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- //-----------------------------------------------------------------------------
- // 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<AIPlayer *>(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<AIPlayer *>(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<SceneObject *>(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;
- }
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