// NextBotIntentionInterface.cpp // Interface for intentional thinking // Author: Michael Booth, November 2007 // Copyright (c) 2007 Turtle Rock Studios, Inc. - All Rights Reserved #include "cbase.h" #include "NextBotInterface.h" #include "NextBotIntentionInterface.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //------------------------------------------------------------------------------------------------------------------------ /** * Given a subject, return the world space position we should aim at */ Vector IIntention::SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { const IContextualQuery *query = dynamic_cast< const IContextualQuery * >( sub ); if ( query ) { // return the response of the first responder that gives a definitive answer Vector result = query->SelectTargetPoint( me, subject ); if ( result != vec3_origin ) { return result; } } } // no answer, use a reasonable position Vector threatMins, threatMaxs; subject->CollisionProp()->WorldSpaceAABB( &threatMins, &threatMaxs ); Vector targetPoint = subject->GetAbsOrigin(); targetPoint.z += 0.7f * ( threatMaxs.z - threatMins.z ); return targetPoint; } //------------------------------------------------------------------------------------------------------------------------ /** * Given two threats, decide which one is more dangerous */ const CKnownEntity *IIntention::SelectMoreDangerousThreat( const INextBot *me, const CBaseCombatCharacter *subject, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { const IContextualQuery *query = dynamic_cast< const IContextualQuery * >( sub ); if ( query ) { // return the response of the first responder that gives a definitive answer const CKnownEntity *result = query->SelectMoreDangerousThreat( me, subject, threat1, threat2 ); if ( result ) { return result; } } } // no specific decision was made - return closest threat as most dangerous float range1 = ( subject->GetAbsOrigin() - threat1->GetLastKnownPosition() ).LengthSqr(); float range2 = ( subject->GetAbsOrigin() - threat2->GetLastKnownPosition() ).LengthSqr(); if ( range1 < range2 ) { return threat1; } return threat2; }