/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYAISYSTEM_MOVEMENT_MOVEMENTBLOCK_USEEXACTPOSITIONING_H #define CRYINCLUDE_CRYAISYSTEM_MOVEMENT_MOVEMENTBLOCK_USEEXACTPOSITIONING_H #pragma once #include "MovementBlock_UseExactPositioningBase.h" namespace Movement { namespace MovementBlocks { // This block has two responsibilities but the logic was so closely // mapped that I decided to combine them into one. // // The two parts are 'Prepare' and 'Traverse'. // // If the exact positioning fails to position the character it reports the // error through the bubbles and teleports to the position, and then // proceeds with the plan. class UseExactPositioning : public UseExactPositioningBase { public: typedef UseExactPositioningBase Base; UseExactPositioning(const CNavPath& path, const MovementStyle& style); virtual const char* GetName() const override { return "UseExactPositioning"; } virtual bool InterruptibleNow() const { return true; } private: virtual UseExactPositioningBase::TryRequestingExactPositioningResult TryRequestingExactPositioning(const MovementUpdateContext& context) override; virtual void HandleExactPositioningError(const MovementUpdateContext& context) override; }; } } #endif // CRYINCLUDE_CRYAISYSTEM_MOVEMENT_MOVEMENTBLOCK_USEEXACTPOSITIONING_H