385 lines
10 KiB
C++
385 lines
10 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef AI_BEHAVIOR_FOLLOW_H
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#define AI_BEHAVIOR_FOLLOW_H
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#include "simtimer.h"
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#include "ai_behavior.h"
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#include "ai_goalentity.h"
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#include "ai_utils.h"
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#include "ai_moveshoot.h"
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#ifdef HL2_EPISODIC
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#include "hl2_gamerules.h"
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#endif
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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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// NOTE: these must correspond with the AI_FollowFormation_t array in AI_Behavior_Follow.cpp!!
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//-----------------------------------------------------------------------------
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enum AI_Formations_t
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{
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AIF_SIMPLE,
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AIF_WIDE,
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AIF_ANTLION,
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AIF_COMMANDER,
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AIF_TIGHT,
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AIF_MEDIUM,
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AIF_SIDEKICK,
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AIF_HUNTER,
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AIF_VORTIGAUNT,
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AIF_TOPDOWN_TIGHT,
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};
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enum AI_FollowFormationFlags_t
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{
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AIFF_DEFAULT = 0,
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AIFF_USE_FOLLOW_POINTS = 0x01,
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AIFF_REQUIRE_LOS_OUTSIDE_COMBAT = 0x02,
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};
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//-----------------------------------------------------------------------------
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//
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// CAI_FollowGoal
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//
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// Purpose: A level tool to control the follow behavior. Use is not required
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// in order to use behavior.
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//
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//-----------------------------------------------------------------------------
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class CAI_FollowGoal : public CAI_GoalEntity
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{
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DECLARE_CLASS( CAI_FollowGoal, CAI_GoalEntity );
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public:
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virtual void EnableGoal( CAI_BaseNPC *pAI );
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virtual void DisableGoal( CAI_BaseNPC *pAI );
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#ifdef HL2_EPISODIC
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virtual void InputOutsideTransition( inputdata_t &inputdata );
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#endif
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int m_iFormation;
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DECLARE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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int AIGetNumFollowers( CBaseEntity *pEntity, string_t iszClassname = NULL_STRING );
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//-----------------------------------------------------------------------------
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struct AI_FollowNavInfo_t
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{
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int flags;
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Vector position;
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float range;
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float Zrange;
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float tolerance;
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float followPointTolerance;
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float targetMoveTolerance;
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float repathOnRouteTolerance;
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float walkTolerance;
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float coverTolerance;
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float enemyLOSTolerance;
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float chaseEnemyTolerance;
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DECLARE_SIMPLE_DATADESC();
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};
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struct AI_FollowGroup_t;
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struct AI_FollowManagerInfoHandle_t
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{
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AI_FollowGroup_t *m_pGroup;
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int m_hFollower;
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};
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//-------------------------------------
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struct AI_FollowParams_t
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{
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AI_FollowParams_t( AI_Formations_t formation = AIF_SIMPLE, bool bNormalMemoryDiscard = false )
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: formation(formation),
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bNormalMemoryDiscard( bNormalMemoryDiscard )
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{
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}
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AI_Formations_t formation;
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bool bNormalMemoryDiscard;
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DECLARE_SIMPLE_DATADESC();
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};
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//-------------------------------------
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class CAI_FollowBehavior : public CAI_SimpleBehavior
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{
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DECLARE_CLASS( CAI_FollowBehavior, CAI_SimpleBehavior );
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public:
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CAI_FollowBehavior( const AI_FollowParams_t ¶ms = AIF_SIMPLE );
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~CAI_FollowBehavior();
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virtual int DrawDebugTextOverlays( int text_offset );
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virtual void DrawDebugGeometryOverlays();
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// Returns true if the NPC is actively following a target.
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bool IsActive( void );
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void SetParameters( const AI_FollowParams_t ¶ms );
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virtual const char *GetName() { return "Follow"; }
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AI_Formations_t GetFormation() const { return m_params.formation; }
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virtual bool CanSelectSchedule();
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const AI_FollowNavInfo_t &GetFollowGoalInfo();
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CBaseEntity * GetFollowTarget();
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void SetFollowTarget( CBaseEntity *pLeader, bool fFinishCurSchedule = false );
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CAI_FollowGoal *GetFollowGoal() { return m_hFollowGoalEnt; } // if any
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bool SetFollowGoal( CAI_FollowGoal *pGoal, bool fFinishCurSchedule = false );
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void ClearFollowGoal( CAI_FollowGoal *pGoal );
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void SetFollowGoalDirect( CAI_FollowGoal *pGoal );
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virtual bool FarFromFollowTarget() { return ( m_hFollowTarget && (GetAbsOrigin() - m_hFollowTarget->GetAbsOrigin()).LengthSqr() > (75*12)*(75*12) ); }
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virtual bool TargetIsUnreachable() { return m_bTargetUnreachable; }
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int GetNumFailedFollowAttempts() { return m_nFailedFollowAttempts; }
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float GetTimeFailFollowStarted() { return m_flTimeFailFollowStarted; }
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bool FollowTargetVisible() { return HasCondition( COND_FOLLOW_TARGET_VISIBLE ); };
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bool IsMovingToFollowTarget();
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float GetGoalRange();
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float GetGoalZRange();
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virtual Activity NPC_TranslateActivity( Activity activity );
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virtual int TranslateSchedule( int scheduleType );
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virtual void StartTask( const Task_t *pTask );
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virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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virtual void TaskComplete( bool fIgnoreSetFailedCondition = false );
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virtual void GatherConditions();
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protected:
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const Vector &GetGoalPosition();
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virtual bool ShouldFollow();
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friend class CAI_FollowManager;
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virtual void BeginScheduleSelection();
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virtual void EndScheduleSelection();
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virtual void CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput );
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virtual void Precache();
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virtual int SelectSchedule();
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virtual int FollowCallBaseSelectSchedule() { return BaseClass::SelectSchedule(); }
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virtual void OnStartSchedule( int scheduleType );
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virtual void RunTask( const Task_t *pTask );
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void BuildScheduleTestBits();
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bool IsCurScheduleFollowSchedule();
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virtual bool IsCurTaskContinuousMove();
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virtual void OnMovementFailed();
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virtual void OnMovementComplete();
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virtual bool FValidateHintType( CAI_Hint *pHint );
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bool IsValidCover( const Vector &vLocation, CAI_Hint const *pHint );
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bool IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint );
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bool FindCoverFromEnemyAtFollowTarget( float coverRadius, Vector *pResult );
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bool ShouldAlwaysThink();
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bool ShouldMoveToFollowTarget();
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int SelectScheduleManagePosition();
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int SelectScheduleFollowPoints();
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int SelectScheduleMoveToFormation();
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void GetFollowTargetViewLoc( Vector *pResult);
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bool ValidateFaceTarget( Vector *pFaceTarget );
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//----------------------------
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bool ShouldUseFollowPoints();
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bool HasFollowPoint();
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void SetFollowPoint( CAI_Hint *pHintNode );
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void ClearFollowPoint();
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const Vector & GetFollowPoint();
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CAI_Hint * FindFollowPoint();
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bool IsFollowPointInRange();
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bool ShouldIgnoreFollowPointFacing();
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//----------------------------
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bool UpdateFollowPosition();
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const int GetGoalFlags();
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float GetGoalTolerance();
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bool PlayerIsPushing();
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bool IsFollowTargetInRange( float rangeMultiplier = 1.0 );
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bool IsFollowGoalInRange( float tolerance, float zTolerance, int flags );
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virtual bool IsChaseGoalInRange();
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void NoteFailedFollow();
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void NoteSuccessfulFollow();
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//----------------------------
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protected:
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enum
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{
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SCHED_FOLLOWER_MOVE_AWAY_FAIL = BaseClass::NEXT_SCHEDULE, // Turn back toward player
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SCHED_FOLLOWER_MOVE_AWAY_END,
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SCHED_FOLLOW,
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SCHED_FOLLOWER_IDLE_STAND,
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SCHED_MOVE_TO_FACE_FOLLOW_TARGET,
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SCHED_FACE_FOLLOW_TARGET,
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SCHED_FOLLOWER_GO_TO_WAIT_POINT,
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SCHED_FOLLOWER_GO_TO_WAIT_POINT_FAIL,
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SCHED_FOLLOWER_STAND_AT_WAIT_POINT,
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SCHED_FOLLOWER_COMBAT_FACE,
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NEXT_SCHEDULE,
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TASK_CANT_FOLLOW = BaseClass::NEXT_TASK,
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TASK_FACE_FOLLOW_TARGET,
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TASK_MOVE_TO_FOLLOW_POSITION,
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TASK_GET_PATH_TO_FOLLOW_POSITION,
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TASK_SET_FOLLOW_TARGET_MARK,
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TASK_FOLLOWER_FACE_TACTICAL,
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TASK_SET_FOLLOW_DELAY,
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TASK_GET_PATH_TO_FOLLOW_POINT,
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TASK_ARRIVE_AT_FOLLOW_POINT,
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TASK_SET_FOLLOW_POINT_STAND_SCHEDULE,
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TASK_BEGIN_STAND_AT_WAIT_POINT,
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NEXT_TASK,
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COND_TARGET_MOVED_FROM_MARK = BaseClass::NEXT_CONDITION,
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COND_FOUND_WAIT_POINT,
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COND_FOLLOW_DELAY_EXPIRED,
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COND_FOLLOW_TARGET_VISIBLE,
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COND_FOLLOW_TARGET_NOT_VISIBLE,
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COND_FOLLOW_WAIT_POINT_INVALID,
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COND_FOLLOW_PLAYER_IS_LIT,
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COND_FOLLOW_PLAYER_IS_NOT_LIT,
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NEXT_CONDITION,
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};
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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protected:
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//----------------------------
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EHANDLE m_hFollowTarget;
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AI_FollowNavInfo_t m_FollowNavGoal;
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float m_flTimeUpdatedFollowPosition;
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bool m_bFirstFacing;
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float m_flTimeFollowTargetVisible;
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CAI_MoveMonitor m_TargetMonitor;
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bool m_bTargetUnreachable;
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bool m_bFollowNavFailed; // Set when pathfinding fails to limit impact of m_FollowDelay on ShouldFollow
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int m_nFailedFollowAttempts;
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float m_flTimeFailFollowStarted;
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Vector m_vFollowMoveAnchor;
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bool m_bMovingToCover;
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float m_flOriginalEnemyDiscardTime;
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float m_SavedDistTooFar;
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CRandStopwatch m_FollowDelay;
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CSimpleSimTimer m_RepathOnFollowTimer;
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//---------------------------------
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Activity m_CurrentFollowActivity;
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//---------------------------------
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CRandSimTimer m_TimeBlockUseWaitPoint;
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CSimTimer m_TimeCheckForWaitPoint;
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CAI_Hint * m_pInterruptWaitPoint;
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//---------------------------------
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CRandSimTimer m_TimeBeforeSpreadFacing;
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CRandSimTimer m_TimeNextSpreadFacing;
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//---------------------------------
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AI_FollowManagerInfoHandle_t m_hFollowManagerInfo;
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AI_FollowParams_t m_params;
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//---------------------------------
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CHandle<CAI_FollowGoal> m_hFollowGoalEnt;
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//---------------------------------
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DECLARE_DATADESC();
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};
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//-------------------------------------
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inline const AI_FollowNavInfo_t &CAI_FollowBehavior::GetFollowGoalInfo()
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{
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return m_FollowNavGoal;
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}
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//-------------------------------------
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inline const int CAI_FollowBehavior::GetGoalFlags()
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{
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return m_FollowNavGoal.flags;
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}
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//-------------------------------------
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inline const Vector &CAI_FollowBehavior::GetGoalPosition()
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{
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return m_FollowNavGoal.position;
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}
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//-------------------------------------
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inline float CAI_FollowBehavior::GetGoalTolerance()
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{
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return m_FollowNavGoal.tolerance;
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}
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//-------------------------------------
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inline float CAI_FollowBehavior::GetGoalRange()
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{
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return m_FollowNavGoal.range;
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}
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//-------------------------------------
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inline float CAI_FollowBehavior::GetGoalZRange()
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{
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return m_FollowNavGoal.Zrange;
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}
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//-----------------------------------------------------------------------------
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#endif // AI_BEHAVIOR_FOLLOW_H
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