sqwarmed/sdk_src/game/server/ai_behavior.h

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_BEHAVIOR_H
#define AI_BEHAVIOR_H
#include "ai_component.h"
#include "ai_basenpc.h"
#include "ai_default.h"
#include "AI_Criteria.h"
#include "networkvar.h"
#include "delegates.h"
#include "tier1/utlvector.h"
#include "generic_classmap.h"
#ifdef DEBUG
#pragma warning(push)
#include <typeinfo>
#pragma warning(pop)
#pragma warning(disable:4290)
#endif
#if defined( _WIN32 )
#pragma once
#endif
//-----------------------------------------------------------------------------
// CAI_Behavior...
//
// Purpose: The core component that defines a behavior in an NPC by selecting
// schedules and running tasks
//
// Intended to be used as an organizational tool as well as a way
// for various NPCs to share behaviors without sharing an inheritance
// relationship, and without cramming those behaviors into the base
// NPC class.
//-----------------------------------------------------------------------------
struct AIChannelScheduleState_t
{
AIChannelScheduleState_t() { memset( this, 0, sizeof( *this ) ); }
bool bActive;
CAI_Schedule * pSchedule;
int idealSchedule;
int failSchedule;
int iCurTask;
TaskStatus_e fTaskStatus;
float timeStarted;
float timeCurTaskStarted;
AI_TaskFailureCode_t taskFailureCode;
bool bScheduleWasInterrupted;
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
// Purpose: Base class defines interface to behaviors and provides bridging
// methods
//-----------------------------------------------------------------------------
class CAI_BehaviorBase : public CAI_Component, public IAI_BehaviorBridge
{
DECLARE_CLASS( CAI_BehaviorBase, CAI_Component )
public:
CAI_BehaviorBase(CAI_BaseNPC *pOuter = NULL)
: CAI_Component(pOuter),
m_pBackBridge(NULL)
{
m_bAllocated = false;
}
void SetAllocated( ) { m_bAllocated = true; }
bool IsAllocated( ) { return m_bAllocated; }
#define AI_GENERATE_BEHAVIOR_BRIDGES
#include "ai_behavior_template.h"
#define AI_GENERATE_BASE_METHODS
#include "ai_behavior_template.h"
virtual const char *GetClassNameV() { return ""; }
virtual const char *GetName() = 0;
virtual bool DeleteOnHostDestroy() { return m_bAllocated; } // @QUESTION: should switch to reference count?
virtual bool KeyValue( const char *szKeyName, const char *szValue )
{
return false;
}
bool IsRunning() { Assert( GetOuter() ); return ( GetOuter()->GetPrimaryBehavior() == this ); }
virtual bool CanSelectSchedule() { return true; }
virtual void BeginScheduleSelection() {}
virtual void EndScheduleSelection() {}
void SetBackBridge( IAI_BehaviorBridge *pBackBridge )
{
Assert( m_pBackBridge == NULL || pBackBridge == NULL );
m_pBackBridge = pBackBridge;
}
virtual void Precache() {}
virtual void Spawn() {}
virtual void UpdateOnRemove() {}
virtual void Event_Killed( const CTakeDamageInfo &info ) {}
virtual void CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput ) {}
virtual void OnChangeHintGroup( string_t oldGroup, string_t newGroup ) {}
void BridgeOnStartSchedule( int scheduleType );
int BridgeSelectSchedule();
bool BridgeSelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode, int *pResult );
bool BridgeStartTask( const Task_t *pTask );
bool BridgeRunTask( const Task_t *pTask);
int BridgeTranslateSchedule( int scheduleType );
bool BridgeGetSchedule( int localScheduleID, CAI_Schedule **ppResult );
bool BridgeTaskName(int taskID, const char **);
virtual void BuildScheduleTestBits() {}
virtual void BuildScheduleTestBitsNotActive() {}
virtual void GatherConditions();
virtual void GatherConditionsNotActive() { return; } // Override this and your behavior will call this in place of GatherConditions() when your behavior is NOT the active one.
