Team Fortress 2 Source Code as on 22/4/2020
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// NextBotBehaviorEngine.h
// Behavioral system constructed from Actions
// Author: Michael Booth, April 2006
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef _BEHAVIOR_ENGINE_H_
#define _BEHAVIOR_ENGINE_H_
#include "fmtstr.h"
#include "NextBotEventResponderInterface.h"
#include "NextBotContextualQueryInterface.h"
#include "NextBotDebug.h"
#include "tier0/vprof.h"
//#define DEBUG_BEHAVIOR_MEMORY
extern ConVar NextBotDebugHistory;
/**
* Notes:
*
* By using return results to cause transitions, we ensure the atomic-ness
* of these transitions. For instance, it is not possible to change to a
* new Action and continue execution of code in the current Action.
*
* Creation and deletion of Actions during transitions allows passing of
* type-safe arguments between Actions via constructors.
*
* Events are propagated to each Action in the hierarchy. If an
* action is suspended for another action, it STILL RECEIVES EVENTS
* that are not handled by the events "above it" in the suspend stack.
* In other words, the active Action gets the first response, and if it
* returns CONTINUE, the Action buried beneath it can process it,
* and so on deeper into the stack of suspended Actions.
*
* About events:
* It is not possible to have event handlers instantaneously change
* state upon return due to out-of-order and recurrence issues, not
* to mention deleting the state out from under itself. Therefore,
* events return DESIRED results, and the highest priority result
* is executed at the next Update().
*
* About buried Actions causing SUSPEND_FOR results:
* If a buried Action reacts to an event by returning a SUSPEND_FOR,
* the new interrupting Action is put at the TOP of the stack, burying
* whatever Action was there.
*
*/
// forward declaration
template < typename Actor > class Action;
/**
* The possible consequences of an Action
*/
enum ActionResultType
{
CONTINUE, // continue executing this action next frame - nothing has changed
CHANGE_TO, // change actions next frame
SUSPEND_FOR, // put the current action on hold for the new action
DONE, // this action has finished, resume suspended action
SUSTAIN, // for use with event handlers - a way to say "It's important to keep doing what I'm doing"
};
//----------------------------------------------------------------------------------------------
/**
* Actions and Event processors return results derived from this class.
* Do not assemble this yourself - use the Continue(), ChangeTo(), Done(), and SuspendFor()
* methods within Action.
*/
template < typename Actor >
struct IActionResult
{
IActionResult( ActionResultType type = CONTINUE, Action< Actor > *action = NULL, const char *reason = NULL )
{
m_type = type;
m_action = action;
m_reason = reason;
}
bool IsDone( void ) const
{
return ( m_type == DONE );
}
bool IsContinue( void ) const
{
return ( m_type == CONTINUE );
}
bool IsRequestingChange( void ) const
{
return ( m_type == CHANGE_TO || m_type == SUSPEND_FOR || m_type == DONE );
}
const char *GetTypeName( void ) const
{
switch ( m_type )
{
case CHANGE_TO: return "CHANGE_TO";
case SUSPEND_FOR: return "SUSPEND_FOR";
case DONE: return "DONE";
case SUSTAIN: return "SUSTAIN";
default:
case CONTINUE: return "CONTINUE";
}
}
ActionResultType m_type;
Action< Actor > *m_action;
const char *m_reason;
};
//----------------------------------------------------------------------------------------------
/**
* When an Action is executed it returns this result.
* Do not assemble this yourself - use the Continue(), ChangeTo(), Done(), and SuspendFor()
* methods within Action.
*/
template < typename Actor >
struct ActionResult : public IActionResult< Actor >
{
// this is derived from IActionResult to ensure that ActionResult and EventDesiredResult cannot be silently converted
ActionResult( ActionResultType type = CONTINUE, Action< Actor > *action = NULL, const char *reason = NULL ) : IActionResult< Actor >( type, action, reason ) { }
};
//----------------------------------------------------------------------------------------------
/**
* When an event is processed, it returns this DESIRED result,
* which may or MAY NOT happen, depending on other event results
* that occur simultaneously.
