Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_NETWORK_H
#define AI_NETWORK_H
#ifdef _WIN32
#pragma once
#endif
#include "ispatialpartition.h"
#include "utlpriorityqueue.h"
// ------------------------------------
class CAI_Node;
class CVarBitVec;
class INodeListFilter;
struct AI_Waypoint_t;
class CAI_BaseNPC;
class CAI_Link;
class CAI_DynamicLink;
//-----------------------------------------------------------------------------
class CAI_NetworkManager;
//-----------------------------------------------------------------------------
#define AI_MAX_NODE_LINKS 30
#define MAX_NODES 1500
//-----------------------------------------------------------------------------
//
// Utility classes used by CAI_Network
//
//-----------------------------------------------------------------------------
abstract_class INearestNodeFilter
{
public:
virtual bool IsValid( CAI_Node *pNode ) = 0;
virtual bool ShouldContinue() = 0;
};
//-------------------------------------
struct AI_NearNode_t
{
AI_NearNode_t() {}
AI_NearNode_t( int index, float nodedist ) { dist = nodedist; nodeIndex = index; }
float dist;
int nodeIndex;
};
//-------------------------------------
class CNodeList : public CUtlPriorityQueue<AI_NearNode_t>
{
public:
static bool IsLowerPriority( const AI_NearNode_t &node1, const AI_NearNode_t &node2 )
{
// nodes with greater distance are lower priority
return node1.dist > node2.dist;
}
static bool RevIsLowerPriority( const AI_NearNode_t &node1, const AI_NearNode_t &node2 )
{
// nodes with lower distance are lower priority
return node2.dist > node1.dist;
}
CNodeList( int growSize = 0, int initSize = 0 ) : CUtlPriorityQueue<AI_NearNode_t>( growSize, initSize, IsLowerPriority ) {}
CNodeList( AI_NearNode_t *pMemory, int count ) : CUtlPriorityQueue<AI_NearNode_t>( pMemory, count, IsLowerPriority ) {}
};
//-----------------------------------------------------------------------------
// CAI_Network
//
// Purpose: Stores a node graph through which an AI may pathfind
//-----------------------------------------------------------------------------
class CAI_Network : public IPartitionEnumerator
{
public:
// Core data management
CAI_Network();
~CAI_Network();
CAI_Node * AddNode( const Vector &origin, float yaw ); // Returns a new node in the network
CAI_Link * CreateLink( int srcID, int destID, CAI_DynamicLink *pDynamicLink = NULL );
bool IsConnected(int srcID, int destID); // Use during run time
void TestIsConnected(int startID, int endID); // Use only for initialization!
Vector GetNodePosition( CBaseCombatCharacter *pNPC, int nodeID );
Vector GetNodePosition( Hull_t hull, int nodeID );
float GetNodeYaw( int nodeID );
static int FindBSSmallest(CVarBitVec *bitString, float *float_array, int array_size);
int NumNodes() const { return m_iNumNodes; }
CAI_Node* GetNode( int id, bool bHandleError = true ) const
{
if ( id >= 0 &&
id < m_iNumNodes )
{
return m_pAInode[id];
}
if ( bHandleError )
{
static int warningCount = 0;
if ( ++warningCount < 10 )
{
AssertMsg2( 0, "Node (%i) out of range (%i total)\n", id, m_iNumNodes );
}
}
return NULL;
}
CAI_Node** AccessNodes() const { return m_pAInode; }
//////////////////////////////////
// Tools and utility functions
int NearestNodeToPoint( CAI_BaseNPC* pNPC, const Vector &vecOrigin, bool bCheckVisiblity, INearestNodeFilter *pFilter );
int NearestNodeToPoint( CAI_BaseNPC* pNPC, const Vector &vecOrigin, bool bCheckVisiblity = true ) { return NearestNodeToPoint( pNPC, vecOrigin, bCheckVisiblity, NULL ); }
int NearestNodeToPoint(const Vector &vPosition, bool bCheckVisiblity = true );
/** @brief Callback lets you customize FindNodeDistanceAwayFromStart to accept or reject specific nodes based on other criteria
To use, inherit from this and override Validate(). It's like a closure.