virtual void OnUpdateShotRegulator() {}
virtual float GetJumpGravity() const;
virtual bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const;
virtual bool MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost );
virtual void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon ) {};
virtual CAI_ClassScheduleIdSpace *GetClassScheduleIdSpace();
virtual int DrawDebugTextOverlays( int text_offset );
virtual bool ShouldNPCSave() { return true; }
virtual int Save( ISave &save );
virtual int Restore( IRestore &restore );
virtual void OnRestore() {}
static void SaveBehaviors(ISave &save, CAI_BehaviorBase *pCurrentBehavior, CAI_BehaviorBase **ppBehavior, int nBehaviors, bool bTestIfNPCSave = true );
static int RestoreBehaviors(IRestore &restore, CAI_BehaviorBase **ppBehavior, int nBehaviors, bool bTestIfNPCSave = true ); // returns index of "current" behavior, or -1
public:
//
// Secondary schedule channel support
//
void StartChannel( int channel );
void StopChannel( int channel );
void MaintainChannelSchedules();
void MaintainSchedule( int channel );
void SetSchedule( int channel, CAI_Schedule *pNewSchedule );
bool SetSchedule( int channel, int localScheduleID );
void ClearSchedule( int channel, const char *szReason );
CAI_Schedule *GetCurSchedule( int channel );
bool IsCurSchedule( int channel, int schedId, bool fIdeal = true );
virtual void OnScheduleChange( int channel );
virtual void OnStartSchedule( int channel, int scheduleType );
virtual int SelectSchedule( int channel );
virtual int SelectFailSchedule( int channel, int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
virtual int TranslateSchedule( int channel, int scheduleType ) { return scheduleType; }
virtual void StartTask( int channel, const Task_t *pTask );
virtual void RunTask( int channel, const Task_t *pTask );
const Task_t *GetCurTask( void ) { return BaseClass::GetCurTask(); }
const Task_t *GetCurTask( int channel );
bool TaskIsComplete( int channel ) { return ( m_ScheduleChannels[channel].fTaskStatus == TASKSTATUS_COMPLETE ); }
int TaskIsComplete() { return BaseClass::TaskIsComplete(); }
virtual void TaskFail( AI_TaskFailureCode_t code ) { BaseClass::TaskFail( code ) ; }
void TaskFail( const char *pszGeneralFailText ) { BaseClass::TaskFail( pszGeneralFailText ); }
void TaskComplete( bool fIgnoreSetFailedCondition = false ) { BaseClass::TaskComplete( fIgnoreSetFailedCondition ); }
virtual void TaskFail( int channel, AI_TaskFailureCode_t code );
void TaskFail( int channel, const char *pszGeneralFailText ) { TaskFail( channel, MakeFailCode( pszGeneralFailText ) ); }
void TaskComplete( int channel, bool fIgnoreSetFailedCondition = false );
private:
bool IsScheduleValid( AIChannelScheduleState_t *pScheduleState );
CAI_Schedule *GetNewSchedule( int channel );
CAI_Schedule *GetFailSchedule( AIChannelScheduleState_t *pScheduleState );
const Task_t *GetTask( AIChannelScheduleState_t *pScheduleState );
void SaveChannels( ISave &save );
void RestoreChannels( IRestore &restore );
CUtlVector<AIChannelScheduleState_t> m_ScheduleChannels;
protected:
int GetNpcState() { return GetOuter()->m_NPCState; }
virtual void OnStartSchedule( int scheduleType );
virtual int SelectSchedule();
virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
virtual void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual int TranslateSchedule( int scheduleType );
virtual CAI_Schedule *GetSchedule(int schedule);
virtual const char *GetSchedulingErrorName();
bool IsCurSchedule( int schedId, bool fIdeal = true );
CAI_Hint * GetHintNode() { return GetOuter()->GetHintNode(); }
const CAI_Hint *GetHintNode() const { return GetOuter()->GetHintNode(); }
void SetHintNode( CAI_Hint *pHintNode ) { GetOuter()->SetHintNode( pHintNode ); }
void ClearHintNode( float reuseDelay = 0.0 ) { GetOuter()->ClearHintNode( reuseDelay ); }
