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BadBehavior added
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115
Engine/source/BadBehavior/leaf/Wait.cpp
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115
Engine/source/BadBehavior/leaf/Wait.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2014 Guy Allard
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "Wait.h"
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#include "BadBehavior/core/Runner.h"
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#include "math/mMathFn.h"
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#include "console/consoleTypes.h"
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using namespace BadBehavior;
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//------------------------------------------------------------------------------
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// Wait leaf node
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//------------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(Wait);
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Wait::Wait()
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: mWaitMs(1000)
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{
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}
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void Wait::initPersistFields()
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{
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addGroup( "Behavior" );
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addProtectedField( "waitMs", TypeS32, Offset(mWaitMs, Wait), &_setWait, &defaultProtectedGetFn,
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"The time in ms that the node should wait before completion." );
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endGroup( "Behavior" );
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Parent::initPersistFields();
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}
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bool Wait::_setWait(void *object, const char *index, const char *data)
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{
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Wait *node = static_cast<Wait *>( object );
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node->mWaitMs = getMax(0, dAtoi( data ));
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return false;
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}
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Task *Wait::createTask(SimObject &owner, BehaviorTreeRunner &runner)
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{
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return new WaitTask(*this, owner, runner);
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}
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//------------------------------------------------------------------------------
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// Wait task
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//------------------------------------------------------------------------------
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WaitTask::WaitTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner)
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: Parent(node, owner, runner),
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mEventId(0)
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{
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}
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WaitTask::~WaitTask()
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{
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cancelEvent();
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}
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void WaitTask::cancelEvent()
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{
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if(Sim::isEventPending(mEventId))
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{
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Sim::cancelEvent(mEventId);
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mEventId = 0;
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}
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}
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void WaitTask::onInitialize()
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{
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Parent::onInitialize();
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cancelEvent();
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}
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void WaitTask::onTerminate()
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{
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Parent::onTerminate();
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cancelEvent();
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}
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Task* WaitTask::update()
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{
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if(mStatus == RESUME)
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{
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mStatus = SUCCESS;
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mIsComplete = true;
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}
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else if(mStatus == INVALID)
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{
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mEventId = Sim::postEvent(mRunner, new TaskReactivateEvent(*this), Sim::getCurrentTime() + static_cast<Wait*>(mNodeRep)->getWaitMs());
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mStatus = SUSPENDED;
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}
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return NULL;
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}
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