Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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AIWanderInPlaceState Class Reference

#include <AIStateMachine.h>

Inherits AIInternalMoveToState.

Public Member Functions

 AIWanderInPlaceState (StateMachine *machine)
 
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 isAttack () const
 
virtual Bool isGuardIdle () const
 
virtual Bool isBusy () const
 
StateMachinegetMachine ()
 return the machine this state is part of
 
StateID getID () const
 get this state's id
 
ObjectgetMachineOwner ()
 
const ObjectgetMachineOwner () const
 
ObjectgetMachineGoalObject ()
 return the machine this state is part of
 
const ObjectgetMachineGoalObject () const
 return the machine this state is part of
 
const Coord3DgetMachineGoalPosition () 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 void crc (Xfer *xfer)
 
virtual void xfer (Xfer *xfer)
 
virtual void loadPostProcess ()
 
void computeWanderGoal ()
 
- Protected Member Functions inherited from AIInternalMoveToState
void setAdjustsDestination (Bool b)
 
Bool getAdjustsDestination () const
 
void setGoalPos (const Coord3D *pos)
 
const Coord3DgetGoalPos () const
 
virtual Bool computePath ()
 compute the path
 
void forceRepath ()
 
- Protected Member Functions inherited from MemoryPoolObject
virtual ~MemoryPoolObject ()
 
void * operator new (size_t s)
 
void operator delete (void *p)
 
virtual MemoryPoolgetObjectMemoryPool ()=0
 

Protected Attributes

Coord3D m_origin
 The point we're wandering around.
 
Int m_waitFrames
 
Int m_timer
 
- 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.
 

Detailed Description

Wanders around a point.

Definition at line 748 of file AIStateMachine.h.

Constructor & Destructor Documentation

◆ AIWanderInPlaceState()

AIWanderInPlaceState::AIWanderInPlaceState ( StateMachine * machine)
inline

Definition at line 752 of file AIStateMachine.h.

Member Function Documentation

◆ computeWanderGoal()

void AIWanderInPlaceState::computeWanderGoal ( )
protected

◆ crc()

void AIWanderInPlaceState::crc ( Xfer * xfer)
protectedvirtual

Wander around a point. CRC

Reimplemented from AIInternalMoveToState.

Definition at line 4641 of file AIStates.cpp.

◆ loadPostProcess()

void AIWanderInPlaceState::loadPostProcess ( void )
protectedvirtual

LoadPostProcess

Reimplemented from AIInternalMoveToState.

Definition at line 4666 of file AIStates.cpp.

◆ onEnter()

StateReturnType AIWanderInPlaceState::onEnter ( void )
virtual

We are initiating a moveTo action. Pathfind from m_goalPosition to goal.

Reimplemented from AIInternalMoveToState.

Definition at line 4672 of file AIStates.cpp.

◆ onExit()

void AIWanderInPlaceState::onExit ( StateExitType status)
virtual

We are leaving the moveTo state.

Reimplemented from AIInternalMoveToState.

Definition at line 4738 of file AIStates.cpp.

◆ update()

StateReturnType AIWanderInPlaceState::update ( void )
virtual

Execute the moveTo behavior towards GoalPosition.

Todo
srj – find a way to sleep for a number of frames here, if possible

Reimplemented from AIInternalMoveToState.

Definition at line 4699 of file AIStates.cpp.

◆ xfer()

void AIWanderInPlaceState::xfer ( Xfer * xfer)
protectedvirtual

Xfer Method

Reimplemented from AIInternalMoveToState.

Definition at line 4649 of file AIStates.cpp.

Member Data Documentation

◆ m_origin

Coord3D AIWanderInPlaceState::m_origin
protected

The point we're wandering around.

Definition at line 770 of file AIStateMachine.h.

◆ m_timer

Int AIWanderInPlaceState::m_timer
protected

Definition at line 772 of file AIStateMachine.h.

◆ m_waitFrames

Int AIWanderInPlaceState::m_waitFrames
protected

Definition at line 771 of file AIStateMachine.h.


The documentation for this class was generated from the following files: