323 lines
8.5 KiB
C++
323 lines
8.5 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Simple, small, free-standing tools for building AIs
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//
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//=============================================================================//
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#ifndef AI_UTILS_H
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#define AI_UTILS_H
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#include "simtimer.h"
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#include "ai_component.h"
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#if defined( _WIN32 )
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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//
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// Function to get the local player. AI does not want asserts or warnings,
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// just NULL result
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//
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//-----------------------------------------------------------------------------
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inline CBasePlayer *AI_GetSinglePlayer()
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{
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if ( gpGlobals->maxClients > 1 )
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{
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return NULL;
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}
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return UTIL_GetLocalPlayer();
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}
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inline bool AI_IsSinglePlayer()
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{
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return ( gpGlobals->maxClients == 1 );
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}
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//-----------------------------------------------------------------------------
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//
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// CAI_MoveMonitor
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//
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// Purpose: Watch an entity, trigger if moved more than a tolerance
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//
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//-----------------------------------------------------------------------------
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class CAI_MoveMonitor
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{
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public:
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CAI_MoveMonitor()
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: m_vMark( 0, 0, 0 ),
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m_flMarkTolerance( NO_MARK )
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{
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}
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void SetMark( const Vector &v, float tolerance )
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{
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m_vMark = v;
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m_flMarkTolerance = tolerance;
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}
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void SetMark( CBaseEntity *pEntity, float tolerance )
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{
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if ( pEntity )
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{
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m_vMark = pEntity->GetAbsOrigin();
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m_flMarkTolerance = tolerance ;
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}
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}
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void ClearMark()
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{
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m_flMarkTolerance = NO_MARK;
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}
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bool IsMarkSet()
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{
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return ( m_flMarkTolerance != NO_MARK );
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}
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bool TargetMoved( const Vector &v )
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{
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if ( IsMarkSet() )
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{
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float distance = ( m_vMark - v ).Length();
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if ( distance > m_flMarkTolerance )
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return true;
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}
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return false;
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}
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bool TargetMoved2D( const Vector2D &v )
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{
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if ( IsMarkSet() )
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{
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float distance = ( m_vMark.AsVector2D() - v ).Length();
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if ( distance > m_flMarkTolerance )
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return true;
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}
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return false;
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}
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bool TargetMoved( CBaseEntity *pEntity )
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{
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if ( pEntity == NULL )
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{
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return false;
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}
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return TargetMoved( pEntity->GetAbsOrigin() );
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}
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bool TargetMoved2D( CBaseEntity *pEntity )
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{
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if ( pEntity == NULL )
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{
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return false;
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}
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return TargetMoved2D( pEntity->GetAbsOrigin().AsVector2D() );
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}
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Vector GetMarkPos() { return m_vMark; }
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private:
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enum
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{
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NO_MARK = -1
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};
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Vector m_vMark;
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float m_flMarkTolerance;
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DECLARE_SIMPLE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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//
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// CAI_ShotRegulator
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//
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// Purpose: Assists in creating non-constant bursty shooting style
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//
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//-----------------------------------------------------------------------------
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class CAI_ShotRegulator
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{
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public:
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CAI_ShotRegulator();
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// Sets the various parameters for burst (this one's for backwards compatibility)
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// NOTE: This will modify the next shot time
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void SetParameters( int minShotsPerBurst, int maxShotsPerBurst, float minRestTime, float maxRestTime = 0.0 );
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// NOTE: The next 3 methods will *not* modify the next shot time
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// Sets the number of shots to shoot in a single burst
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void SetBurstShotCountRange( int minShotsPerBurst, int maxShotsPerBurst );
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// How much time should I rest between bursts?
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void SetRestInterval( float flMinRestInterval, float flMaxRestInterval );
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// How much time should I wait in between shots in a single burst?
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void SetBurstInterval( float flMinBurstInterval, float flMaxBurstInterval );
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// Poll the current parameters
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void GetBurstShotCountRange( int *pMinShotsPerBurst, int *pMaxShotsPerBurst ) const;
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void GetRestInterval( float *pMinRestInterval, float *pMaxRestInterval ) const;
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void GetBurstInterval( float *pMinBurstInterval, float *pMaxBurstInterval ) const;
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// Reset the state. If true, the next burst time is set to now,
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// otherwise it'll wait one rest interval before shooting
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void Reset( bool bStartShooting = true );
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// Should we shoot?
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bool ShouldShoot() const;
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// When will I shoot next?
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float NextShotTime() const;
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// Am I in the middle of a rest period?
