Counter Strike : Global Offensive Source Code
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//========= 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