string_t GetHintGroup() { return GetOuter()->GetHintGroup(); }
void ClearHintGroup() { GetOuter()->ClearHintGroup(); }
void SetHintGroup( string_t name ) { GetOuter()->SetHintGroup( name ); }
// For now, only support simple behavior stack:
DELEGATE_TO_OBJECT_0V( BehaviorBridge_GatherConditions, m_pBackBridge );
DELEGATE_TO_OBJECT_0( int, BehaviorBridge_SelectSchedule, m_pBackBridge );
DELEGATE_TO_OBJECT_1( int, BehaviorBridge_TranslateSchedule, int, m_pBackBridge );
protected:
// Used by derived classes to chain a task to a task that might not be the
// one they are currently handling:
void ChainStartTask( int task, float taskData = 0 );
void ChainRunTask( int task, float taskData = 0 );
protected:
bool NotifyChangeBehaviorStatus( bool fCanFinishSchedule = false );
bool HaveSequenceForActivity( Activity activity ) { return GetOuter()->HaveSequenceForActivity( activity ); }
//---------------------------------
//
// These allow derived classes to implement custom schedules
//
static CAI_GlobalScheduleNamespace *GetSchedulingSymbols() { return CAI_BaseNPC::GetSchedulingSymbols(); }
static bool LoadSchedules() { return true; }
virtual bool IsBehaviorSchedule( int scheduleType ) { return false; }
CAI_Navigator * GetNavigator() { return GetOuter()->GetNavigator(); }
CAI_Motor * GetMotor() { return GetOuter()->GetMotor(); }
CAI_TacticalServices * GetTacticalServices() { return GetOuter()->GetTacticalServices(); }
bool m_fOverrode;
IAI_BehaviorBridge *m_pBackBridge;
bool m_bAllocated;
public:
static CGenericClassmap< CAI_BehaviorBase > m_BehaviorClasses;
private:
DECLARE_DATADESC();
};
#define LINK_BEHAVIOR_TO_CLASS( localName, className ) \
static CAI_BehaviorBase *C##className##Factory( void ) \
{ \
return static_cast< CAI_BehaviorBase * >( new className ); \
}; \
class C##localName##Foo \
{ \
public: \
C##localName##Foo( void ) \
{ \
CAI_BehaviorBase::m_BehaviorClasses.Add( #localName, #className, \
sizeof( className ),&C##className##Factory ); \
} \
}; \
static C##localName##Foo g_C##localName##Foo;
#define LINK_BEHAVIOR_TO_CLASSNAME( className ) \
static CAI_BehaviorBase *C##className##Factory( void ) \
{ \
return static_cast< CAI_BehaviorBase * >( new className ); \
}; \
class C##className##Foo \
{ \
public: \
C##className##Foo( void ) \
{ \
CAI_BehaviorBase::m_BehaviorClasses.Add( ##className::GetClassName(), #className, \
sizeof( className ),&C##className##Factory ); \
} \
}; \
static C##className##Foo g_C##className##Foo;
//-----------------------------------------------------------------------------
// Purpose: Template provides provides back bridge to owning class and
// establishes namespace settings
//-----------------------------------------------------------------------------
template <class NPC_CLASS = CAI_BaseNPC, const int ID_SPACE_OFFSET = 100000>
class CAI_Behavior : public CAI_ComponentWithOuter<NPC_CLASS, CAI_BehaviorBase>
{
public:
DECLARE_CLASS_NOFRIEND( CAI_Behavior, NPC_CLASS );
enum
{
NEXT_TASK = ID_SPACE_OFFSET,
NEXT_SCHEDULE = ID_SPACE_OFFSET,
NEXT_CONDITION = ID_SPACE_OFFSET,
NEXT_CHANNEL = ID_SPACE_OFFSET,
};
void SetCondition( int condition )
{
if ( condition >= ID_SPACE_OFFSET && condition < ID_SPACE_OFFSET + 10000 ) // it's local to us
condition = GetClassScheduleIdSpace()->ConditionLocalToGlobal( condition );
this->GetOuter()->SetCondition( condition );
}
bool HasCondition( int condition )
{
if ( condition >= ID_SPACE_OFFSET && condition < ID_SPACE_OFFSET + 10000 ) // it's local to us
condition = GetClassScheduleIdSpace()->ConditionLocalToGlobal( condition );
return this->GetOuter()->HasCondition( condition );
}
bool HasInterruptCondition( int condition )
{
if ( condition >= ID_SPACE_OFFSET && condition < ID_SPACE_OFFSET + 10000 ) // it's local to us
condition = GetClassScheduleIdSpace()->ConditionLocalToGlobal( condition );
