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// NextBotUtil.h
// Utilities for the NextBot system
// Author: Michael Booth, May 2006
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef _NEXT_BOT_UTIL_H_
#define _NEXT_BOT_UTIL_H_
#include "NextBotLocomotionInterface.h"
#include "nav_area.h"
#include "nav_mesh.h"
#include "nav_pathfind.h"
//--------------------------------------------------------------------------------------------
/**
* A simple filter interface for various NextBot queries */ class INextBotEntityFilter { public: // return true if the given entity passes this filter
virtual bool IsAllowed( CBaseEntity *entity ) const = 0; };
// trace filter callback functions. needed for use with the querycache/optimization functionality
bool VisionTraceFilterFunction( IHandleEntity *pServerEntity, int contentsMask ); bool IgnoreActorsTraceFilterFunction( IHandleEntity *pServerEntity, int contentsMask );
//--------------------------------------------------------------------------------------------
/**
* Trace filter that skips all players and NextBots */ class NextBotTraceFilterIgnoreActors : public CTraceFilterSimple { public: NextBotTraceFilterIgnoreActors( const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple( passentity, collisionGroup, IgnoreActorsTraceFilterFunction ) { } };
//--------------------------------------------------------------------------------------------
/**
* Trace filter that skips all players, NextBots, and non-LOS blockers */ class NextBotVisionTraceFilter : public CTraceFilterSimple { public: NextBotVisionTraceFilter( const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple( passentity, collisionGroup, VisionTraceFilterFunction ) { } };
//--------------------------------------------------------------------------------------------
/**
* Trace filter that skips all NextBots, but includes Players */ class NextBotTraceFilterIgnoreNextBots : public CTraceFilterSimple { public: NextBotTraceFilterIgnoreNextBots( const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple( passentity, collisionGroup ) { }
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) { if ( CTraceFilterSimple::ShouldHitEntity( pServerEntity, contentsMask ) ) { CBaseEntity *entity = EntityFromEntityHandle( pServerEntity ); #ifdef TERROR
CBasePlayer *player = ToBasePlayer( entity ); if ( player && player->IsGhost() ) return false; #endif // TERROR
return ( entity->MyNextBotPointer() == NULL ); } return false; } };
//--------------------------------------------------------------------------------------------
/**
* Trace filter that obeys INextBot::IsAbleToBlockMovementOf() */ class NextBotTraceFilter : public CTraceFilterSimple { public: NextBotTraceFilter( const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple( passentity, collisionGroup ) { CBaseEntity *entity = const_cast<CBaseEntity *>(EntityFromEntityHandle( passentity )); m_passBot = entity->MyNextBotPointer(); }
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) { if ( CTraceFilterSimple::ShouldHitEntity( pServerEntity, contentsMask ) ) { CBaseEntity *entity = EntityFromEntityHandle( pServerEntity ); #ifdef TERROR
CBasePlayer *player = ToBasePlayer( entity ); if ( player && player->IsGhost() ) return false; #endif // TERROR
// Skip players on the same team - they're not solid to us, and we'll avoid them
if ( entity->IsPlayer() && m_passBot && m_passBot->GetEntity() && m_passBot->GetEntity()->GetTeamNumber() == entity->GetTeamNumber() ) return false;
INextBot *bot = entity->MyNextBotPointer(); return ( !bot || bot->IsAbleToBlockMovementOf( m_passBot ) ); } return false; } const INextBot *m_passBot; };
//--------------------------------------------------------------------------------------------
/**
