You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
256 lines
6.5 KiB
256 lines
6.5 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#ifndef AI_SCRIPTCONDITIONS_H
|
|
#define AI_SCRIPTCONDITIONS_H
|
|
|
|
#include "baseentity.h"
|
|
#include "entityoutput.h"
|
|
#include "simtimer.h"
|
|
#include "ai_npcstate.h"
|
|
|
|
#if defined( _WIN32 )
|
|
#pragma once
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CAI_ProxTester
|
|
{
|
|
public:
|
|
CAI_ProxTester()
|
|
: m_distSq( 0 ),
|
|
m_fInside( false )
|
|
{
|
|
}
|
|
|
|
void Init( float dist )
|
|
{
|
|
m_fInside = ( dist > 0 );
|
|
m_distSq = dist * dist;
|
|
}
|
|
|
|
bool Check( CBaseEntity *pEntity1, CBaseEntity *pEntity2 )
|
|
{
|
|
if ( m_distSq != 0 && pEntity1 && pEntity2 )
|
|
{
|
|
float distSq = ( pEntity1->GetAbsOrigin() - pEntity2->GetAbsOrigin() ).LengthSqr();
|
|
bool fInside = ( distSq < m_distSq );
|
|
|
|
return ( m_fInside == fInside );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
DECLARE_SIMPLE_DATADESC();
|
|
|
|
private:
|
|
|
|
float m_distSq;
|
|
bool m_fInside;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
class CAI_ScriptConditionsElement
|
|
{
|
|
public:
|
|
|
|
DECLARE_SIMPLE_DATADESC();
|
|
|
|
void SetActor( CBaseEntity *pEntity ) { m_hActor = pEntity; }
|
|
CBaseEntity *GetActor( void ){ return m_hActor.Get(); }
|
|
|
|
void SetTimer( CSimTimer timer ) { m_Timer = timer; }
|
|
CSimTimer *GetTimer( void ) { return &m_Timer; }
|
|
|
|
void SetTimeOut( CSimTimer timeout) { m_Timeout = timeout; }
|
|
CSimTimer *GetTimeOut( void ) { return &m_Timeout; }
|
|
|
|
private:
|
|
EHANDLE m_hActor;
|
|
CSimTimer m_Timer;
|
|
CSimTimer m_Timeout;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// class CAI_ScriptConditions
|
|
//
|
|
// Purpose: Watches a set of conditions relative to a given NPC, and when they
|
|
// are all satisfied, fires the relevant output
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CAI_ScriptConditions : public CBaseEntity, public IEntityListener
|
|
{
|
|
DECLARE_CLASS( CAI_ScriptConditions, CBaseEntity );
|
|
|
|
public:
|
|
CAI_ScriptConditions()
|
|
: m_fDisabled( true ),
|
|
m_flRequiredTime( 0 ),
|
|
m_fMinState( NPC_STATE_IDLE ),
|
|
m_fMaxState( NPC_STATE_IDLE ),
|
|
m_fScriptStatus( TRS_NONE ),
|
|
m_fActorSeePlayer( TRS_NONE ),
|
|
m_flPlayerActorProximity( 0 ),
|
|
m_flPlayerActorFOV( -1 ),
|
|
m_fPlayerActorLOS( TRS_NONE ),
|
|
m_fActorSeeTarget( TRS_NONE ),
|
|
m_flActorTargetProximity( 0 ),
|
|
m_flPlayerTargetProximity( 0 ),
|
|
m_flPlayerTargetFOV( 0 ),
|
|
m_fPlayerTargetLOS( TRS_NONE ),
|
|
m_fPlayerBlockingActor( TRS_NONE ),
|
|
m_flMinTimeout( 0 ),
|
|
m_flMaxTimeout( 0 ),
|
|
m_fActorInPVS( TRS_NONE ),
|
|
m_fActorInVehicle( TRS_NONE ),
|
|
m_fPlayerInVehicle( TRS_NONE )
|
|
{
|
|
#ifndef HL2_EPISODIC
|
|
m_hActor = NULL;
|
|
#endif
|
|
}
|
|
|
|
private:
|
|
void Spawn();
|
|
void Activate();
|
|
|
|
void EvaluationThink();
|
|
|
|
void Enable();
|
|
void Disable();
|
|
|
|
void SetThinkTime() { SetNextThink( gpGlobals->curtime + 0.250 ); }
|
|
|
|
// Evaluators
|
|
struct EvalArgs_t
|
|
{
|
|
CBaseEntity *pActor;
|
|
CBasePlayer *pPlayer;
|
|
CBaseEntity *pTarget;
|
|
};
|
|
|
|
bool EvalState( const EvalArgs_t &args );
|
|
bool EvalActorSeePlayer( const EvalArgs_t &args );
|
|
bool EvalPlayerActorLook( const EvalArgs_t &args );
|
|
bool EvalPlayerTargetLook( const EvalArgs_t &args );
|
|
bool EvalPlayerActorProximity( const EvalArgs_t &args );
|
|
bool EvalPlayerTargetProximity( const EvalArgs_t &args );
|
|
bool EvalActorTargetProximity( const EvalArgs_t &args );