return this->GetOuter()->HasInterruptCondition( condition );
}
void ClearCondition( int condition )
{
if ( condition >= ID_SPACE_OFFSET && condition < ID_SPACE_OFFSET + 10000 ) // it's local to us
condition = GetClassScheduleIdSpace()->ConditionLocalToGlobal( condition );
this->GetOuter()->ClearCondition( condition );
}
protected:
CAI_Behavior(NPC_CLASS *pOuter = NULL)
: CAI_ComponentWithOuter<NPC_CLASS, CAI_BehaviorBase>(pOuter)
{
}
static CAI_GlobalScheduleNamespace *GetSchedulingSymbols()
{
return NPC_CLASS::GetSchedulingSymbols();
}
virtual CAI_ClassScheduleIdSpace *GetClassScheduleIdSpace()
{
return this->GetOuter()->GetClassScheduleIdSpace();
}
static CAI_ClassScheduleIdSpace &AccessClassScheduleIdSpaceDirect()
{
return NPC_CLASS::AccessClassScheduleIdSpaceDirect();
}
private:
virtual bool IsBehaviorSchedule( int scheduleType ) { return ( scheduleType >= ID_SPACE_OFFSET && scheduleType < ID_SPACE_OFFSET + 10000 ); }
};
//-----------------------------------------------------------------------------
// Purpose: The common instantiation of the above template
//-----------------------------------------------------------------------------
typedef CAI_Behavior<> CAI_SimpleBehavior;
//-----------------------------------------------------------------------------
// Purpose: Base class for AIs that want to act as a host for CAI_Behaviors
// NPCs aren't required to use this, but probably want to.
//-----------------------------------------------------------------------------
template <class BASE_NPC>
class CAI_BehaviorHostBase : public BASE_NPC
{
DECLARE_CLASS( CAI_BehaviorHostBase, BASE_NPC );
protected:
CAI_BehaviorHostBase()
{
}
};
template <class BASE_NPC>
class CAI_BehaviorHost : public CAI_BehaviorHostBase<BASE_NPC>
{
DECLARE_CLASS( CAI_BehaviorHost, CAI_BehaviorHostBase<BASE_NPC> );
public:
CAI_BehaviorHost()
{
}
#define AI_GENERATE_BRIDGES
#include "ai_behavior_template.h"
#define AI_GENERATE_HOST_METHODS
#include "ai_behavior_template.h"
void CleanupOnDeath( CBaseEntity *pCulprit = NULL, bool bFireDeathOutput = true );
virtual int Save( ISave &save );
virtual int Restore( IRestore &restore );
// Bridges
void Precache();
void UpdateOnRemove();
void Event_Killed( const CTakeDamageInfo &info );
void GatherConditions();
int SelectSchedule();
void KeepRunningBehavior();
int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
void OnStartSchedule( int scheduleType );
int TranslateSchedule( int scheduleType );
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
CAI_Schedule * GetSchedule(int localScheduleID);
const char * TaskName(int taskID);
void BuildScheduleTestBits();
void BuildScheduleTestBitsNotActive();
void OnChangeHintGroup( string_t oldGroup, string_t newGroup );
void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon );
void OnRestore();
float GetJumpGravity() const;
bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const;
bool MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost );
//---------------------------------
protected:
CAI_Schedule * GetNewSchedule();
CAI_Schedule * GetFailSchedule();
private:
void BehaviorBridge_GatherConditions();
int BehaviorBridge_SelectSchedule();
int BehaviorBridge_TranslateSchedule( int scheduleType );
float BehaviorBridge_GetJumpGravity() const;
bool BehaviorBridge_IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const;
bool BehaviorBridge_MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost );
bool m_bCalledBehaviorSelectSchedule;
};
//-----------------------------------------------------------------------------
// The first frame a behavior begins schedule selection, it won't have had it's GatherConditions()
// called. To fix this, BeginScheduleSelection() manually calls the new behavior's GatherConditions(),
// but sets this global so that the baseclass GatherConditions() isn't called as well.
