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- /*
- ** Command & Conquer Generals(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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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
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