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-
- //returns length of path, negative if no path exists
- float AI::GeneratePathingGoals(const PathNode *from, const PathNode *to,
- GoalQueue &goals, float maxDistance)
- {
- if (!from->PathExists(to, Character())) //make sure that 'to' is reachable from 'from' for our character
- return -1.0f;
-
- std::vector<const PathLink *> path;
- float pathLength = g_NodeMap.FindPath(Character(), from, to, path);
- if (pathLength > 0) //if we found a valid path
- GenerateGoalsFromPath(path, goals);
-
- return pathLength;
- }
-
- void AI::GenerateGoalsFromPath(const std::vector<const PathLink *>& path, GoalQueue& goals) {
- //NOTE: path[0] is final link! (the path is reversed)
- //path[0]->End() is the goal node
-
- bool replanForDoorOrElevator = false;
- int i = 0; //we start at the end of the path and keep inserting goals at the front of the queue
-
- const PathNode *currentGotoNode = 0;
- while (i < (int)path.size() && !replanForDoorOrElevator){
-
- if (path[i]->flags & PathLink::flagLinkDoor){ //if this link has a door on it...
- const Door *door = (path[i]->GetDoor());
- replanForDoorOrElevator = true;
- goals.InsertSubgoal(new Goal_GoThroughDoor(this, path[i]));
- }
- else if (path[i]->flags & PathLink::flagLinkElevator){ //if this link has an elevator
- const Elevator *elevator = path[i]->End()->GetElevator();
- replanForDoorOrElevator = true;
- const PathNode *lastNode = path[i]->End(); //this is the last node inside the elevator
-
- //go through multiple elevator floors until we reach the first elevator link
- while ( (i < (int)path.size()) && path[i]->flags & PathLink::flagLinkElevator ){
- i++;
- }
- const PathLink *entryLink = NULL; //this is the link used to enter the elevator
- if (i < (int)path.size()) //as long as we aren't past the beginning of the path, set entryLink
- entryLink = path[i];
- goals.InsertSubgoal(new Goal_RideElevator(this, entryLink, lastNode));
- }
- else {
- // if the link can be shortcut and we're not currently shortcutting or we can see the
- //current shortcut goal from the link start then consider generating a shortcut goal
- if (path[i]->CanBeShortcut() &&
- (!currentGotoNode || PathClear(path[i]->Start()->pos, currentGotoNode->pos) ) )
- {
- //if we don't have a node we're currently shortcutting to, add one
- if (!currentGotoNode){
- //all of these goals are subgoals, so they should never trigger a stop
- goals.InsertSubgoal(new Goal_GotoNode(this, path[i]->End(), true )); //the optional last argument forces a direct path
- currentGotoNode = path[i]->End();
- }
- }
- else {
- goals.NewSubgoal(new Goal_FollowLink(this, path[i] ));
- currentGotoNode = 0;
- }
- }
- i++;
- }
- }