void CFlowVehicleTurret::ProcessEvent(EFlowEvent event, SActivationInfo* pActInfo) { CFlowVehicleBase::ProcessEvent(event, pActInfo); // handles eFE_SetEntityId if (event == eFE_Activate) { if (IsPortActive(pActInfo, eIn_Trigger)) { bool bSuccess = false; const string seatName = GetPortString(pActInfo, eIn_Seat); Vec3 aimPos = GetPortVec3(pActInfo, eIn_AimPos); CVehicle* pVehicle = static_cast<CVehicle*>(GetVehicle()); if (pVehicle) { CVehicleSeat* pSeat = static_cast<CVehicleSeat*>(pVehicle->GetSeatById(pVehicle->GetSeatId(seatName))); if (pSeat) { TVehicleSeatActionVector &seatActions = pSeat->GetSeatActions(); for (TVehicleSeatActionVector::iterator ite = seatActions.begin(); ite != seatActions.end(); ++ite) { IVehicleSeatAction* pSeatAction = ite->pSeatAction; CVehicleSeatActionRotateTurret* pActionRotateTurret = CAST_VEHICLEOBJECT(CVehicleSeatActionRotateTurret, pSeatAction); if (pActionRotateTurret) { if (!aimPos.IsZero()) { pActionRotateTurret->SetAimGoal(aimPos); } bSuccess = true; break; } } } } ActivateOutput( pActInfo, eOut_Success, bSuccess ); } } }
void CFlowNode_AISequenceAction_VehicleRotateTurret::HandleSequenceEvent(AIActionSequence::SequenceEvent sequenceEvent) { switch(sequenceEvent) { case AIActionSequence::StartAction: { if (!m_actInfo.pEntity) { // the entity has gone for some reason, at least make sure the action gets finished properly and the FG continues CancelSequenceAndActivateOutputPort(OutputPort_Done); return; } assert(gEnv && gEnv->pGame && gEnv->pGame->GetIGameFramework() && gEnv->pGame->GetIGameFramework()->GetIActorSystem()); IActor* pActor = gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(m_actInfo.pEntity->GetId()); // ensure the FG entity is an IActor if (!pActor) { CRY_ASSERT_MESSAGE(0, "no compatible entity was provided"); CryWarning(VALIDATOR_MODULE_AI, VALIDATOR_WARNING, "Actor %s failed to enter vehicle (no compatible entity was provided)", m_actInfo.pEntity->GetName()); CancelSequenceAndActivateOutputPort(OutputPort_Done); return; } // get the vehicle the actor is linked to IVehicle* pVehicle = pActor->GetLinkedVehicle(); if (!pVehicle) { CRY_ASSERT_MESSAGE(0, "agent is not linked to a vehicle"); CryWarning(VALIDATOR_MODULE_AI, VALIDATOR_WARNING, "Actor %s is not linked to a vehicle", m_actInfo.pEntity->GetName()); CancelSequenceAndActivateOutputPort(OutputPort_Done); return; } // get the seat the actor is sitting on CVehicleSeat* pSeat = static_cast<CVehicleSeat*>(pVehicle->GetSeatForPassenger(m_actInfo.pEntity->GetId())); if (!pSeat) { CRY_ASSERT_MESSAGE(0, "agent is not sitting in the vehicle it is linked to"); CryWarning(VALIDATOR_MODULE_AI, VALIDATOR_WARNING, "Actor %s is not sitting in the vehicle it is linked to", m_actInfo.pEntity->GetName()); CancelSequenceAndActivateOutputPort(OutputPort_Done); return; } // scan for the seat-action that allows rotating the turret TVehicleSeatActionVector& seatActions = pSeat->GetSeatActions(); for (TVehicleSeatActionVector::iterator it = seatActions.begin(); it != seatActions.end(); ++it) { IVehicleSeatAction* pSeatAction = it->pSeatAction; if ((m_pActionRotateTurret = CAST_VEHICLEOBJECT(CVehicleSeatActionRotateTurret, pSeatAction))) { break; } } // ensure the vehicle-seat provided the correct action if (!m_pActionRotateTurret) { CRY_ASSERT_MESSAGE(0, "a CVehicleSeatActionRotateTurret is not provided by the vehicle or someone else in the vehicle has reserved that action already."); CryWarning(VALIDATOR_MODULE_AI, VALIDATOR_WARNING, "Actor %s could not find a CVehicleSeatActionRotateTurret or that action is already reserved by someone else", m_actInfo.pEntity->GetName()); CancelSequenceAndActivateOutputPort(OutputPort_Done); return; } m_pitchThreshold = GetPortFloat(&m_actInfo, InputPort_ThresholdPitch); m_yawThreshold = GetPortFloat(&m_actInfo, InputPort_ThresholdYaw); Vec3 aimPos = GetPortVec3(&m_actInfo, InputPort_AimPos); m_pActionRotateTurret->SetAimGoal(aimPos); } break; case AIActionSequence::SequenceStopped: { if (m_pActionRotateTurret) { // cancel the rotation action m_pActionRotateTurret->SetAimGoal(Vec3Constants<float>::fVec3_Zero); m_pActionRotateTurret = NULL; } } break; } }