Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: "Force-field" obstacle avoidance & steering
//
// @Note (toml 06-18-02): Currently only controls direction. Ultimately could
// also incorporate body facing (yaw), speed, and translational/rotational
// acceleration.
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_MOVESOLVER_H
#define AI_MOVESOLVER_H
#if defined( _WIN32 )
#pragma once
#endif
#include "utlvector.h"
#include "ai_obstacle_type.h"
//-----------------------------------------------------------------------------
inline float NormalizeAngle( float angle )
{
if ( angle < 0.0 )
angle += 360.0;
else if ( angle >= 360.0 )
angle -= 360.0;
return angle;
}
//-----------------------------------------------------------------------------
// ENUMERATIONS
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// STRUCTURES
//-----------------------------------------------------------------------------
//-------------------------------------
// AI_Arc_t
//
// Purpose: Represents an arc.
//
//-------------------------------------
struct AI_Arc_t
{
AI_Arc_t()
: center( 0 ),
span( 0 )
{
}
// Set by center and span
void Set( float newCenter, float newSpan );
// Set by the right and left extremes (coordinates run counter clockwise)
void SetByLimits( float yawRight, float yawLeft );
// Center of the arc (as "yaw")
float center;
// Span of the arc (in degrees)
float span;
};
//-------------------------------------
// AI_MoveSuggestion_t
//
// Purpose: Suggests a possible move/avoidance, with a range of acceptable alternatives
//
// @Note (toml 06-20-02): this probably will eventually want to incorporate facing and
// destination of the motivating goal.
//
//-------------------------------------
enum AI_MoveSuggestionFlags_t
{
AIMS_FAVOR_LEFT = 0x01,
AIMS_FAVOR_RIGHT = 0x02
};
//-----------------
struct AI_MoveSuggestion_t
{
AI_MoveSuggestion_t();
AI_MoveSuggestion_t( AI_MoveSuggType_t newType, float newWeight, float newDir, float newSpan, CBaseEntity *pEntity = NULL );
AI_MoveSuggestion_t( AI_MoveSuggType_t newType, float newWeight, const AI_Arc_t &arc, CBaseEntity *pEntity = NULL );
void Set( AI_MoveSuggType_t newType, float newWeight, float newDir, float newSpan, CBaseEntity *pEntity = NULL );
void Set( AI_MoveSuggType_t newType, float newWeight, const AI_Arc_t &arc, CBaseEntity *pEntity = NULL );
//---------------------------------
// The kind of suggestion
AI_MoveSuggType_t type;
// The unadjusted weight of the suggestion [0..1], although [-1..1] within the solver
float weight;
// The desired direction to move/avoid
AI_Arc_t arc;
// The causing entity, if any
EHANDLE hObstacleEntity;
// Flags
unsigned flags;
};
//-----------------
typedef CUtlVector<AI_MoveSuggestion_t> CAI_MoveSuggestions;
//-------------------------------------
// AI_MoveSolution_t
//
// Purpose: The result of resolving suggestions
//
// @Note (toml 06-18-02): Currently, this is a very dopey little structure.
// However, it will probably eventually incorporate much of the info
// passed or calculated piecemeal between Move...() and Move...Execute()
// functions. Once suggestions incorprate more information, the solution
// may want to include a copy of the winning suggestion, so that the
// caller need retain less state. If this is not the case, reduce it to just
// a yaw.
//
//-------------------------------------
struct AI_MoveSolution_t
{
AI_MoveSolution_t()
: dir(0)
{
}
// The direction to move
float dir;
};
//-----------------------------------------------------------------------------
// class CAI_MoveSolver
//
// Purpose: Given a set of precalculated "regulations" (typically negative),
// and a set of instantaneous suggestions (usually positive)
//-----------------------------------------------------------------------------
class CAI_MoveSolver
{
public:
CAI_MoveSolver();
//---------------------------------
// Purpose: A regulation is a suggestion that is kept around as a rule until
// cleared. They are generally negative suggestions.
