Angel 3.2
A 2D Game Prototyping Engine
GotoTargetAIEvent.cpp
1 
2 // Copyright (C) 2008-2013, Shane Liesegang
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29 
30 #include "stdafx.h"
31 #include "../AIEvents/GotoTargetAIEvent.h"
32 
33 #include "../AI/Sentient.h"
34 #include "../AI/PathFinder.h"
35 #include "../AI/SpatialGraph.h"
36 #include "../Infrastructure/TagCollection.h"
37 
38 #include <Box2D/Box2D.h>
39 
40 
41 GotoTargetAIEvent* GotoTargetAIEvent::Initialize( const String& targetTag, float moveSpeed, float arrivalDist )
42 {
43  _targetTag = targetTag;
44  GotoAIEvent::Initialize( Vector2::Zero, moveSpeed, arrivalDist );
45  return this;
46 }
47 
48 void GotoTargetAIEvent::Update(float dt)
49 {
50  ActorSet taggedActors = theTagList.GetObjectsTagged(_targetTag);
51  for( ActorSet::iterator itr = taggedActors.begin(); itr != taggedActors.end(); itr++ )
52  {
53  Actor* pTargetActor = (*itr);
54  if( theSpatialGraph.IsInPathableSpace( pTargetActor->GetPosition() ) )
55  {
56  _destination = pTargetActor->GetPosition();
57  GotoAIEvent::Update( dt );
58  return;
59  }
60  }
61 
62  //otherwise, we failed
63  _moveFailed = true;
64  IssueCallback();
65 
66 }