/* * 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_MOVEMENTHELPERS_H #define CRYINCLUDE_CRYAISYSTEM_MOVEMENT_MOVEMENTHELPERS_H #pragma once #include "MovementPlan.h" #include "MovementStyle.h" struct IMovementActor; namespace Movement { namespace Helpers { class StuckDetector { public: StuckDetector(); void Update(const MovementUpdateContext& context); void Reset(); bool IsAgentStuck() const; private: float m_accumulatedTimeAgentIsStuck; float m_agentDistanceToTheEndInPreviousUpdate; }; void BeginPathFollowing(IMovementActor& actor, const MovementStyle& style, const CNavPath& navPath); bool UpdatePathFollowing(PathFollowResult& result, const MovementUpdateContext& context, const MovementStyle& style); } } #endif // CRYINCLUDE_CRYAISYSTEM_MOVEMENT_MOVEMENTHELPERS_H