* Do not assemble this yourself - use the TryContinue(), TryChangeTo(), TryDone(), TrySustain(),
* and TrySuspendFor() methods within Action.
*/
enum EventResultPriorityType
{
RESULT_NONE, // no result
RESULT_TRY, // use this result, or toss it out, either is ok
RESULT_IMPORTANT, // try extra-hard to use this result
RESULT_CRITICAL // this result must be used - emit an error if it can't be
};
template < typename Actor >
struct EventDesiredResult : public IActionResult< Actor >
{
EventDesiredResult( ActionResultType type = CONTINUE, Action< Actor > *action = NULL, EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) : IActionResult< Actor >( type, action, reason )
{
m_priority = priority;
}
EventResultPriorityType m_priority;
};
//-------------------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------------------
/**
* A Behavior is the root of an Action hierarchy as well as its container/manager.
* Instantiate a Behavior with the root Action of your behavioral system, and
* call Behavior::Update() to drive it.
*/
template < typename Actor >
class Behavior : public INextBotEventResponder, public IContextualQuery
{
public:
DECLARE_CLASS( Behavior, INextBotEventResponder );
Behavior( Action< Actor > *initialAction, const char *name = "" ) : m_name( "%s", name )
{
m_action = initialAction;
m_me = NULL;
}
virtual ~Behavior()
{
if ( m_me && m_action )
{
// allow all currently active Actions to end
m_action->InvokeOnEnd( m_me, this, NULL );
m_me = NULL;
}
// dig down to the bottom of the action stack and delete
// that, so we don't leak action memory since action
// destructors intentionally don't delete actions
// "buried" underneath them.
Action< Actor > *bottomAction;
for( bottomAction = m_action; bottomAction && bottomAction->m_buriedUnderMe; bottomAction = bottomAction->m_buriedUnderMe )
;
if ( bottomAction )
{
delete bottomAction;
}
// delete any dead Actions
m_deadActionVector.PurgeAndDeleteElements();
}
/**
* Reset this Behavior with the given Action. If this Behavior
* was already running, this will delete all current Actions and
* restart the Behavior with the new one.
*/
void Reset( Action< Actor > *action )
{
if ( m_me && m_action )
{
// allow all currently active Actions to end
m_action->InvokeOnEnd( m_me, this, NULL );
m_me = NULL;
}
// find "bottom" action (see comment in destructor)
Action< Actor > *bottomAction;
for( bottomAction = m_action; bottomAction && bottomAction->m_buriedUnderMe; bottomAction = bottomAction->m_buriedUnderMe )
;
if ( bottomAction )
{
delete bottomAction;
}
// delete any dead Actions
m_deadActionVector.PurgeAndDeleteElements();
m_action = action;
}
/**
* Return true if this Behavior contains no actions
*/
bool IsEmpty( void ) const
{
return m_action == NULL;
}
/**
* Execute this Behavior
*/
void Update( Actor *me, float interval )
{
if ( me == NULL || IsEmpty() )
{
return;
}
m_me = me;
m_action = m_action->ApplyResult( me, this, m_action->InvokeUpdate( me, this, interval ) );
if ( m_action && me->IsDebugging( NEXTBOT_BEHAVIOR ) )
{
CFmtStr msg;
me->DisplayDebugText( msg.sprintf( "%s: %s", GetName(), m_action->DebugString() ) );
}
// delete any dead Actions
m_deadActionVector.PurgeAndDeleteElements();
}
/**
* If this Behavior has not been Update'd in a long time,
* call Resume() to let the system know its internal state may
* be out of date.
*/
void Resume( Actor *me )
{
if ( me == NULL || IsEmpty() )
{
return;
}
m_action = m_action->ApplyResult( me, this, m_action->OnResume( me, NULL ) );
if ( m_action && me->IsDebugging( NEXTBOT_BEHAVIOR ) )
{
CFmtStr msg;
me->DisplayDebugText( msg.sprintf( "%s: %s", GetName(), m_action->DebugString() ) );
}
}
/**
* Use this method to destroy Actions used by this Behavior.
