This commit is contained in:
FluorescentCIAAfricanAmerican
2020-04-22 12:56:21 -04:00
commit 3bf9df6b27
15370 changed files with 5489726 additions and 0 deletions
@@ -0,0 +1,118 @@
// BehaviorBackUp.h
// Back up for a short duration
// Author: Michael Booth, March 2007
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef _BEHAVIOR_BACK_UP_H_
#define _BEHAVIOR_BACK_UP_H_
//----------------------------------------------------------------------------------------------
/**
* Move backwards for a short duration away from a given position.
* Useful to dislodge ourselves if we get stuck while following our path.
*/
template < typename Actor >
class BehaviorBackUp : public Action< Actor >
{
public:
BehaviorBackUp( const Vector &avoidPos );
virtual ActionResult< Actor > OnStart( Actor *me, Action< Actor > *priorAction );
virtual ActionResult< Actor > Update( Actor *me, float interval );
virtual EventDesiredResult< Actor > OnStuck( Actor *me );
virtual const char *GetName( void ) const { return "BehaviorBackUp"; }
private:
CountdownTimer m_giveUpTimer;
CountdownTimer m_backupTimer;
CountdownTimer m_jumpTimer;
Vector m_way;
Vector m_avoidPos;
};
//----------------------------------------------------------------------------------------------
template < typename Actor >
inline BehaviorBackUp< Actor >::BehaviorBackUp( const Vector &avoidPos )
{
m_avoidPos = avoidPos;
}
//----------------------------------------------------------------------------------------------
template < typename Actor >
inline ActionResult< Actor > BehaviorBackUp< Actor >::OnStart( Actor *me, Action< Actor > *priorAction )
{
ILocomotion *mover = me->GetLocomotionInterface();
// don't back off if we're on a ladder
if ( mover && mover->IsUsingLadder() )
{
return Done();
}
float backupTime = RandomFloat( 0.3f, 0.5f );
m_backupTimer.Start( backupTime );
m_jumpTimer.Start( 1.5f * backupTime );
m_giveUpTimer.Start( 2.5f * backupTime );
m_way = me->GetPosition() - m_avoidPos;
m_way.NormalizeInPlace();
return Continue();
}
//----------------------------------------------------------------------------------------------
template < typename Actor >
inline ActionResult< Actor > BehaviorBackUp< Actor >::Update( Actor *me, float interval )
{
if ( m_giveUpTimer.IsElapsed() )
{
return Done();
}
// if ( m_jumpTimer.HasStarted() && m_jumpTimer.IsElapsed() )
// {
// me->GetLocomotionInterface()->Jump();
// m_jumpTimer.Invalidate();
// }
ILocomotion *mover = me->GetLocomotionInterface();
if ( mover )
{
Vector goal;
if ( m_backupTimer.IsElapsed() )
{
// move towards bad spot
goal = m_avoidPos; // me->GetPosition() - 100.0f * m_way;
}
else
{
// move away from bad spot
goal = me->GetPosition() + 100.0f * m_way;
}
mover->Approach( goal );
}
return Continue();
}
//----------------------------------------------------------------------------------------------
template < typename Actor >
inline EventDesiredResult< Actor > BehaviorBackUp< Actor >::OnStuck( Actor *me )
{
return TryToSustain( RESULT_IMPORTANT, "Stuck while trying to back up" );
}
#endif // _BEHAVIOR_BACK_UP_H_
@@ -0,0 +1,126 @@
// BehaviorMoveTo.h
// Move to a potentially far away position
// Author: Michael Booth, June 2007
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef _BEHAVIOR_MOVE_TO_H_
#define _BEHAVIOR_MOVE_TO_H_
//----------------------------------------------------------------------------------------------
/**
* Move to a potentially far away position, using path planning.
*/
template < typename Actor, typename PathCost >
class BehaviorMoveTo : public Action< Actor >
{
public:
BehaviorMoveTo( const Vector &goal, Action< Actor > *successAction = NULL, Action< Actor > *failAction = NULL );
virtual ActionResult< Actor > OnStart( Actor *me, Action< Actor > *priorAction );
virtual ActionResult< Actor > Update( Actor *me, float interval );
virtual EventDesiredResult< Actor > OnMoveToSuccess( Actor *me, const Path *path );
virtual EventDesiredResult< Actor > OnMoveToFailure( Actor *me, const Path *path, MoveToFailureType reason );
virtual bool ComputePath( Actor *me, const Vector &goal, PathFollower *path );
virtual const char *GetName( void ) const { return "BehaviorMoveTo"; }
private:
Vector m_goal;
PathFollower m_path;
Action< Actor > *m_successAction;
Action< Actor > *m_failAction;
};
//----------------------------------------------------------------------------------------------
template < typename Actor, typename PathCost >
inline BehaviorMoveTo< Actor, PathCost >::BehaviorMoveTo( const Vector &goal, Action< Actor > *successAction, Action< Actor > *failAction )
{
m_goal = goal;
m_path.Invalidate();
m_successAction = successAction;
m_failAction = failAction;
}
//----------------------------------------------------------------------------------------------
template < typename Actor, typename PathCost >
inline bool BehaviorMoveTo< Actor, PathCost >::ComputePath( Actor *me, const Vector &goal, PathFollower *path )
{
PathCost cost( me );
return path->Compute( me, goal, cost );
}
//----------------------------------------------------------------------------------------------
template < typename Actor, typename PathCost >
inline ActionResult< Actor > BehaviorMoveTo< Actor, PathCost >::OnStart( Actor *me, Action< Actor > *priorAction )
{
if ( !this->ComputePath( me, m_goal, &m_path ) )
{
if ( m_failAction )
{
return this->ChangeTo( m_failAction, "No path to goal" );
}
return this->Done( "No path to goal" );
}
return this->Continue();
}
//----------------------------------------------------------------------------------------------
template < typename Actor, typename PathCost >
inline ActionResult< Actor > BehaviorMoveTo< Actor, PathCost >::Update( Actor *me, float interval )
{
// if path became invalid during last tick for any reason, we're done
if ( !m_path.IsValid() )
{
if ( m_failAction )
{
return this->ChangeTo( m_failAction, "Path is invalid" );
}
return this->Done( "Path is invalid" );
}
// move along path - success/fail event handlers will exit behavior when goal is reached
m_path.Update( me );
return this->Continue();
}
//----------------------------------------------------------------------------------------------
template < typename Actor, typename PathCost >
inline EventDesiredResult< Actor > BehaviorMoveTo< Actor, PathCost >::OnMoveToSuccess( Actor *me, const Path *path )
{
if ( m_successAction )
{
return this->TryChangeTo( m_successAction, RESULT_CRITICAL, "OnMoveToSuccess" );
}
return this->TryDone( RESULT_CRITICAL, "OnMoveToSuccess" );
}
//----------------------------------------------------------------------------------------------
template < typename Actor, typename PathCost >
inline EventDesiredResult< Actor > BehaviorMoveTo< Actor, PathCost >::OnMoveToFailure( Actor *me, const Path *path, MoveToFailureType reason )
{
if ( m_failAction )
{
return this->TryChangeTo( m_failAction, RESULT_CRITICAL, "OnMoveToFailure" );
}
return this->TryDone( RESULT_CRITICAL, "OnMoveToFailure" );
}
#endif // _BEHAVIOR_MOVE_TO_H_