This commit is contained in:
nephacks
2025-06-04 03:22:50 +02:00
parent f234f23848
commit f12416cffd
14243 changed files with 6446499 additions and 26 deletions

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// BehaviorBackUp.h
// Back up for a short duration
// Author: Michael Booth, March 2007
// Copyright (c) 2007 Turtle Rock Studios, Inc. - All Rights Reserved
#ifndef _BEHAVIOR_BACK_UP_H_
#define _BEHAVIOR_BACK_UP_H_
//----------------------------------------------------------------------------------------------
/**
* Move backwards for a short duration away from a given position.
* Useful to dislodge ourselves if we get stuck while following our path.
*/
template < typename Actor >
class BehaviorBackUp : public Action< Actor >
{
public:
BehaviorBackUp( const Vector &avoidPos );
virtual ActionResult< Actor > OnStart( Actor *me, Action< Actor > *priorAction );
virtual ActionResult< Actor > Update( Actor *me, float interval );
virtual EventDesiredResult< Actor > OnStuck( Actor *me );
virtual const char *GetName( void ) const { return "BehaviorBackUp"; }
private:
CountdownTimer m_giveUpTimer;
CountdownTimer m_backupTimer;
CountdownTimer m_jumpTimer;
Vector m_way;
Vector m_avoidPos;
};
//----------------------------------------------------------------------------------------------
template < typename Actor >
inline BehaviorBackUp< Actor >::BehaviorBackUp( const Vector &avoidPos )
{
m_avoidPos = avoidPos;
}
//----------------------------------------------------------------------------------------------
template < typename Actor >
inline ActionResult< Actor > BehaviorBackUp< Actor >::OnStart( Actor *me, Action< Actor > *priorAction )
{
ILocomotion *mover = me->GetLocomotionInterface();
// don't back off if we're on a ladder
if ( mover && mover->IsUsingLadder() )
{
return Done();
}
float backupTime = RandomFloat( 0.3f, 0.5f );
m_backupTimer.Start( backupTime );
m_jumpTimer.Start( 1.5f * backupTime );
m_giveUpTimer.Start( 2.5f * backupTime );
m_way = me->GetPosition() - m_avoidPos;
m_way.NormalizeInPlace();
return Continue();
}
//----------------------------------------------------------------------------------------------
template < typename Actor >
inline ActionResult< Actor > BehaviorBackUp< Actor >::Update( Actor *me, float interval )
{
if ( m_giveUpTimer.IsElapsed() )
{
return Done();
}
// if ( m_jumpTimer.HasStarted() && m_jumpTimer.IsElapsed() )
// {
// me->GetLocomotionInterface()->Jump();
// m_jumpTimer.Invalidate();
// }
ILocomotion *mover = me->GetLocomotionInterface();
if ( mover )
{
Vector goal;
if ( m_backupTimer.IsElapsed() )
{
// move towards bad spot
goal = m_avoidPos; // me->GetPosition() - 100.0f * m_way;
}
else
{
// move away from bad spot
goal = me->GetPosition() + 100.0f * m_way;
}
mover->Approach( goal );
}
return Continue();
}
//----------------------------------------------------------------------------------------------
template < typename Actor >
inline EventDesiredResult< Actor > BehaviorBackUp< Actor >::OnStuck( Actor *me )
{
return TryToSustain( RESULT_IMPORTANT, "Stuck while trying to back up" );
}
#endif // _BEHAVIOR_BACK_UP_H_

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// BehaviorMoveTo.h
// Move to a potentially far away position
// Author: Michael Booth, June 2007
// Copyright (c) 2007 Turtle Rock Studios, Inc. - All Rights Reserved
#ifndef _BEHAVIOR_MOVE_TO_H_
#define _BEHAVIOR_MOVE_TO_H_
//----------------------------------------------------------------------------------------------
/**
* Move to a potentially far away position, using path planning.
*/
template < typename Actor, typename PathCost >
class BehaviorMoveTo : public Action< Actor >
{
public:
BehaviorMoveTo( const Vector &goal );
virtual ActionResult< Actor > OnStart( Actor *me, Action< Actor > *priorAction );
virtual ActionResult< Actor > Update( Actor *me, float interval );
// derive to supply specific cost functor - default uses simple shortest path
virtual bool ComputePath( Actor *me, const Vector &goal, PathFollower *path );
virtual const char *GetName( void ) const { return "BehaviorMoveTo"; }
private:
Vector m_goal;
PathFollower m_path;
};
//----------------------------------------------------------------------------------------------
template < typename Actor, typename PathCost >
inline BehaviorMoveTo< Actor, PathCost >::BehaviorMoveTo( const Vector &goal )
{
m_goal = goal;
m_path.Invalidate();
}
//----------------------------------------------------------------------------------------------
template < typename Actor, typename PathCost >
inline bool BehaviorMoveTo< Actor, PathCost >::ComputePath( Actor *me, const Vector &goal, PathFollower *path )
{
PathCost cost( me );
return path->Compute( me, goal, cost );
}
//----------------------------------------------------------------------------------------------
template < typename Actor, typename PathCost >
inline ActionResult< Actor > BehaviorMoveTo< Actor, PathCost >::OnStart( Actor *me, Action< Actor > *priorAction )
{
if ( !ComputePath( me, m_goal, &m_path ) )
{
return Done( "No path to goal" );
}
return Continue();
}
//----------------------------------------------------------------------------------------------
template < typename Actor, typename PathCost >
inline ActionResult< Actor > BehaviorMoveTo< Actor, PathCost >::Update( Actor *me, float interval )
{
// move along path
m_path.Update( me );
if ( m_path.IsValid() )
{
return Continue();
}
return Done();
}
#endif // _BEHAVIOR_MOVE_TO_H_