* Trace filter that only hits players and NextBots */ class NextBotTraceFilterOnlyActors : public CTraceFilterSimple { public: NextBotTraceFilterOnlyActors( const IHandleEntity *passentity, int collisionGroup ) : CTraceFilterSimple( passentity, collisionGroup ) { }
virtual TraceType_t GetTraceType() const { return TRACE_ENTITIES_ONLY; }
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) { if ( CTraceFilterSimple::ShouldHitEntity( pServerEntity, contentsMask ) ) { CBaseEntity *entity = EntityFromEntityHandle( pServerEntity );
#ifdef TERROR
CBasePlayer *player = ToBasePlayer( entity ); if ( player && player->IsGhost() ) return false; #endif // TERROR
return ( entity->MyNextBotPointer() || entity->IsPlayer() ); } return false; } };
//--------------------------------------------------------------------------------------------
/**
* Trace filter that skips "traversable" entities. The "when" argument creates * a temporal context for asking if an entity is IMMEDIATELY traversable (like thin * glass that just breaks as we walk through it) or EVENTUALLY traversable (like a * breakable object that will take some time to break through) */ class NextBotTraversableTraceFilter : public CTraceFilterSimple { public: NextBotTraversableTraceFilter( INextBot *bot, ILocomotion::TraverseWhenType when = ILocomotion::EVENTUALLY ) : CTraceFilterSimple( bot->GetEntity(), COLLISION_GROUP_NONE ) { m_bot = bot; m_when = when; }
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) { CBaseEntity *entity = EntityFromEntityHandle( pServerEntity );
if ( m_bot->IsSelf( entity ) ) { return false; }
if ( CTraceFilterSimple::ShouldHitEntity( pServerEntity, contentsMask ) ) { return !m_bot->GetLocomotionInterface()->IsEntityTraversable( entity, m_when ); }
return false; }
private: INextBot *m_bot; ILocomotion::TraverseWhenType m_when; };
//---------------------------------------------------------------------------------------------
/**
* Given a vector of entities, a nav area, and a max travel distance, return * the entity that has the shortest travel distance. */ inline CBaseEntity *SelectClosestEntityByTravelDistance( INextBot *me, const CUtlVector< CBaseEntity * > &candidateEntities, CNavArea *startArea, float travelRange ) { // collect nearby walkable areas within travelRange
CUtlVector< CNavArea * > nearbyAreaVector; CollectSurroundingAreas( &nearbyAreaVector, startArea, travelRange, me->GetLocomotionInterface()->GetStepHeight(), me->GetLocomotionInterface()->GetDeathDropHeight() );
// find closest entity in the collected area set
CBaseEntity *closeEntity = NULL; float closeTravelRange = FLT_MAX;
for( int i=0; i<candidateEntities.Count(); ++i ) { CBaseEntity *candidate = candidateEntities[i];
CNavArea *area = TheNavMesh->GetNearestNavArea( candidate, GETNAVAREA_CHECK_LOS, 500.0f );
if ( area && area->IsMarked() && area->GetCostSoFar() < closeTravelRange ) { closeEntity = candidate; closeTravelRange = area->GetCostSoFar(); } }
return closeEntity; }
#ifdef OBSOLETE
//--------------------------------------------------------------------------------------------
/**
* Trace filter that skips "traversable" entities, but hits other Actors. * Used for obstacle avoidance. */ class NextBotMovementAvoidanceTraceFilter : public CTraceFilterSimple { public: NextBotMovementAvoidanceTraceFilter( INextBot *bot ) : CTraceFilterSimple( bot->GetEntity(), COLLISION_GROUP_NONE ) { m_bot = bot; }
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) { CBaseEntity *entity = EntityFromEntityHandle( pServerEntity );
#ifdef TERROR
CBasePlayer *player = ToBasePlayer( entity ); if ( player && player->IsGhost() ) return false; #endif // TERROR
if ( m_bot->IsSelf( entity ) ) { return false; }
if ( CTraceFilterSimple::ShouldHitEntity( pServerEntity, contentsMask ) ) { return !m_bot->GetLocomotionInterface()->IsEntityTraversable( entity, ILocomotion::IMMEDIATELY ); }
return false; }
private: INextBot *m_bot; }; #endif
#endif // _NEXT_BOT_UTIL_H_
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