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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ====
//
//=============================================================================
#ifndef AI_TACTICALSERVICES_H
#define AI_TACTICALSERVICES_H
#include "ai_component.h"
#if defined( _WIN32 )
#pragma once
#endif
class CAI_Network; class CAI_Pathfinder;
enum FlankType_t { FLANKTYPE_NONE = 0, FLANKTYPE_ARC, // Stay flFlankParam degrees of arc away from vecFlankRefPos
FLANKTYPE_RADIUS, // Stay flFlankParam units away from vecFlankRefPos
};
//-----------------------------------------------------------------------------
class CAI_TacticalServices : public CAI_Component { public: CAI_TacticalServices( CAI_BaseNPC *pOuter ) : CAI_Component(pOuter), m_pNetwork( NULL ) { m_bAllowFindLateralLos = true; } void Init( CAI_Network *pNetwork );
bool FindLos( const Vector &threatPos, const Vector &threatEyePos, float minThreatDist, float maxThreatDist, float blockTime, Vector *pResult ); bool FindLos( const Vector &threatPos, const Vector &threatEyePos, float minThreatDist, float maxThreatDist, float blockTime, FlankType_t eFlankType, const Vector &VecFlankRefPos, float flFlankParam, Vector *pResult ); bool FindLateralLos( const Vector &threatPos, Vector *pResult ); bool FindBackAwayPos( const Vector &vecThreat, Vector *pResult ); bool FindCoverPos( const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinDist, float flMaxDist, Vector *pResult ); bool FindCoverPos( const Vector &vNearPos, const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinDist, float flMaxDist, Vector *pResult ); bool FindLateralCover( const Vector &vecThreat, float flMinDist, Vector *pResult ); bool FindLateralCover( const Vector &vecThreat, float flMinDist, float distToCheck, int numChecksPerDir, Vector *pResult ); bool FindLateralCover( const Vector &vNearPos, const Vector &vecThreat, float flMinDist, float distToCheck, int numChecksPerDir, Vector *pResult );
void AllowFindLateralLos( bool bAllow ) { m_bAllowFindLateralLos = bAllow; }
private: // Checks lateral cover
bool TestLateralCover( const Vector &vecCheckStart, const Vector &vecCheckEnd, float flMinDist ); bool TestLateralLos( const Vector &vecCheckStart, const Vector &vecCheckEnd );
int FindBackAwayNode( const Vector &vecThreat ); int FindCoverNode( const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinDist, float flMaxDist ); int FindCoverNode( const Vector &vNearPos, const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinDist, float flMaxDist ); int FindLosNode( const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinThreatDist, float flMaxThreatDist, float flBlockTime, FlankType_t eFlankType, const Vector &vThreatFacing, float flFlankParam ); Vector GetNodePos( int );
CAI_Network *GetNetwork() { return m_pNetwork; } const CAI_Network *GetNetwork() const { return m_pNetwork; }
CAI_Pathfinder *GetPathfinder() { return m_pPathfinder; } const CAI_Pathfinder *GetPathfinder() const { return m_pPathfinder; } CAI_Network *m_pNetwork; CAI_Pathfinder *m_pPathfinder;
bool m_bAllowFindLateralLos; // Allows us to turn Lateral LOS checking on/off.
DECLARE_SIMPLE_DATADESC(); };
//-----------------------------------------------------------------------------
#endif // AI_TACTICALSERVICES_H
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