extern bool g_bBehaviorHost_PreventBaseClassGatherConditions;
//-----------------------------------------------------------------------------
inline void CAI_BehaviorBase::BridgeOnStartSchedule( int scheduleType )
{
int localId = AI_IdIsGlobal( scheduleType ) ? GetClassScheduleIdSpace()->ScheduleGlobalToLocal( scheduleType ) : scheduleType;
OnStartSchedule( localId );
}
//-------------------------------------
inline int CAI_BehaviorBase::BridgeSelectSchedule()
{
int result = SelectSchedule();
if ( IsBehaviorSchedule( result ) )
return GetClassScheduleIdSpace()->ScheduleLocalToGlobal( result );
return result;
}
//-------------------------------------
inline bool CAI_BehaviorBase::BridgeSelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode, int *pResult )
{
m_fOverrode = true;
int result = SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
if ( m_fOverrode )
{
if ( result != SCHED_NONE )
{
if ( IsBehaviorSchedule( result ) )
*pResult = GetClassScheduleIdSpace()->ScheduleLocalToGlobal( result );
else
*pResult = result;
return true;
}
Warning( "An AI behavior is in control but has no recommended schedule\n" );
}
return false;
}
//-------------------------------------
inline bool CAI_BehaviorBase::BridgeStartTask( const Task_t *pTask )
{
m_fOverrode = true;
StartTask( pTask );
return m_fOverrode;
}
//-------------------------------------
inline bool CAI_BehaviorBase::BridgeRunTask( const Task_t *pTask)
{
m_fOverrode = true;
RunTask( pTask );
return m_fOverrode;
}
//-------------------------------------
inline void CAI_BehaviorBase::ChainStartTask( int task, float taskData )
{
Task_t tempTask = { task, taskData };
bool fPrevOverride = m_fOverrode;
this->GetOuter()->StartTask( (const Task_t *)&tempTask );
m_fOverrode = fPrevOverride;;
}
//-------------------------------------
inline void CAI_BehaviorBase::ChainRunTask( int task, float taskData )
{
Task_t tempTask = { task, taskData };
bool fPrevOverride = m_fOverrode;
this->GetOuter()->RunTask( (const Task_t *) &tempTask );
m_fOverrode = fPrevOverride;;
}
//-------------------------------------
inline int CAI_BehaviorBase::BridgeTranslateSchedule( int scheduleType )
{
int localId = AI_IdIsGlobal( scheduleType ) ? GetClassScheduleIdSpace()->ScheduleGlobalToLocal( scheduleType ) : scheduleType;
int result = TranslateSchedule( localId );
return result;
}
//-------------------------------------
inline bool CAI_BehaviorBase::BridgeGetSchedule( int localScheduleID, CAI_Schedule **ppResult )
{
*ppResult = GetSchedule( localScheduleID );
return (*ppResult != NULL );
}
//-------------------------------------
inline bool CAI_BehaviorBase::BridgeTaskName( int taskID, const char **ppResult )
{
if ( AI_IdIsLocal( taskID ) )
{
*ppResult = GetSchedulingSymbols()->TaskIdToSymbol( GetClassScheduleIdSpace()->TaskLocalToGlobal( taskID ) );
return (*ppResult != NULL );
}
return false;
}
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput )
{
this->DeferSchedulingToBehavior( NULL );
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
{
this->m_Behaviors[i]->CleanupOnDeath( pCulprit, bFireDeathOutput );
}
BaseClass::CleanupOnDeath( pCulprit, bFireDeathOutput );
}
//-------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::GatherConditions()
{
// Iterate over behaviors and call GatherConditionsNotActive() on each behavior
// not currently active.
