| 276 | } |
| 277 | |
| 278 | bool AgentMission::getNextDestination(GameState &state, Agent &a, Vec3<float> &destPos) |
| 279 | { |
| 280 | if (cancelled) |
| 281 | { |
| 282 | return false; |
| 283 | } |
| 284 | switch (this->type) |
| 285 | { |
| 286 | case MissionType::GotoBuilding: |
| 287 | case MissionType::InvestigateBuilding: |
| 288 | { |
| 289 | return advanceAlongPath(state, a, destPos); |
| 290 | } |
| 291 | case MissionType::Snooze: |
| 292 | case MissionType::RestartNextMission: |
| 293 | case MissionType::AwaitPickup: |
| 294 | { |
| 295 | return false; |
| 296 | } |
| 297 | default: |
| 298 | LogWarning("TODO: Implement getNextDestination"); |
| 299 | return false; |
| 300 | } |
| 301 | return false; |
| 302 | } |
| 303 | |
| 304 | void AgentMission::update(GameState &state, Agent &a, unsigned int ticks, bool finished) |
| 305 | { |
no outgoing calls
no test coverage detected