示例#1
0
void
CMole::ProcessExplore(float _fTimeDelta, CTask& _rTask)
{
	UpdateTaskTargetPath(_fTimeDelta, _rTask);


	if (!_rTask.HasTargetNode() ||
		(s_pSharedPath->GetNode(_rTask.GetTargetNodeId()).bDiscovered && s_pSharedPath->HasUndiscoveredNodesLeft()))
	{
		int iTargetNodeId = 0;
		
		
		bool bFoundNode = s_pSharedPath->FindUndiscoveredNode(m_vPosition, m_fRadius, m_fHeading, iTargetNodeId);


		if (!bFoundNode)
		{
			s_pSharedPath->FindRandomAccesableNode(iTargetNodeId);
			bFoundNode = true;
		}


		if (bFoundNode)
		{
			_rTask.SetTargetNodeId(iTargetNodeId);
			UpdateTaskTargetPath(_fTimeDelta, _rTask);
		}
	}


	// If have target
	if (_rTask.HasTargetNode())
	{
		CFVec2 vSteerForce;
		ComputeSteerForce(_rTask.GetNodeIdsPath().back(), vSteerForce);


		UpdateRotation(_fTimeDelta, vSteerForce);
		UpdatePosition(_fTimeDelta);
	}
}
示例#2
0
void
CMole::UpdateTaskTargetPath(float _fTimeDelta, CTask& _rTask)
{
	// Has target
	if (_rTask.HasTargetNode())
	{
		const int kiTargetNodeId = _rTask.GetTargetNodeId();


		// Reached target
		if (s_pSharedPath->IsIntersectingNode(m_vPosition, m_fRadius, kiTargetNodeId))
		{
			_rTask.ClearTarget();
		}
		else
		{
			// Check path update needed
			if (_rTask.GetPathUpdateTimer() <= 0.0f)
			{
				// Refresh path
				std::vector<int> aNewPath;
				bool bPathFound = s_pSharedPath->FindPath(m_vPosition, kiTargetNodeId, aNewPath);


				if (bPathFound)
				{
					_rTask.SetNodeIdsPath(aNewPath);
				}


				_rTask.SetPathUpdateTimer(0.1f);
			}
			else
			{
				// Update timer
				_rTask.SetPathUpdateTimer(_rTask.GetPathUpdateTimer() - _fTimeDelta);
			}
		}
	}
	else
	{
		// Do nothing
	}
}
示例#3
0
void
CMole::ProcessHunt(float _fTimeDelta, CTask& _rTask)
{
	UpdateTaskTargetPath(_fTimeDelta, _rTask);


	// If have target
	if (_rTask.HasTargetNode())
	{
		CFVec2 vSteerForce;
		ComputeSteerForce(_rTask.GetNodeIdsPath().back(), vSteerForce);


		UpdateRotation(_fTimeDelta, vSteerForce);
		UpdatePosition(_fTimeDelta);
	}
	else
	{
		// Reached disternace position
		m_Tasks.pop();
	}
}