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hl2sdk/game/server/swarm/asw_ai_behavior_wander.h
2010-07-22 01:46:14 -05:00

92 lines
2.1 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: blah blah blah
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef ASW_AI_BEHAVIOR_WANDER_H
#define ASW_AI_BEHAVIOR_WANDER_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_ai_behavior.h"
enum EWanderType
{
WANDER_TYPE_NORMAL,
WANDER_TYPE_DIRECTION,
WANDER_TYPE_MAX
};
class CAI_ASW_WanderBehavior : public CAI_ASW_Behavior
{
DECLARE_CLASS( CAI_ASW_WanderBehavior, CAI_ASW_Behavior );
public:
CAI_ASW_WanderBehavior( );
virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_WANDER; }
static const char *GetClassName() { return "behavior_wander"; }
virtual const char *GetClassNameV() { return GetClassName(); }
virtual const char *GetName() { return "Wander"; }
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual void Precache( void );
virtual bool CanSelectSchedule( );
virtual void GatherConditions( );
virtual void GatherConditionsNotActive( );
virtual void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual int SelectSchedule( );
enum
{
SCHED_WANDER_MEDIUM = BaseClass::NEXT_SCHEDULE,
SCHED_WANDER_STANDOFF,
SCHED_WANDER_DIRECTIONAL,
SCHED_WANDER_FAIL,
NEXT_SCHEDULE,
TASK_WANDER_DIRECTION = BaseClass::NEXT_TASK,
NEXT_TASK,
COND_WANDER_ENEMY_TOO_CLOSE = BaseClass::NEXT_CONDITION,
NEXT_CONDITION,
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
protected:
virtual void GatherCommonConditions( );
private:
EWanderType m_WanderType;
float m_flMinDistance;
float m_flMaxDistance;
float m_flStrafeFactor;
float m_flDistanceTooCloseSq;
float m_flDivisions;
bool m_bCanStrafeLeft;
bool m_bCanStrafeRight;
DECLARE_DATADESC();
};
#endif // ASW_AI_BEHAVIOR_WANDER_H