//---------------------------------
void AddRegulation( const AI_MoveSuggestion_t &suggestion );
void AddRegulations( const AI_MoveSuggestion_t *pSuggestion, int nSuggestions );
bool HaveRegulations() const;
void ClearRegulations();
//---------------------------------
// Purpose: Solve the move, picking the best direction from a set of suggestions,
// after applying the regulations
//---------------------------------
bool Solve( const AI_MoveSuggestion_t *pSuggestions, int nSuggestions, AI_MoveSolution_t *pResult );
bool Solve( const AI_MoveSuggestion_t &suggestion, AI_MoveSolution_t *pResult );
//---------------------------------
bool HaveRegulationForObstacle( CBaseEntity *pEntity);
//---------------------------------
// Visualization
void VisualizeRegulations( const Vector& origin );
private:
enum
{
REGS_RESERVE = 8,
};
//---------------------------------
void NormalizeSuggestions( AI_MoveSuggestion_t *pBegin, AI_MoveSuggestion_t *pEnd );
//---------------------------------
CAI_MoveSuggestions m_Regulations;
};
//-----------------------------------------------------------------------------
// AI_Arc_t inline methods
//-----------------------------------------------------------------------------
inline void AI_Arc_t::Set( float newCenter, float newSpan )
{
center = NormalizeAngle( newCenter );
span = NormalizeAngle( newSpan );
}
//-------------------------------------
inline void AI_Arc_t::SetByLimits( float yawRight, float yawLeft )
{
// Yaw runs counter-clockwise
span = yawLeft - yawRight;
if ( span < 0 )
span += 360;
center = yawRight + span * 0.5;
if ( center >= 360 )
center -= 360;
}
//-----------------------------------------------------------------------------
// AI_MoveSuggestion_t inline methods
//-----------------------------------------------------------------------------
inline void AI_MoveSuggestion_t::Set( AI_MoveSuggType_t newType, float newWeight, float newDir, float newSpan, CBaseEntity *pEntity )
{
type = newType;
weight = newWeight;
hObstacleEntity = pEntity;
flags = 0;
arc.Set( newDir, newSpan );
}
//-------------------------------------
inline AI_MoveSuggestion_t::AI_MoveSuggestion_t()
: type( AIMS_INVALID ),
weight( 0 ),
flags( 0 )
{
}
//-------------------------------------
inline AI_MoveSuggestion_t::AI_MoveSuggestion_t( AI_MoveSuggType_t newType, float newWeight, float newDir, float newSpan, CBaseEntity *pEntity )
{
Set( newType, newWeight, newDir, newSpan, pEntity );
}
//-------------------------------------
inline AI_MoveSuggestion_t::AI_MoveSuggestion_t( AI_MoveSuggType_t newType, float newWeight, const AI_Arc_t &arc, CBaseEntity *pEntity )
{
Set( newType, newWeight, arc.center, arc.span, pEntity );
}
//-------------------------------------
inline void AI_MoveSuggestion_t::Set( AI_MoveSuggType_t newType, float newWeight, const AI_Arc_t &arc, CBaseEntity *pEntity )
{
Set( newType, newWeight, arc.center, arc.span, pEntity );
}
//-----------------------------------------------------------------------------
// CAI_MoveSolver inline methods
//-----------------------------------------------------------------------------
inline CAI_MoveSolver::CAI_MoveSolver()
{
m_Regulations.EnsureCapacity( REGS_RESERVE );
}
//-------------------------------------
inline void CAI_MoveSolver::AddRegulation( const AI_MoveSuggestion_t &suggestion )
{
m_Regulations.AddToTail( suggestion );
}
//-------------------------------------
inline void CAI_MoveSolver::AddRegulations( const AI_MoveSuggestion_t *pSuggestions, int nSuggestions )
{
for (int i = 0; i < nSuggestions; ++i)
{
m_Regulations.AddToTail( pSuggestions[i] );
}
}
//-------------------------------------
inline bool CAI_MoveSolver::HaveRegulations() const
{
return (m_Regulations.Count() > 0);
}
//-------------------------------------
inline void CAI_MoveSolver::ClearRegulations()
{
m_Regulations.RemoveAll();
}
//-------------------------------------
inline bool CAI_MoveSolver::Solve( const AI_MoveSuggestion_t &suggestion, AI_MoveSolution_t *pResult)
{
return Solve( &suggestion, 1, pResult);
}
//=============================================================================
#endif // AI_MOVESOLVER_H