//========= 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