WanderAIUpdate.cpp 3.6 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // WanderAIUpdate.cpp //////////
  24. // Will give self random move commands
  25. // Author: Graham Smallwood, April 2002
  26. #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
  27. #include "Common/RandomValue.h"
  28. #include "GameLogic/Module/WanderAIUpdate.h"
  29. #include "GameLogic/Object.h"
  30. //-------------------------------------------------------------------------------------------------
  31. AIStateMachine* WanderAIUpdate::makeStateMachine()
  32. {
  33. return newInstance(AIStateMachine)( getObject(), "WanderAIUpdateMachine");
  34. }
  35. //-------------------------------------------------------------------------------------------------
  36. WanderAIUpdate::WanderAIUpdate( Thing *thing, const ModuleData* moduleData ) : AIUpdateInterface( thing, moduleData )
  37. {
  38. }
  39. //-------------------------------------------------------------------------------------------------
  40. WanderAIUpdate::~WanderAIUpdate( void )
  41. {
  42. }
  43. //-------------------------------------------------------------------------------------------------
  44. UpdateSleepTime WanderAIUpdate::update( void )
  45. {
  46. // If I'm standing still, move somewhere
  47. if (isIdle())
  48. {
  49. Coord3D dest = *(getObject()->getPosition());
  50. dest.x += GameLogicRandomValue( 5, 50 );
  51. dest.y += GameLogicRandomValue( 5, 50 );
  52. aiMoveToPosition( &dest, CMD_FROM_AI );
  53. }
  54. // extend
  55. /*UpdateSleepTime ret =*/ AIUpdateInterface::update();
  56. //return (mine < ret) ? mine : ret;
  57. /// @todo srj -- someday, make sleepy. for now, must not sleep.
  58. return UPDATE_SLEEP_NONE;
  59. } // end update
  60. // ------------------------------------------------------------------------------------------------
  61. /** CRC */
  62. // ------------------------------------------------------------------------------------------------
  63. void WanderAIUpdate::crc( Xfer *xfer )
  64. {
  65. // extend base class
  66. AIUpdateInterface::crc(xfer);
  67. } // end crc
  68. // ------------------------------------------------------------------------------------------------
  69. /** Xfer method
  70. * Version Info:
  71. * 1: Initial version */
  72. // ------------------------------------------------------------------------------------------------
  73. void WanderAIUpdate::xfer( Xfer *xfer )
  74. {
  75. XferVersion currentVersion = 1;
  76. XferVersion version = currentVersion;
  77. xfer->xferVersion( &version, currentVersion );
  78. // extend base class
  79. AIUpdateInterface::xfer(xfer);
  80. } // end xfer
  81. // ------------------------------------------------------------------------------------------------
  82. /** Load post process */
  83. // ------------------------------------------------------------------------------------------------
  84. void WanderAIUpdate::loadPostProcess( void )
  85. {
  86. // extend base class
  87. AIUpdateInterface::loadPostProcess();
  88. } // end loadPostProcess