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bool IsInRestInterval() const;
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// NOTE: These will not modify the next shot time
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int GetBurstShotsRemaining() const;
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void SetBurstShotsRemaining( int shots );
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// Call this when the NPC fired the weapon;
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void OnFiredWeapon();
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// Causes us to potentially delay our shooting time
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void FireNoEarlierThan( float flTime );
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// Prevent/Allow shooting
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void EnableShooting( void );
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void DisableShooting( void );
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private:
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float m_flNextShotTime;
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bool m_bInRestInterval;
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unsigned short m_nBurstShotsRemaining;
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unsigned short m_nMinBurstShots, m_nMaxBurstShots;
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float m_flMinRestInterval, m_flMaxRestInterval;
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float m_flMinBurstInterval, m_flMaxBurstInterval;
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bool m_bDisabled;
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DECLARE_SIMPLE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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//
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// CAI_AccelDecay
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//
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// Purpose: Maintain a smooth acceleration, deceleration curve
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//
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//-----------------------------------------------------------------------------
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class CAI_AccelDecay
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{
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public:
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CAI_AccelDecay();
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void SetParameters( float minVelocity, float maxVelocity, float accelPercent, float decelPercent );
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float Update( float flCurrent, float flTarget, float flInterval );
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void ResetVelocity( float flVelocity = 0.0f );
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void SetMaxVelocity( float maxVelocity );
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private:
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float m_velocity;
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float m_maxVelocity; // = 300;
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float m_minVelocity; // = 10;
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float m_invDecay; // 0.8 // maintain X percent of velocity when slowing down
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float m_decayTime;// 0.4161 // Sum( 1..cycle, HEIGHTINVDECAY^cycle )
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float m_accel; // 0.5 // accel toward maxVelocity by X percent each cycle
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DECLARE_SIMPLE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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//
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// Purpose: Utility to allow place grace in cover
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//
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//-----------------------------------------------------------------------------
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struct AI_FreePassParams_t
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{
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float timeToTrigger; // How long after not detected to issue pass
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float duration; // How long in the open pass before revoked
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float moveTolerance; // How far in open needed to move to revoke pass
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float refillRate; // After hiding again during pass, how quickly to reinstitute pass(seconds per second)
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float coverDist; // When hiding, how far from an obstructing object needed to be considered in cover
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float peekTime; // How long allowed to peek
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float peekTimeAfterDamage; // How long allowed to peek after damaged by
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float peekEyeDist; // how far spaced out the eyes are
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float peekEyeDistZ; // how far below eye position to test eyes (handles peek up)
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DECLARE_SIMPLE_DATADESC();
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};
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//-------------------------------------
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class CAI_FreePass : public CAI_Component
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{
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public:
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CAI_FreePass()
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: m_FreePassTimeRemaining(0)
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{
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}
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void Reset( float passTime = -1, float moveTolerance = -1 );
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void SetPassTarget( CBaseEntity *pTarget ) { m_hTarget = pTarget; m_FreePassTimeRemaining = 0; }
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CBaseEntity * GetPassTarget() { return m_hTarget; }
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void SetParams( const AI_FreePassParams_t ¶ms ) { m_Params = params; }
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const AI_FreePassParams_t &GetParams() const { return m_Params; }
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//---------------------------------
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// Free pass
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//---------------------------------
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void Update();
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bool HasPass();
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void Revoke( bool bUpdateMemory = false );
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float GetTimeRemaining() { return m_FreePassTimeRemaining; }
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void SetTimeRemaining( float passTime ) { m_FreePassTimeRemaining = passTime; }
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bool ShouldAllowFVisible( bool bBaseResult );
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private:
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EHANDLE m_hTarget;
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float m_FreePassTimeRemaining;
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CAI_MoveMonitor m_FreePassMoveMonitor;
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AI_FreePassParams_t m_Params;
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DECLARE_SIMPLE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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class CTraceFilterNav : public CTraceFilterSimple
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{
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public:
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CTraceFilterNav( CAI_BaseNPC *pProber, bool bIgnoreTransientEntities, const IServerEntity *passedict, int collisionGroup, bool m_bAllowPlayerAvoid = true );
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bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask );
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private:
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CAI_BaseNPC *m_pProber;
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bool m_bIgnoreTransientEntities;
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bool m_bCheckCollisionTable;
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bool m_bAllowPlayerAvoid;
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};
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extern string_t g_iszFuncBrushClassname;
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#endif // AI_UTILS_H
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