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
{
if( this->m_Behaviors[i] != this->m_pPrimaryBehavior )
{
this->m_Behaviors[i]->GatherConditionsNotActive();
}
}
if ( this->m_pPrimaryBehavior )
this->m_pPrimaryBehavior->GatherConditions();
else
BaseClass::GatherConditions();
}
//-------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::BehaviorBridge_GatherConditions()
{
if ( g_bBehaviorHost_PreventBaseClassGatherConditions )
return;
BaseClass::GatherConditions();
}
//-------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::OnStartSchedule( int scheduleType )
{
if ( this->m_pPrimaryBehavior )
this->m_pPrimaryBehavior->BridgeOnStartSchedule( scheduleType );
BaseClass::OnStartSchedule( scheduleType );
}
//-------------------------------------
template <class BASE_NPC>
inline int CAI_BehaviorHost<BASE_NPC>::BehaviorBridge_SelectSchedule()
{
return BaseClass::SelectSchedule();
}
//-------------------------------------
template <class BASE_NPC>
inline CAI_Schedule *CAI_BehaviorHost<BASE_NPC>::GetNewSchedule()
{
m_bCalledBehaviorSelectSchedule = false;
CAI_Schedule *pResult = BaseClass::GetNewSchedule();
if ( !m_bCalledBehaviorSelectSchedule && this->m_pPrimaryBehavior )
this->DeferSchedulingToBehavior( NULL );
return pResult;
}
//-------------------------------------
template <class BASE_NPC>
inline CAI_Schedule *CAI_BehaviorHost<BASE_NPC>::GetFailSchedule()
{
m_bCalledBehaviorSelectSchedule = false;
CAI_Schedule *pResult = BaseClass::GetFailSchedule();
if ( !m_bCalledBehaviorSelectSchedule && this->m_pPrimaryBehavior )
this->DeferSchedulingToBehavior( NULL );
return pResult;
}
//-------------------------------------
template <class BASE_NPC>
inline int CAI_BehaviorHost<BASE_NPC>::BehaviorBridge_TranslateSchedule( int scheduleType )
{
return BaseClass::TranslateSchedule( scheduleType );
}
//-------------------------------------
template <class BASE_NPC>
inline int CAI_BehaviorHost<BASE_NPC>::TranslateSchedule( int scheduleType )
{
if ( this->m_pPrimaryBehavior )
{
return this->m_pPrimaryBehavior->BridgeTranslateSchedule( scheduleType );
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-------------------------------------
template <class BASE_NPC>
inline int CAI_BehaviorHost<BASE_NPC>::SelectSchedule()
{
m_bCalledBehaviorSelectSchedule = true;
if ( this->m_pPrimaryBehavior )
{
return this->m_pPrimaryBehavior->BridgeSelectSchedule();
}
return BaseClass::SelectSchedule();
}
//-------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::KeepRunningBehavior()
{
if ( this->m_pPrimaryBehavior )
m_bCalledBehaviorSelectSchedule = true;
}
//-------------------------------------
template <class BASE_NPC>
inline int CAI_BehaviorHost<BASE_NPC>::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
{
m_bCalledBehaviorSelectSchedule = true;
int result = 0;
if ( this->m_pPrimaryBehavior && this->m_pPrimaryBehavior->BridgeSelectFailSchedule( failedSchedule, failedTask, taskFailCode, &result ) )
return result;
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
}
//-------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::StartTask( const Task_t *pTask )
{
if ( this->m_pPrimaryBehavior && this->m_pPrimaryBehavior->BridgeStartTask( pTask ) )
return;
BaseClass::StartTask( pTask );
}
//-------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::RunTask( const Task_t *pTask )
{
if ( this->m_pPrimaryBehavior && this->m_pPrimaryBehavior->BridgeRunTask( pTask ) )
return;
BaseClass::RunTask( pTask );
}
//-------------------------------------
template <class BASE_NPC>
inline CAI_Schedule *CAI_BehaviorHost<BASE_NPC>::GetSchedule(int localScheduleID)
{
CAI_Schedule *pResult;
if ( this->m_pPrimaryBehavior && this->m_pPrimaryBehavior->BridgeGetSchedule( localScheduleID, &pResult ) )
return pResult;
return BaseClass::GetSchedule( localScheduleID );
}
//-------------------------------------
template <class BASE_NPC>
inline const char *CAI_BehaviorHost<BASE_NPC>::TaskName(int taskID)
{
const char *pszResult = NULL;
if ( this->m_pPrimaryBehavior && this->m_pPrimaryBehavior->BridgeTaskName( taskID, &pszResult ) )
return pszResult;
return BaseClass::TaskName( taskID );
}
//-------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::BuildScheduleTestBits()
{
// Iterate over behaviors and call BuildScheduleTestBitsNotActive() on each behavior
// not currently active.
