|
|
// NextBotVisionInterface.h
// Visual information query interface for bots
// Author: Michael Booth, April 2005
// Copyright (c) 2005 Turtle Rock Studios, Inc. - All Rights Reserved
#ifndef _NEXT_BOT_VISION_INTERFACE_H_
#define _NEXT_BOT_VISION_INTERFACE_H_
#include "NextBotComponentInterface.h"
#include "NextBotKnownEntity.h"
class IBody; class INextBotEntityFilter;
//----------------------------------------------------------------------------------------------------------------
/**
* The interface for HOW the bot sees (near sighted? night vision? etc) */ class IVision : public INextBotComponent { public: IVision( INextBot *bot ); virtual ~IVision() { }
virtual void Reset( void ); // reset to initial state
virtual void Update( void ); // update internal state
//-- attention/short term memory interface follows ------------------------------------------
/**
* Iterate each interesting entity we are aware of. * If functor returns false, stop iterating and return false. * NOTE: known.GetEntity() is guaranteed to be non-NULL */ class IForEachKnownEntity { public: virtual bool Inspect( const CKnownEntity &known ) = 0; }; virtual bool ForEachKnownEntity( IForEachKnownEntity &func );
virtual const CKnownEntity *GetPrimaryKnownThreat( bool onlyVisibleThreats = false ) const; // return the biggest threat to ourselves that we are aware of
virtual float GetTimeSinceVisible( int team ) const; // return time since we saw any member of the given team
virtual const CKnownEntity *GetClosestKnown( int team = TEAM_ANY ) const; // return the closest known entity
virtual int GetKnownCount( int team, bool onlyVisible = false, float rangeLimit = -1.0f ) const; // return the number of entities on the given team known to us closer than rangeLimit
virtual const CKnownEntity *GetClosestKnown( const INextBotEntityFilter &filter ) const; // return the closest known entity that passes the given filter
virtual const CKnownEntity *GetKnown( const CBaseEntity *entity ) const; // given an entity, return our known version of it (or NULL if we don't know of it)
// Introduce a known entity into the system. Its position is assumed to be known
// and will be updated, and it is assumed to not yet have been seen by us, allowing for learning
// of known entities by being told about them, hearing them, etc.
virtual void AddKnownEntity( CBaseEntity *entity );
//-- physical vision interface follows ------------------------------------------------------
/**
* Populate "potentiallyVisible" with the set of all entities we could potentially see. * Entities in this set will be tested for visibility/recognition in IVision::Update() */ virtual void CollectPotentiallyVisibleEntities( CUtlVector< CBaseEntity * > *potentiallyVisible );
virtual float GetMaxVisionRange( void ) const; // return maximum distance vision can reach
virtual float GetMinRecognizeTime( void ) const; // return VISUAL reaction time
/**
* IsAbleToSee() returns true if the viewer can ACTUALLY SEE the subject or position, * taking into account blindness, smoke effects, invisibility, etc. * If 'visibleSpot' is non-NULL, the highest priority spot on the subject that is visible is returned. */ enum FieldOfViewCheckType { USE_FOV, DISREGARD_FOV }; virtual bool IsAbleToSee( CBaseEntity *subject, FieldOfViewCheckType checkFOV, Vector *visibleSpot = NULL ) const; virtual bool IsAbleToSee( const Vector &pos, FieldOfViewCheckType checkFOV ) const;
virtual bool IsNoticed( CBaseEntity *subject ) const; // return true if we 'notice' the subject, even if we have clear LOS
virtual bool IsIgnored( CBaseEntity *subject ) const; // return true to completely ignore this entity
/**
* Check if 'subject' is within the viewer's field of view */ virtual bool IsInFieldOfView( const Vector &pos ) const; virtual bool IsInFieldOfView( CBaseEntity *subject ) const; virtual float GetDefaultFieldOfView( void ) const; // return default FOV in degrees
virtual float GetFieldOfView( void ) const; // return FOV in degrees
virtual void SetFieldOfView( float horizAngle ); // angle given in degrees
virtual bool IsLineOfSightClear( const Vector &pos ) const; // return true if the ray to the given point is unobstructed
/**
* Returns true if the ray between the position and the subject is unobstructed. * A visible spot on the subject is returned in 'visibleSpot'. */ virtual bool IsLineOfSightClearToEntity( const CBaseEntity *subject, Vector *visibleSpot = NULL ) const;
/// @todo: Implement LookAt system
virtual bool IsLookingAt( const Vector &pos, float cosTolerance = 0.95f ) const; // are we looking at the given position
virtual bool IsLookingAt( const CBaseCombatCharacter *actor, float cosTolerance = 0.95f ) const; // are we looking at the given actor
private: CountdownTimer m_scanTimer; // for throttling update rate
float m_FOV; // current FOV in degrees
float m_cosHalfFOV; // the cosine of FOV/2
CUtlVector< CKnownEntity > m_knownEntityVector; // the set of enemies/friends we are aware of
void UpdateKnownEntities( void ); bool IsAwareOf( const CKnownEntity &known ) const; // return true if our reaction time has passed for this entity
float m_lastVisionUpdateTimestamp; IntervalTimer m_notVisibleTimer[ MAX_TEAMS ]; // for tracking interval since last saw a member of the given team
};
inline float IVision::GetDefaultFieldOfView( void ) const { return 90.0f; }
inline float IVision::GetFieldOfView( void ) const { return m_FOV; }
inline float IVision::GetTimeSinceVisible( int team ) const { if ( team == TEAM_ANY ) { // return minimum time
float time = 9999999999.9f; for( int i=0; i<MAX_TEAMS; ++i ) { if ( m_notVisibleTimer[i].HasStarted() ) { if ( time > m_notVisibleTimer[i].GetElapsedTime() ) { team = m_notVisibleTimer[i].GetElapsedTime(); } } } return time; } if ( team >= 0 && team < MAX_TEAMS ) { return m_notVisibleTimer[ team ].GetElapsedTime(); } return 0.0f; }
inline bool IVision::IsAwareOf( const CKnownEntity &known ) const { return known.GetTimeSinceBecameKnown() >= GetMinRecognizeTime(); }
inline bool IVision::ForEachKnownEntity( IVision::IForEachKnownEntity &func ) { for( int i=0; i<m_knownEntityVector.Count(); ++i ) { const CKnownEntity &known = m_knownEntityVector[i];
if ( !known.IsObsolete() && IsAwareOf( known ) ) { if ( func.Inspect( known ) == false ) { return false; } } } return true; }
inline bool IVision::IsNoticed( CBaseEntity *subject ) const { return true; }
inline bool IVision::IsIgnored( CBaseEntity *subject ) const { return false; }
inline float IVision::GetMaxVisionRange( void ) const { return 2000.0f; }
inline float IVision::GetMinRecognizeTime( void ) const { return 0.0f; }
#endif // _NEXT_BOT_VISION_INTERFACE_H_
|