|
|
// NextBotEventResponderInterface.h
// Interface for propagating and responding to events
// Author: Michael Booth, May 2006
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef _NEXT_BOT_EVENT_RESPONDER_INTERFACE_H_
#define _NEXT_BOT_EVENT_RESPONDER_INTERFACE_H_
class Path; class CTakeDamageInfo; class CBaseEntity; class CDOTABaseAbility;
struct CSoundParameters; struct animevent_t;
#include "ai_speech.h"
//--------------------------------------------------------------------------------------------------------------------------
enum MoveToFailureType { FAIL_NO_PATH_EXISTS, FAIL_STUCK, FAIL_FELL_OFF, };
//--------------------------------------------------------------------------------------------------------------------------
/**
* Events propagated to/between components. * To add an event, add its signature here and implement its propagation * to derived classes via FirstContainedResponder() and NextContainedResponder(). * NOTE: Also add a translator to the Action class in NextBotBehavior.h. */ class INextBotEventResponder { public: DECLARE_CLASS_NOBASE( INextBotEventResponder ); virtual ~INextBotEventResponder() { } // these methods are used by derived classes to define how events propagate
virtual INextBotEventResponder *FirstContainedResponder( void ) const { return NULL; } virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const { return NULL; } //
// Events. All events must be 'extended' by calling the derived class explicitly to ensure propagation.
// Each event must implement its propagation in this interface class.
//
virtual void OnLeaveGround( CBaseEntity *ground ); // invoked when bot leaves ground for any reason
virtual void OnLandOnGround( CBaseEntity *ground ); // invoked when bot lands on the ground after being in the air
virtual void OnContact( CBaseEntity *other, CGameTrace *result = NULL ); // invoked when bot touches 'other'
virtual void OnMoveToSuccess( const Path *path ); // invoked when a bot reaches the end of the given Path
virtual void OnMoveToFailure( const Path *path, MoveToFailureType reason ); // invoked when a bot fails to reach the end of the given Path
virtual void OnStuck( void ); // invoked when bot becomes stuck while trying to move
virtual void OnUnStuck( void ); // invoked when a previously stuck bot becomes un-stuck and can again move
virtual void OnPostureChanged( void ); // when bot has assumed new posture (query IBody for posture)
virtual void OnAnimationActivityComplete( int activity ); // when animation activity has finished playing
virtual void OnAnimationActivityInterrupted( int activity );// when animation activity was replaced by another animation
virtual void OnAnimationEvent( animevent_t *event ); // when a QC-file animation event is triggered by the current animation sequence
virtual void OnIgnite( void ); // when bot starts to burn
virtual void OnInjured( const CTakeDamageInfo &info ); // when bot is damaged by something
virtual void OnKilled( const CTakeDamageInfo &info ); // when the bot's health reaches zero
virtual void OnOtherKilled( CBaseCombatCharacter *victim, const CTakeDamageInfo &info ); // when someone else dies
virtual void OnSight( CBaseEntity *subject ); // when subject initially enters bot's visual awareness
virtual void OnLostSight( CBaseEntity *subject ); // when subject leaves enters bot's visual awareness
virtual void OnSound( CBaseEntity *source, const Vector &pos, KeyValues *keys ); // when an entity emits a sound. "pos" is world coordinates of sound. "keys" are from sound's GameData
virtual void OnSpokeConcept( CBaseCombatCharacter *who, AIConcept_t concept, AI_Response *response ); // when an Actor speaks a concept
virtual void OnWeaponFired( CBaseCombatCharacter *whoFired, CBaseCombatWeapon *weapon ); // when someone fires a weapon
virtual void OnNavAreaChanged( CNavArea *newArea, CNavArea *oldArea ); // when bot enters a new navigation area
virtual void OnModelChanged( void ); // when the entity's model has been changed
virtual void OnPickUp( CBaseEntity *item, CBaseCombatCharacter *giver ); // when something is added to our inventory
virtual void OnDrop( CBaseEntity *item ); // when something is removed from our inventory
virtual void OnActorEmoted( CBaseCombatCharacter *emoter, int emote ); // when "emoter" does an "emote" (ie: manual voice command, etc)
virtual void OnCommandAttack( CBaseEntity *victim ); // attack the given entity
virtual void OnCommandApproach( const Vector &pos, float range = 0.0f ); // move to within range of the given position
virtual void OnCommandApproach( CBaseEntity *goal ); // follow the given leader
virtual void OnCommandRetreat( CBaseEntity *threat, float range = 0.0f ); // retreat from the threat at least range units away (0 == infinite)
virtual void OnCommandPause( float duration = 0.0f ); // pause for the given duration (0 == forever)
virtual void OnCommandResume( void ); // resume after a pause
