Team Fortress 2 Source Code as on 22/4/2020
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// NextBotAttentionInterface.cpp
// Manage what this bot pays attention to
// Author: Michael Booth, April 2007
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "NextBot.h"
#include "NextBotAttentionInterface.h"
#include "NextBotBodyInterface.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//------------------------------------------------------------------------------------------
/**
* Reset to initial state
*/
void IAttention::Reset( void )
{
m_body = GetBot()->GetBodyInterface();
m_attentionSet.RemoveAll();
}
//------------------------------------------------------------------------------------------
/**
* Update internal state
*/
void IAttention::Update( void )
{
}
//------------------------------------------------------------------------------------------
void IAttention::AttendTo( const CBaseCombatCharacter *who, const char *reason )
{
if ( !IsAwareOf( who ) )
{
PointOfInterest p;
p.m_type = PointOfInterest::WHO;
p.m_who = who;
p.m_duration.Start();
m_attentionSet.AddToTail( p );
}
}
//------------------------------------------------------------------------------------------
void IAttention::AttendTo( const CBaseEntity *what, const char *reason )
{
if ( !IsAwareOf( what ) )
{
PointOfInterest p;
p.m_type = PointOfInterest::WHAT;
p.m_what = what;
p.m_duration.Start();
m_attentionSet.AddToTail( p );
}
}
//------------------------------------------------------------------------------------------
void IAttention::AttendTo( const Vector &where, IAttention::SignificanceLevel significance, const char *reason )
{
PointOfInterest p;
p.m_type = PointOfInterest::WHERE;
p.m_where = where;
p.m_duration.Start();
m_attentionSet.AddToTail( p );
}
//------------------------------------------------------------------------------------------
void IAttention::Disregard( const CBaseCombatCharacter *who, const char *reason )
{
FOR_EACH_VEC( m_attentionSet, it )
{
if ( m_attentionSet[ it ].m_type == PointOfInterest::WHO )
{
CBaseCombatCharacter *myWho = m_attentionSet[ it ].m_who;
if ( !myWho || myWho->entindex() == who->entindex() )
{
m_attentionSet.Remove( it );
return;
}
}
}
}
//------------------------------------------------------------------------------------------
void IAttention::Disregard( const CBaseEntity *what, const char *reason )
{
FOR_EACH_VEC( m_attentionSet, it )
{
if ( m_attentionSet[ it ].m_type == PointOfInterest::WHAT )
{
CBaseCombatCharacter *myWhat = m_attentionSet[ it ].m_what;
if ( !myWhat || myWhat->entindex() == what->entindex() )
{
m_attentionSet.Remove( it );
return;
}
}
}
}
//------------------------------------------------------------------------------------------
/**
* Return true if given actor is in our attending set
*/
bool IAttention::IsAwareOf( const CBaseCombatCharacter *who ) const
{
FOR_EACH_VEC( m_attentionSet, it )
{
if ( m_attentionSet[ it ].m_type == PointOfInterest::WHO )
{
CBaseCombatCharacter *myWho = m_attentionSet[ it ].m_who;
if ( myWho && myWho->entindex() == who->entindex() )
{
return true;
}
}
}
return false;
}
//------------------------------------------------------------------------------------------
/**
* Return true if given object is in our attending set
*/
bool IAttention::IsAwareOf( const CBaseEntity *what ) const
{
FOR_EACH_VEC( m_attentionSet, it )
{
if ( m_attentionSet[ it ].m_type == PointOfInterest::WHAT )
{
CBaseEntity *myWhat = m_attentionSet[ it ].m_what;
if ( myWhat && myWhat->entindex() == what->entindex() )
{
return true;
}
}
}
return false;
}