*/
class IPathingNodeValidator
{
public:
/// FindNodeDistanceAwayFromStart will pass each node it considers acceptable into this function and will reject ones that return false.
/// NOTE: this must be const!
virtual bool Validate( const CAI_Node *pNode, const CAI_Network * const pNetwork ) const { return true; } /// < default impl accepts everything
};
/// Experimental: starting at a given nav-node, walk the network to try to find a node at least
/// mindist away from a point yet no more than maxdist. Returns NULL on failure. Recursive.
/// supply squares of min, max distance.
CAI_Node * FindNodeDistanceAwayFromStart( CAI_Node *pStartNode, const Vector &point, float minDistSq, float maxDistSq, const Hull_t hulltype, const Capability_t movetype, const IPathingNodeValidator &validator = IPathingNodeValidator() ) RESTRICT;
private:
friend class CAI_NetworkManager;
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity );
int GetCachedNearestNode(const Vector &checkPos, CAI_BaseNPC *pNPC, int *pCachePos );
void SetCachedNearestNode(const Vector &checkPos, int nodeID, Hull_t nHull);
int GetCachedNode(const Vector &checkPos, Hull_t nHull, int *pCachePos);
int ListNodesInBox( CNodeList &list, int maxListCount, const Vector &mins, const Vector &maxs, INodeListFilter *pFilter );
//---------------------------------
enum
{
NEARNODE_CACHE_SIZE = 32,
NEARNODE_CACHE_LIFE = 10,
};
struct NearNodeCache_T
{
Vector vTestPosition;
float expiration; // Time tested
int node; // Nearest Node to position
int hull; // Hull type tested (or HULL_NONE is only visibility tested)
};
int m_iNumNodes; // Number of nodes in this network
CAI_Node** m_pAInode; // Array of all nodes in this network
enum
{
PARTITION_NODE = ( 1 << 0 )
};
NearNodeCache_T m_NearestCache[NEARNODE_CACHE_SIZE]; // Cache of nearest nodes
int m_iNearestCacheNext; // Oldest record in the cache
#ifdef AI_NODE_TREE
ISpatialPartition * m_pNodeTree;
CUtlVector<int> m_GatheredNodes;
#endif
};
//-----------------------------------------------------------------------------
// CAI_NetworkEditTools
//
// Purpose: Provides the operations used when building levels, whether in-game
// debugging tools or editor related items.
//
//-----------------------------------------------------------------------------
// ------------------------------------
// Debug overlay bits
enum DebugNetOverlayBits_e
{
bits_debugOverlayNodes = 0x00000001, // show node
bits_debugOverlayNodesLev2 = 0x00000002, // show nodes and text
bits_debugOverlayHulls = 0x00000004, // show hulls
bits_debugOverlayConnections = 0x00000008, // show connections
bits_debugOverlayVisibility = 0x00000010, // show visibility
bits_debugOverlayGraphConnect = 0x00000020, // show graph connectivity
bits_debugOverlayGrid = 0x00000040, // show grid
bits_debugOverlayHints = 0x00000080, // show hints
bits_debugOverlayJumpConnections= 0x00000100, // show jump connections
bits_debugOverlayFlyConnections = 0x00000200, // show fly connections
bits_debugOverlayCrawlConnections = 0x00000400, // show crawl connections
bits_debugNeedRebuild = 0x10000000, // network needs rebuilding
};
// ------------------------------------
// ----------------
//-----------------------------------------------------------------------------
// Useful utility function defined by AI_network.cpp
Vector PointOnLineNearestPoint(const Vector& vStartPos, const Vector& vEndPos, const Vector& vPoint);
//-----------------------------------------------------------------------------
// For now just using one big AI network
extern CAI_NetworkManager * g_pAINetworkManager;
extern CAI_Network * g_pBigAINet;
//=============================================================================
#endif // AI_NETWORK_H