virtual void OnCommandString( const char *command ); // for debugging: respond to an arbitrary string representing a generalized command
virtual void OnShoved( CBaseEntity *pusher ); // 'pusher' has shoved me
virtual void OnBlinded( CBaseEntity *blinder ); // 'blinder' has blinded me with a flash of light
virtual void OnTerritoryContested( int territoryID ); // territory has been invaded and is changing ownership
virtual void OnTerritoryCaptured( int territoryID ); // we have captured enemy territory
virtual void OnTerritoryLost( int territoryID ); // we have lost territory to the enemy
virtual void OnWin( void ); virtual void OnLose( void );
#ifdef DOTA_SERVER_DLL
virtual void OnCommandMoveTo( const Vector &pos ); virtual void OnCommandMoveToAggressive( const Vector &pos ); virtual void OnCommandAttack( CBaseEntity *victim, bool bDeny ); virtual void OnCastAbilityNoTarget( CDOTABaseAbility *ability ); virtual void OnCastAbilityOnPosition( CDOTABaseAbility *ability, const Vector &pos ); virtual void OnCastAbilityOnTarget( CDOTABaseAbility *ability, CBaseEntity *target ); virtual void OnDropItem( const Vector &pos, CBaseEntity *item ); virtual void OnPickupItem( CBaseEntity *item ); virtual void OnPickupRune( CBaseEntity *item ); virtual void OnStop(); virtual void OnFriendThreatened( CBaseEntity *friendly, CBaseEntity *threat ); virtual void OnCancelAttack( CBaseEntity *pTarget ); virtual void OnDominated(); virtual void OnWarped( Vector vStartPos ); #endif
};
inline void INextBotEventResponder::OnLeaveGround( CBaseEntity *ground ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnLeaveGround( ground ); } }
inline void INextBotEventResponder::OnLandOnGround( CBaseEntity *ground ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnLandOnGround( ground ); } }
inline void INextBotEventResponder::OnContact( CBaseEntity *other, CGameTrace *result ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnContact( other, result ); } }
inline void INextBotEventResponder::OnMoveToSuccess( const Path *path ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnMoveToSuccess( path ); } }
inline void INextBotEventResponder::OnMoveToFailure( const Path *path, MoveToFailureType reason ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnMoveToFailure( path, reason ); } }
inline void INextBotEventResponder::OnStuck( void ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnStuck(); } }
inline void INextBotEventResponder::OnUnStuck( void ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnUnStuck(); } }
inline void INextBotEventResponder::OnPostureChanged( void ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnPostureChanged(); } }
inline void INextBotEventResponder::OnAnimationActivityComplete( int activity ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnAnimationActivityComplete( activity ); } }
inline void INextBotEventResponder::OnAnimationActivityInterrupted( int activity ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnAnimationActivityInterrupted( activity ); } }
inline void INextBotEventResponder::OnAnimationEvent( animevent_t *event ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnAnimationEvent( event ); } }
inline void INextBotEventResponder::OnIgnite( void ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnIgnite(); } }
inline void INextBotEventResponder::OnInjured( const CTakeDamageInfo &info ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnInjured( info ); } }
inline void INextBotEventResponder::OnKilled( const CTakeDamageInfo &info ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnKilled( info ); } }
inline void INextBotEventResponder::OnOtherKilled( CBaseCombatCharacter *victim, const CTakeDamageInfo &info ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnOtherKilled( victim, info ); } }
inline void INextBotEventResponder::OnSight( CBaseEntity *subject ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnSight( subject ); } }
inline void INextBotEventResponder::OnLostSight( CBaseEntity *subject ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnLostSight( subject ); } }
inline void INextBotEventResponder::OnSound( CBaseEntity *source, const Vector &pos, KeyValues *keys ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnSound( source, pos, keys ); } }
inline void INextBotEventResponder::OnSpokeConcept( CBaseCombatCharacter *who, AIConcept_t concept, AI_Response *response ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnSpokeConcept( who, concept, response ); } }
inline void INextBotEventResponder::OnWeaponFired( CBaseCombatCharacter *whoFired, CBaseCombatWeapon *weapon ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnWeaponFired( whoFired, weapon ); } }
inline void INextBotEventResponder::OnNavAreaChanged( CNavArea *newArea, CNavArea *oldArea ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnNavAreaChanged( newArea, oldArea ); } }
inline void INextBotEventResponder::OnModelChanged( void ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnModelChanged(); } }
