Merge remote-tracking branch 'GuyAllard/aiPlayerTweaks' into development

Conflicts:
	Engine/source/T3D/aiPlayer.cpp
	Engine/source/T3D/aiPlayer.h
This commit is contained in:
Daniel Buckmaster 2015-02-22 21:51:56 +11:00
commit 02c88201c6
2 changed files with 100 additions and 2 deletions

View file

@ -109,6 +109,9 @@ AIPlayer::AIPlayer()
#endif
mIsAiControlled = true;
for( S32 i = 0; i < MaxTriggerKeys; i ++ )
mMoveTriggers[ i ] = false;
}
/**
@ -287,6 +290,53 @@ void AIPlayer::clearAim()
mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
}
/**
* Set the state of a movement trigger.
*
* @param slot The trigger slot to set
* @param isSet set/unset the trigger
*/
void AIPlayer::setMoveTrigger( U32 slot, const bool isSet )
{
if(slot >= MaxTriggerKeys)
{
Con::errorf("Attempting to set an invalid trigger slot (%i)", slot);
}
else
{
mMoveTriggers[ slot ] = isSet; // set the trigger
setMaskBits(NoWarpMask); // force the client to updateMove
}
}
/**
* Get the state of a movement trigger.
*
* @param slot The trigger slot to query
* @return True if the trigger is set, false if it is not set
*/
bool AIPlayer::getMoveTrigger( U32 slot ) const
{
if(slot >= MaxTriggerKeys)
{
Con::errorf("Attempting to get an invalid trigger slot (%i)", slot);
return false;
}
else
{
return mMoveTriggers[ slot ];
}
}
/**
* Clear the trigger state for all movement triggers.
*/
void AIPlayer::clearMoveTriggers()
{
for( U32 i = 0; i < MaxTriggerKeys; i ++ )
setMoveTrigger( i, false );
}
/**
* This method calculates the moves for the AI player
*
@ -515,8 +565,8 @@ bool AIPlayer::getAIMove(Move *movePtr)
// Replicate the trigger state into the move so that
// triggers can be controlled from scripts.
for( int i = 0; i < MaxTriggerKeys; i++ )
movePtr->trigger[i] = getImageTriggerState(i);
for( U32 i = 0; i < MaxTriggerKeys; i++ )
movePtr->trigger[ i ] = mMoveTriggers[ i ];
#ifdef TORQUE_NAVIGATION_ENABLED
if(mJump == Now)
@ -1258,3 +1308,43 @@ DefineEngineMethod(AIPlayer, checkInFoV, bool, (ShapeBase* obj, F32 fov, bool ch
{
return object->checkInFoV(obj, fov, checkEnabled);
}
DefineEngineMethod( AIPlayer, setMoveTrigger, void, ( U32 slot ),,
"@brief Sets a movement trigger on an AI object.\n\n"
"@param slot The trigger slot to set.\n"
"@see getMoveTrigger()\n"
"@see clearMoveTrigger()\n"
"@see clearMoveTriggers()\n")
{
object->setMoveTrigger( slot, true );
}
DefineEngineMethod( AIPlayer, clearMoveTrigger, void, ( U32 slot ),,
"@brief Clears a movement trigger on an AI object.\n\n"
"@param slot The trigger slot to set.\n"
"@see setMoveTrigger()\n"
"@see getMoveTrigger()\n"
"@see clearMoveTriggers()\n")
{
object->setMoveTrigger( slot, false );
}
DefineEngineMethod( AIPlayer, getMoveTrigger, bool, ( U32 slot ),,
"@brief Tests if a movement trigger on an AI object is set.\n\n"
"@param slot The trigger slot to check.\n"
"@return a boolean indicating if the trigger is set/unset.\n"
"@see setMoveTrigger()\n"
"@see clearMoveTrigger()\n"
"@see clearMoveTriggers()\n")
{
return object->getMoveTrigger( slot );
}
DefineEngineMethod( AIPlayer, clearMoveTriggers, void, ( ),,
"@brief Clear ALL movement triggers on an AI object.\n"
"@see setMoveTrigger()\n"
"@see getMoveTrigger()\n"
"@see clearMoveTrigger()\n")
{
object->clearMoveTriggers();
}

View file

@ -63,6 +63,9 @@ private:
Point3F mAimOffset;
// move triggers
bool mMoveTriggers[MaxTriggerKeys];
// Utility Methods
void throwCallback( const char *name );
@ -175,6 +178,11 @@ public:
Point3F getMoveDestination() const { return mMoveDestination; }
void stopMove();
// Trigger sets/gets
void setMoveTrigger( U32 slot, const bool isSet = true );
bool getMoveTrigger( U32 slot ) const;
void clearMoveTriggers();
#ifdef TORQUE_NAVIGATION_ENABLED
/// @name Pathfinding
/// @{