//----------------------------------------------------------------------------- // Copyright (c) 2014 Guy Allard // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "followBehaviorAction.h" #include "T3D/aiPlayer.h" using namespace BadBehavior; //------------------------------------------------------------------------------ // FollowBehavior node //------------------------------------------------------------------------------ IMPLEMENT_CONOBJECT(FollowBehaviorAction); FollowBehaviorAction::FollowBehaviorAction() { } bool FollowBehaviorAction::precondition( SimObject *owner ) { PROFILE_SCOPE( FollowBehaviorAction_precondition); // check that our owner is an AIPlayer AIPlayer *aiPlayer = dynamic_cast(owner); if(!aiPlayer) return false; return true; } void FollowBehaviorAction::onEnter( SimObject *owner ) { //PROFILE_SCOPE( FollowBehaviorAction_onEnter ); } void FollowBehaviorAction::onExit( SimObject *owner ) { //PROFILE_SCOPE( FollowBehaviorAction_onExit ); } Status FollowBehaviorAction::behavior( SimObject *owner ) { PROFILE_SCOPE( FollowBehaviorAction_behavior ); // get the owning AIPlayer object AIPlayer *aiPlayer = dynamic_cast(owner); if(!aiPlayer) return FAILURE; // get the script-specified followObject const char *followFieldName = StringTable->insert("followObject"); const char *followFieldValue = owner->getDataField(followFieldName, NULL); if(!followFieldValue || !followFieldValue[0]) return FAILURE; SimObject *followSimObj = Sim::findObject(dAtoi(followFieldValue)); if(!followSimObj) return FAILURE; // check that the follow object is a SceneObject SceneObject *followObject = dynamic_cast(followSimObj); if(!followObject) return FAILURE; // get the script-specified followDistance field const char *distanceFieldName = StringTable->insert("followDistance"); const char *distanceFieldValue = owner->getDataField(distanceFieldName, NULL); float followDistance = 1.f; if(distanceFieldValue && distanceFieldValue[0]) followDistance = dAtof(distanceFieldValue); // try and stay at followDistance from the followObject Point3F targetPos = followObject->getPosition(); Point3F followVec = aiPlayer->getPosition() - targetPos; // get current distance (ignore z component) F32 curDist = Point3F(followVec.x, followVec.y, 0.f).len(); if(mFabs(curDist - followDistance) > aiPlayer->getMoveTolerance()) { followVec.normalize(); followVec *= followDistance; Point3F destination = targetPos + followVec; aiPlayer->setMoveDestination(destination, true); return RUNNING; } return SUCCESS; }