inline void INextBotEventResponder::OnPickUp( CBaseEntity *item, CBaseCombatCharacter *giver ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnPickUp( item, giver ); } }
inline void INextBotEventResponder::OnDrop( CBaseEntity *item ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnDrop( item ); } }
inline void INextBotEventResponder::OnActorEmoted( CBaseCombatCharacter *emoter, int emote ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnActorEmoted( emoter, emote ); } }
inline void INextBotEventResponder::OnShoved( CBaseEntity *pusher ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnShoved( pusher ); } }
inline void INextBotEventResponder::OnBlinded( CBaseEntity *blinder ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnBlinded( blinder ); } }
inline void INextBotEventResponder::OnCommandAttack( CBaseEntity *victim ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCommandAttack( victim ); } }
inline void INextBotEventResponder::OnCommandApproach( const Vector &pos, float range ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCommandApproach( pos, range ); } }
inline void INextBotEventResponder::OnCommandApproach( CBaseEntity *goal ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCommandApproach( goal ); } }
inline void INextBotEventResponder::OnCommandRetreat( CBaseEntity *threat, float range ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCommandRetreat( threat, range ); } }
inline void INextBotEventResponder::OnCommandPause( float duration ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCommandPause( duration ); } }
inline void INextBotEventResponder::OnCommandResume( void ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCommandResume(); } }
inline void INextBotEventResponder::OnCommandString( const char *command ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCommandString( command ); } }
inline void INextBotEventResponder::OnTerritoryContested( int territoryID ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnTerritoryContested( territoryID ); } }
inline void INextBotEventResponder::OnTerritoryCaptured( int territoryID ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnTerritoryCaptured( territoryID ); } }
inline void INextBotEventResponder::OnTerritoryLost( int territoryID ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnTerritoryLost( territoryID ); } }
inline void INextBotEventResponder::OnWin( void ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnWin(); } }
inline void INextBotEventResponder::OnLose( void ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnLose(); } }
#ifdef DOTA_SERVER_DLL
inline void INextBotEventResponder::OnCommandMoveTo( const Vector &pos ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCommandMoveTo( pos ); } }
inline void INextBotEventResponder::OnCommandMoveToAggressive( const Vector &pos ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCommandMoveToAggressive( pos ); } }
inline void INextBotEventResponder::OnCommandAttack( CBaseEntity *victim, bool bDeny ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCommandAttack( victim, bDeny ); } }
inline void INextBotEventResponder::OnCastAbilityNoTarget( CDOTABaseAbility *ability ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCastAbilityNoTarget( ability ); } }
inline void INextBotEventResponder::OnCastAbilityOnPosition( CDOTABaseAbility *ability, const Vector &pos ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCastAbilityOnPosition( ability, pos ); } }
inline void INextBotEventResponder::OnCastAbilityOnTarget( CDOTABaseAbility *ability, CBaseEntity *target ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCastAbilityOnTarget( ability, target ); } }
inline void INextBotEventResponder::OnDropItem( const Vector &pos, CBaseEntity *item ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnDropItem( pos, item ); } }
inline void INextBotEventResponder::OnPickupItem( CBaseEntity *item ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnPickupItem( item ); } }
inline void INextBotEventResponder::OnPickupRune( CBaseEntity *item ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnPickupRune( item ); } }
inline void INextBotEventResponder::OnStop() { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnStop(); } }
inline void INextBotEventResponder::OnFriendThreatened( CBaseEntity *friendly, CBaseEntity *threat ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnFriendThreatened( friendly, threat ); } }
inline void INextBotEventResponder::OnCancelAttack( CBaseEntity *pTarget ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnCancelAttack( pTarget ); } }
inline void INextBotEventResponder::OnDominated() { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnDominated(); } }
inline void INextBotEventResponder::OnWarped( Vector vStartPos ) { for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) ) { sub->OnWarped( vStartPos ); } } #endif
#endif // _NEXT_BOT_EVENT_RESPONDER_INTERFACE_H_
|