* We cannot delete Actions in-line since Action updates can potentially
* invoke event responders which will then use potentially deleted
* Action pointers, causing memory corruption.
* Instead, we will collect the dead Actions and delete them at the
* end of Update().
*/
void DestroyAction( Action< Actor > *dead )
{
m_deadActionVector.AddToTail( dead );
}
const char *GetName( void ) const
{
return m_name;
}
// INextBotEventResponder propagation ----------------------------------------------------------------------
virtual INextBotEventResponder *FirstContainedResponder( void ) const
{
return m_action;
}
virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const
{
return NULL;
}
// IContextualQuery propagation ----------------------------------------------------------------------------
virtual QueryResultType ShouldPickUp( const INextBot *me, CBaseEntity *item ) const // if the desired item was available right now, should we pick it up?
{
QueryResultType result = ANSWER_UNDEFINED;
if ( m_action )
{
// find innermost child action
Action< Actor > *action;
for( action = m_action; action->m_child; action = action->m_child )
;
// work our way through our containers
while( action && result == ANSWER_UNDEFINED )
{
Action< Actor > *containingAction = action->m_parent;
// work our way up the stack
while( action && result == ANSWER_UNDEFINED )
{
result = action->ShouldPickUp( me, item );
action = action->GetActionBuriedUnderMe();
}
action = containingAction;
}
}
return result;
}
virtual QueryResultType ShouldHurry( const INextBot *me ) const // are we in a hurry?
{
QueryResultType result = ANSWER_UNDEFINED;
if ( m_action )
{
// find innermost child action
Action< Actor > *action;
for( action = m_action; action->m_child; action = action->m_child )
;
// work our way through our containers
while( action && result == ANSWER_UNDEFINED )
{
Action< Actor > *containingAction = action->m_parent;
// work our way up the stack
while( action && result == ANSWER_UNDEFINED )
{
result = action->ShouldHurry( me );
action = action->GetActionBuriedUnderMe();
}
action = containingAction;
}
}
return result;
}
virtual QueryResultType ShouldRetreat( const INextBot *me ) const // is it time to retreat?
{
QueryResultType result = ANSWER_UNDEFINED;
if ( m_action )
{
// find innermost child action
Action< Actor > *action;
for( action = m_action; action->m_child; action = action->m_child )
;
// work our way through our containers
while( action && result == ANSWER_UNDEFINED )
{
Action< Actor > *containingAction = action->m_parent;
// work our way up the stack
while( action && result == ANSWER_UNDEFINED )
{
result = action->ShouldRetreat( me );
action = action->GetActionBuriedUnderMe();
}
action = containingAction;
}
}
return result;
}
virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const // should we attack "them"?
{
QueryResultType result = ANSWER_UNDEFINED;
if ( m_action )
{
// find innermost child action
Action< Actor > *action;
for( action = m_action; action->m_child; action = action->m_child )
;
// work our way through our containers
while( action && result == ANSWER_UNDEFINED )
{
Action< Actor > *containingAction = action->m_parent;
// work our way up the stack
while( action && result == ANSWER_UNDEFINED )
{
result = action->ShouldAttack( me, them );
action = action->GetActionBuriedUnderMe();
}
action = containingAction;
}
}
return result;
}
virtual QueryResultType IsHindrance( const INextBot *me, CBaseEntity *blocker ) const // return true if we should wait for 'blocker' that is across our path somewhere up ahead.
{
QueryResultType result = ANSWER_UNDEFINED;
if ( m_action )
{
// find innermost child action
Action< Actor > *action;
for( action = m_action; action->m_child; action = action->m_child )
;
// work our way through our containers
while( action && result == ANSWER_UNDEFINED )
{
Action< Actor > *containingAction = action->m_parent;
// work our way up the stack
while( action && result == ANSWER_UNDEFINED )
{
result = action->IsHindrance( me, blocker );
action = action->GetActionBuriedUnderMe();
}
action = containingAction;
}
}
return result;
}
virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const // given a subject, return the world space position we should aim at
{
Vector result = vec3_origin;
if ( m_action )
{
// find innermost child action
Action< Actor > *action;
for( action = m_action; action->m_child; action = action->m_child )
;
// work our way through our containers
while( action && result == vec3_origin )
{
Action< Actor > *containingAction = action->m_parent;
// work our way up the stack
while( action && result == vec3_origin )
{
result = action->SelectTargetPoint( me, subject );
action = action->GetActionBuriedUnderMe();
}
action = containingAction;
}
}
return result;
}
/**
* Allow bot to approve of positions game movement tries to put him into.