|
|
bool EvalActorSeeTarget( const EvalArgs_t &args );
|
|
bool EvalPlayerActorLOS( const EvalArgs_t &args );
|
|
bool EvalPlayerTargetLOS( const EvalArgs_t &args );
|
|
bool EvalPlayerBlockingActor( const EvalArgs_t &args );
|
|
bool EvalActorInPVS( const EvalArgs_t &args );
|
|
bool EvalPlayerInVehicle( const EvalArgs_t &args );
|
|
bool EvalActorInVehicle( const EvalArgs_t &args );
|
|
|
|
void OnEntitySpawned( CBaseEntity *pEntity );
|
|
|
|
int AddNewElement( CBaseEntity *pActor );
|
|
|
|
bool ActorInList( CBaseEntity *pActor );
|
|
void UpdateOnRemove( void );
|
|
|
|
// Input handlers
|
|
void InputEnable( inputdata_t &inputdata );
|
|
void InputDisable( inputdata_t &inputdata );
|
|
|
|
// Output handlers
|
|
COutputEvent m_OnConditionsSatisfied;
|
|
COutputEvent m_OnConditionsTimeout;
|
|
COutputEvent m_NoValidActors;
|
|
|
|
//---------------------------------
|
|
|
|
#ifndef HL2_EPISODIC
|
|
CBaseEntity *GetActor() { return m_hActor.Get(); }
|
|
#endif
|
|
CBasePlayer *GetPlayer() { return UTIL_GetLocalPlayer(); }
|
|
|
|
//---------------------------------
|
|
|
|
// @Note (toml 07-17-02): At some point, it may be desireable to switch to using function objects instead of functions. Probably
|
|
// if support for NPCs addiing custom conditions becomes necessary
|
|
typedef bool (CAI_ScriptConditions::*EvaluationFunc_t)( const EvalArgs_t &args );
|
|
|
|
struct EvaluatorInfo_t
|
|
{
|
|
EvaluationFunc_t pfnEvaluator;
|
|
const char *pszName;
|
|
};
|
|
|
|
static EvaluatorInfo_t gm_Evaluators[];
|
|
|
|
//---------------------------------
|
|
// Evaluation helpers
|
|
|
|
static bool IsInFOV( CBaseEntity *pViewer, CBaseEntity *pViewed, float fov, bool bTrueCone );
|
|
static bool PlayerHasLineOfSight( CBaseEntity *pViewer, CBaseEntity *pViewed, bool fNot );
|
|
static bool ActorInPlayersPVS( CBaseEntity *pActor, bool bNot );
|
|
|
|
virtual void OnRestore( void );
|
|
|
|
//---------------------------------
|
|
// General conditions info
|
|
|
|
bool m_fDisabled;
|
|
bool m_bLeaveAsleep;
|
|
EHANDLE m_hTarget;
|
|
|
|
float m_flRequiredTime; // How long should the conditions me true
|
|
|
|
#ifndef HL2_EPISODIC
|
|
EHANDLE m_hActor;
|
|
CSimTimer m_Timer; // @TODO (toml 07-16-02): save/load of timer once Jay has save/load of contained objects
|
|
CSimTimer m_Timeout;
|
|
#endif
|
|
|
|
//---------------------------------
|
|
// Specific conditions data
|
|
NPC_STATE m_fMinState;
|
|
NPC_STATE m_fMaxState;
|
|
ThreeState_t m_fScriptStatus;
|
|
ThreeState_t m_fActorSeePlayer;
|
|
string_t m_Actor;
|
|
|
|
float m_flPlayerActorProximity;
|
|
CAI_ProxTester m_PlayerActorProxTester;
|
|
|
|
float m_flPlayerActorFOV;
|
|
bool m_bPlayerActorFOVTrueCone;
|
|
ThreeState_t m_fPlayerActorLOS;
|
|
ThreeState_t m_fActorSeeTarget;
|
|
|
|
float m_flActorTargetProximity;
|
|
CAI_ProxTester m_ActorTargetProxTester;
|
|
|
|
float m_flPlayerTargetProximity;
|
|
CAI_ProxTester m_PlayerTargetProxTester;
|
|
|
|
float m_flPlayerTargetFOV;
|
|
bool m_bPlayerTargetFOVTrueCone;
|
|
ThreeState_t m_fPlayerTargetLOS;
|
|
ThreeState_t m_fPlayerBlockingActor;
|
|
ThreeState_t m_fActorInPVS;
|
|
|
|
float m_flMinTimeout;
|
|
float m_flMaxTimeout;
|
|
|
|
ThreeState_t m_fActorInVehicle;
|
|
ThreeState_t m_fPlayerInVehicle;
|
|
|
|
CUtlVector< CAI_ScriptConditionsElement > m_ElementList;
|
|
|
|
//---------------------------------
|
|
|
|
DECLARE_DATADESC();
|
|
};
|
|
|
|
//=============================================================================
|
|
|
|
#endif // AI_SCRIPTCONDITIONS_H
|