#include <AIStateMachine.h>
Inherits AIInternalMoveToState.
Public Member Functions | |
| AIAttackPursueTargetState (StateMachine *machine, Bool follow, Bool attackingObject, Bool forceAttacking) | |
| virtual Bool | isAttack () const |
| virtual StateReturnType | onEnter () |
| virtual void | onExit (StateExitType status) |
| virtual StateReturnType | update () |
Public Member Functions inherited from AIInternalMoveToState | |
| AIInternalMoveToState (StateMachine *machine, AsciiString name) | |
Public Member Functions inherited from State | |
| State (StateMachine *machine, AsciiString name) | |
| < this abstract class needs memory pool hooks | |
| virtual Bool | isIdle () const |
| virtual Bool | isGuardIdle () const |
| virtual Bool | isBusy () const |
| StateMachine * | getMachine () |
| return the machine this state is part of | |
| StateID | getID () const |
| get this state's id | |
| Object * | getMachineOwner () |
| const Object * | getMachineOwner () const |
| Object * | getMachineGoalObject () |
| return the machine this state is part of | |
| const Object * | getMachineGoalObject () const |
| return the machine this state is part of | |
| const Coord3D * | getMachineGoalPosition () const |
| return the machine this state is part of | |
| void | friend_setID (StateID id) |
| define this state's id (for use only by StateMachine class) | |
| void | friend_onSuccess (StateID toStateID) |
| define which state to move to after successful completion | |
| void | friend_onFailure (StateID toStateID) |
| define which state to move to after failure | |
| void | friend_onCondition (StateTransFuncPtr test, StateID toStateID, void *userData, const char *description=NULL) |
| define when to change state | |
| StateReturnType | friend_checkForTransitions (StateReturnType status) |
| given a return code, handle state transitions | |
| StateReturnType | friend_checkForSleepTransitions (StateReturnType status) |
| given a return code, handle state transitions | |
Public Member Functions inherited from MemoryPoolObject | |
| void | deleteInstance () |
Public Member Functions inherited from Snapshot | |
| Snapshot (void) | |
| ~Snapshot (void) | |
Protected Member Functions | |
| virtual Bool | computePath () |
| compute the path | |
| virtual void | crc (Xfer *xfer) |
| virtual void | xfer (Xfer *xfer) |
| virtual void | loadPostProcess () |
Protected Member Functions inherited from AIInternalMoveToState | |
| void | setAdjustsDestination (Bool b) |
| Bool | getAdjustsDestination () const |
| void | setGoalPos (const Coord3D *pos) |
| const Coord3D * | getGoalPos () const |
| void | forceRepath () |
Protected Member Functions inherited from MemoryPoolObject | |
| virtual | ~MemoryPoolObject () |
| void * | operator new (size_t s) |
| void | operator delete (void *p) |
| virtual MemoryPool * | getObjectMemoryPool ()=0 |
Additional Inherited Members | |
Protected Attributes inherited from AIInternalMoveToState | |
| Coord3D | m_goalPosition |
| the goal position to move to | |
| PathfindLayerEnum | m_goalLayer |
| The layer we are moving towards. | |
| Coord3D | m_pathGoalPosition |
| the position our current path leads to | |
| Bool | m_waitingForPath |
| If we are waiting for a path. | |
| Bool | m_tryOneMoreRepath |
| If true, after we complete movement do another compute path. | |
Chases a moving GoalObject. If goal is not object, or not moving, or attacker lacks turret, exits with success.
Definition at line 497 of file AIStateMachine.h.
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inline |
Definition at line 501 of file AIStateMachine.h.
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protectedvirtual |
compute the path
Compute a valid spot to fire our weapon from. Result in m_goalPosition. Return false if can't find a good spot.
Reimplemented from AIInternalMoveToState.
Definition at line 2839 of file AIStates.cpp.
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protectedvirtual |
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inlinevirtual |
Reimplemented from State.
Definition at line 513 of file AIStateMachine.h.
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protectedvirtual |
Load post process
Reimplemented from AIInternalMoveToState.
Definition at line 2937 of file AIStates.cpp.
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virtual |
We are initiating a moveTo action. Pathfind from m_goalPosition to goal.
Reimplemented from AIInternalMoveToState.
Definition at line 2944 of file AIStates.cpp.
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virtual |
We are leaving the moveTo state.
Reimplemented from AIInternalMoveToState.
Definition at line 3121 of file AIStates.cpp.
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virtual |
Execute the moveTo behavior towards GoalPosition.
Reimplemented from AIInternalMoveToState.
Definition at line 3096 of file AIStates.cpp.
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protectedvirtual |