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