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81 lines
2.5 KiB
C++
81 lines
2.5 KiB
C++
/**
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GDevelop - Pathfinding Behavior Extension
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Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)
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This project is released under the MIT License.
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*/
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#ifndef PATHFINDINGOBSTACLEBEHAVIOR_H
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#define PATHFINDINGOBSTACLEBEHAVIOR_H
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#include "GDCpp/Runtime/Project/Behavior.h"
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#include "GDCpp/Runtime/RuntimeObject.h"
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class ScenePathfindingObstaclesManager;
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class RuntimeScene;
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namespace gd { class SerializerElement; }
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#if defined(GD_IDE_ONLY)
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#include <map>
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namespace gd { class PropertyDescriptor; }
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namespace gd { class Project; }
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namespace gd { class Layout; }
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#endif
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/**
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* \brief Behavior that mark object as being obstacles for objects using
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* pathfinding behavior.
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*/
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class GD_EXTENSION_API PathfindingObstacleBehavior : public Behavior
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{
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public:
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PathfindingObstacleBehavior();
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virtual ~PathfindingObstacleBehavior();
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virtual Behavior* Clone() const { return new PathfindingObstacleBehavior(*this); }
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/**
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* \brief Return the object owning this behavior.
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*/
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RuntimeObject * GetObject() const { return object; }
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/**
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* \brief Return true if the obstacle is impassable.
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*/
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bool IsImpassable() const { return impassable; }
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/**
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* \brief Set the object as impassable or not.
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*/
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void SetImpassable(bool impassable_ = true) { impassable = impassable_; }
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/**
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* \brief Return the cost of moving on the object.
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*/
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float GetCost() const { return cost; }
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/**
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* \brief Change the cost of moving on the object.
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*/
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void SetCost(float newCost) { cost = newCost; }
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virtual void UnserializeFrom(const gd::SerializerElement & element);
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#if defined(GD_IDE_ONLY)
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virtual std::map<gd::String, gd::PropertyDescriptor> GetProperties(gd::Project & project) const;
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virtual bool UpdateProperty(const gd::String & name, const gd::String & value, gd::Project & project);
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virtual void SerializeTo(gd::SerializerElement & element) const;
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#endif
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private:
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virtual void OnActivate();
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virtual void OnDeActivate();
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virtual void DoStepPreEvents(RuntimeScene & scene);
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virtual void DoStepPostEvents(RuntimeScene & scene);
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RuntimeScene * parentScene; ///< The scene the object belongs to.
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ScenePathfindingObstaclesManager * sceneManager; ///< The obstacles manager associated to the scene.
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bool registeredInManager; ///< True if the behavior is registered in the list of obstacles of the scene.
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bool impassable;
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float cost; ///< The cost of moving on the obstacle (for when impassable == false)
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};
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#endif // PATHFINDINGOBSTACLEBEHAVIOR_H
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