveFloat ( &_nextFireTime ); arc.ArchiveFloat(&_nextFireTime);
arc.ArchiveFloat ( &_nextPauseTime ); arc.ArchiveFloat(&_nextPauseTime);
} }