/* ** Command & Conquer Generals Zero Hour(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // WanderAIUpdate.cpp ////////// // Will give self random move commands // Author: Graham Smallwood, April 2002 #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/RandomValue.h" #include "GameLogic/Module/WanderAIUpdate.h" #include "GameLogic/Object.h" //------------------------------------------------------------------------------------------------- AIStateMachine* WanderAIUpdate::makeStateMachine() { return newInstance(AIStateMachine)( getObject(), "WanderAIUpdateMachine"); } //------------------------------------------------------------------------------------------------- WanderAIUpdate::WanderAIUpdate( Thing *thing, const ModuleData* moduleData ) : AIUpdateInterface( thing, moduleData ) { } //------------------------------------------------------------------------------------------------- WanderAIUpdate::~WanderAIUpdate( void ) { } //------------------------------------------------------------------------------------------------- UpdateSleepTime WanderAIUpdate::update( void ) { // If I'm standing still, move somewhere if (isIdle()) { Coord3D dest = *(getObject()->getPosition()); dest.x += GameLogicRandomValue( 5, 50 ); dest.y += GameLogicRandomValue( 5, 50 ); aiMoveToPosition( &dest, CMD_FROM_AI ); } // extend /*UpdateSleepTime ret =*/ AIUpdateInterface::update(); //return (mine < ret) ? mine : ret; /// @todo srj -- someday, make sleepy. for now, must not sleep. return UPDATE_SLEEP_NONE; } // end update // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void WanderAIUpdate::crc( Xfer *xfer ) { // extend base class AIUpdateInterface::crc(xfer); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void WanderAIUpdate::xfer( Xfer *xfer ) { XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class AIUpdateInterface::xfer(xfer); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void WanderAIUpdate::loadPostProcess( void ) { // extend base class AIUpdateInterface::loadPostProcess(); } // end loadPostProcess