88 lines
2.0 KiB
C++
Executable File
88 lines
2.0 KiB
C++
Executable File
// Fill out your copyright notice in the Description page of Project Settings.
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#include "PresidentAIController.h"
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#include "EngineUtils.h"
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#include "Util.h"
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#define LogInfo(Msg) Util::log_info(TEXT("APresidentAIController"), Msg)
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#define LogError(Msg) Util::log_error(TEXT("APresidentAIController"), Msg)
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APresidentAIController::APresidentAIController()
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{
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level_location = TUniquePtr<LevelLocation>(new LevelLocation());
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}
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void APresidentAIController::BeginPlay()
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{
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Super::BeginPlay();
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/*
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* Initialize random stream.
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*/
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random.Initialize(FMath::Rand());
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}
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void APresidentAIController::Tick(float delta)
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{
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Super::Tick(delta);
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switch (current_state)
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{
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case state_t::init:
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{
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// Without this offset, the path finding to return to starting location will fail with
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// invalid. I'm too sleepy to dig further.
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const FVector offset(1.0, 1.0, 0);
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starting_location = GetPawn()->GetActorLocation() + offset;
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target_location = starting_location;
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level_location->initialize(GetWorld(), marker_class);
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// Update state.
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current_state = state_t::idle;
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}
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break;
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case state_t::idle:
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{
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const bool should_wait = random.GetFraction() > .5;
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const bool is_home = target_location == starting_location;
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if (should_wait && is_home)
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{
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current_state = state_t::waiting;
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}
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else
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{
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target_location = is_home ? level_location->get_random_mark() : starting_location;
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MoveToLocation(target_location);
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current_state = state_t::moving;
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}
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}
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break;
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case state_t::moving:
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if (move_completed)
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{
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move_completed = false;
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current_state = state_t::waiting;
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}
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break;
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case state_t::waiting:
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waiting_time += delta;
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if (waiting_time > wait_threshold)
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{
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waiting_time = 0;
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current_state = state_t::idle;
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}
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break;
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default:
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/*
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* Do nothing.
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*/
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break;
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}
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}
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void APresidentAIController::OnMoveCompleted(FAIRequestID request_id, const FPathFollowingResult& result)
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{
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move_completed = true;
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}
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