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
{
if( this->m_Behaviors[i] != this->m_pPrimaryBehavior )
{
this->m_Behaviors[i]->BuildScheduleTestBitsNotActive();
}
}
if ( this->m_pPrimaryBehavior )
this->m_pPrimaryBehavior->BuildScheduleTestBits();
BaseClass::BuildScheduleTestBits();
}
//-------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::OnChangeHintGroup( string_t oldGroup, string_t newGroup )
{
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
{
this->m_Behaviors[i]->OnChangeHintGroup( oldGroup, newGroup );
}
BaseClass::OnChangeHintGroup( oldGroup, newGroup );
}
//-------------------------------------
template <class BASE_NPC>
inline float CAI_BehaviorHost<BASE_NPC>::BehaviorBridge_GetJumpGravity() const
{
return BaseClass::GetJumpGravity();
}
//-------------------------------------
template <class BASE_NPC>
inline bool CAI_BehaviorHost<BASE_NPC>::BehaviorBridge_IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const
{
return BaseClass::IsJumpLegal( startPos, apex, endPos, maxUp, maxDown, maxDist );
}
//-------------------------------------
template <class BASE_NPC>
inline bool CAI_BehaviorHost<BASE_NPC>::BehaviorBridge_MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost )
{
return BaseClass::MovementCost( moveType, vecStart, vecEnd, pCost );
}
//-------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon )
{
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
{
this->m_Behaviors[i]->OnChangeActiveWeapon( pOldWeapon, pNewWeapon );
}
BaseClass::OnChangeActiveWeapon( pOldWeapon, pNewWeapon );
}
//-------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::OnRestore()
{
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
{
this->m_Behaviors[i]->OnRestore();
}
BaseClass::OnRestore();
}
//-------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::Precache()
{
BaseClass::Precache();
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
{
this->m_Behaviors[i]->Precache();
}
}
//-------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::UpdateOnRemove()
{
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
{
this->m_Behaviors[i]->UpdateOnRemove();
}
BaseClass::UpdateOnRemove();
}
//-------------------------------------
template <class BASE_NPC>
inline void CAI_BehaviorHost<BASE_NPC>::Event_Killed( const CTakeDamageInfo &info )
{
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
{
this->m_Behaviors[i]->Event_Killed( info );
}
BaseClass::Event_Killed( info );
}
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline float CAI_BehaviorHost<BASE_NPC>::GetJumpGravity() const
{
// @HACKHACK
float base = BaseClass::GetJumpGravity();
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
{
float current = this->m_Behaviors[i]->GetJumpGravity();
if ( current != base )
{
return current;
}
}
return BaseClass::GetJumpGravity();
}
//-------------------------------------
template <class BASE_NPC>
inline bool CAI_BehaviorHost<BASE_NPC>::IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const
{
// @HACKHACK
bool base = BaseClass::IsJumpLegal( startPos, apex, endPos, maxUp, maxDown, maxDist );
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
{
bool current = this->m_Behaviors[i]->IsJumpLegal( startPos, apex, endPos, maxUp, maxDown, maxDist );
if ( current != base )
{
return current;
}
}
return base;
}
template <class BASE_NPC>
inline bool CAI_BehaviorHost<BASE_NPC>::MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost )
{
// @HACKHACK
bool base = BaseClass::MovementCost( moveType, vecStart, vecEnd, pCost );
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
{
bool current = this->m_Behaviors[i]->MovementCost( moveType, vecStart, vecEnd, pCost );
if ( current != base )
{
return current;
}
}
return base;
}
//-------------------------------------
template <class BASE_NPC>
inline int CAI_BehaviorHost<BASE_NPC>::Save( ISave &save )
{
int result = BaseClass::Save( save );
if ( result )
CAI_BehaviorBase::SaveBehaviors( save, this->m_pPrimaryBehavior, this->AccessBehaviors(), this->NumBehaviors() );
return result;
}
//-------------------------------------
template <class BASE_NPC>
inline int CAI_BehaviorHost<BASE_NPC>::Restore( IRestore &restore )
{
int result = BaseClass::Restore( restore );
if ( result )
{
int iCurrent = CAI_BehaviorBase::RestoreBehaviors( restore, this->AccessBehaviors(), this->NumBehaviors() );
if ( iCurrent != -1 )
this->m_pPrimaryBehavior = this->AccessBehaviors()[iCurrent];
else
this->m_pPrimaryBehavior = NULL;
}
return result;
}
//-----------------------------------------------------------------------------
#endif // AI_BEHAVIOR_H