Torque3D/Engine/source/BadBehavior/leaf/Wait.cpp
2016-08-12 20:39:56 +02:00

116 lines
3.2 KiB
C++

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