Angel 3.2
A 2D Game Prototyping Engine
GotoAIEvent.cpp
1 
2 // Copyright (C) 2008-2013, Shane Liesegang
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29 
30 #include "stdafx.h"
31 #include "../AIEvents/GotoAIEvent.h"
32 
33 #include "../AI/Sentient.h"
34 #include "../AI/PathFinder.h"
35 
36 #include <Box2D/Box2D.h>
37 
38 GotoAIEvent* GotoAIEvent::Initialize(const Vector2& destination, float moveSpeed, float arrivalDist)
39 {
40  _destination = destination;
41  _moveSpeed = moveSpeed;
42  _arrivalDist = arrivalDist;
43  _moveFailed = false;
44  return this;
45 }
46 
47 void GotoAIEvent::Update(float /*dt*/)
48 {
49  Sentient* pActor = GetActor();
50 
51  PathFinderMove move;
52  GetPathfinder().FindNextMove( pActor->GetPosition(), _destination, _arrivalDist, move );
53 
54  if( move.LastResult == PathFinder::PFMR_PATH_FOUND)
55  {
56  pActor->ApplyLinearImpulse( move.MoveDir * _moveSpeed * pActor->GetBody()->GetMass(), Vector2::Zero );
57  }
58  else if( move.LastResult == PathFinder::PFMR_ARRIVED )
59  {
60  _moveFailed = false;
61  IssueCallback();
62  }
63  else if( move.LastResult == PathFinder::PFMR_PATH_NOT_FOUND )
64  {
65  _moveFailed = true;
66  IssueCallback();
67  }
68 
69 }
70 
71 PathFinder& GotoAIEvent::GetPathfinder()
72 {
73  return GetActor()->GetPathfinder();
74 }