* This is most useful for bots derived from CBasePlayer that go through
* the player movement system.
*/
virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const
{
QueryResultType result = ANSWER_UNDEFINED;
if ( m_action )
{
// find innermost child action
Action< Actor > *action;
for( action = m_action; action->m_child; action = action->m_child )
;
// work our way through our containers
while( action && result == ANSWER_UNDEFINED )
{
Action< Actor > *containingAction = action->m_parent;
// work our way up the stack
while( action && result == ANSWER_UNDEFINED )
{
result = action->IsPositionAllowed( me, pos );
action = action->GetActionBuriedUnderMe();
}
action = containingAction;
}
}
return result;
}
virtual const CKnownEntity *SelectMoreDangerousThreat( const INextBot *me, const CBaseCombatCharacter *subject, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const // return the more dangerous of the two threats, or NULL if we have no opinion
{
const CKnownEntity *result = NULL;
if ( m_action )
{
// find innermost child action
Action< Actor > *action;
for( action = m_action; action->m_child; action = action->m_child )
;
// work our way through our containers
while( action && result == NULL )
{
Action< Actor > *containingAction = action->m_parent;
// work our way up the stack
while( action && result == NULL )
{
result = action->SelectMoreDangerousThreat( me, subject, threat1, threat2 );
action = action->GetActionBuriedUnderMe();
}
action = containingAction;
}
}
return result;
}
private:
Action< Actor > *m_action;
#define MAX_NAME_LENGTH 32
CFmtStrN< MAX_NAME_LENGTH > m_name;
Actor *m_me;
CUtlVector< Action< Actor > * > m_deadActionVector; // completed Actions pending deletion
};
//----------------------------------------------------------------------------------------------
/**
* Something an Actor does.
* Actions can contain Actions, representing the precise context of the Actor's behavior.
* A system of Actions is contained within a Behavior, which acts as the manager
* of the Action system.
*/
template < typename Actor >
class Action : public INextBotEventResponder, public IContextualQuery
{
public:
DECLARE_CLASS( Action, INextBotEventResponder );
Action( void );
virtual ~Action();
virtual const char *GetName( void ) const = 0; // return name of this action
virtual bool IsNamed( const char *name ) const; // return true if given name matches the name of this Action
virtual const char *GetFullName( void ) const; // return a temporary string showing the full lineage of this one action
Actor *GetActor( void ) const; // return the Actor performing this Action (valid just before OnStart() is invoked)
//-----------------------------------------------------------------------------------------
/**
* Try to start the Action. Result is immediately processed,
* which can cause an immediate transition, another OnStart(), etc.
* An Action can count on each OnStart() being followed (eventually) with an OnEnd().
*/
virtual ActionResult< Actor > OnStart( Actor *me, Action< Actor > *priorAction ) { return Continue(); }
/**
* Do the work of the Action. It is possible for Update to not be
* called between a given OnStart/OnEnd pair due to immediate transitions.
*/
virtual ActionResult< Actor > Update( Actor *me, float interval ) { return Continue(); }
// Invoked when an Action is ended for any reason
virtual void OnEnd( Actor *me, Action< Actor > *nextAction ) { }
/*
* When an Action is suspended by a new action.
* Note that only CONTINUE and DONE are valid results. All other results will
* be considered as a CONTINUE.
*/
virtual ActionResult< Actor > OnSuspend( Actor *me, Action< Actor > *interruptingAction ) { return Continue(); }
// When an Action is resumed after being suspended
virtual ActionResult< Actor > OnResume( Actor *me, Action< Actor > *interruptingAction ) { return Continue(); }
/**
* To cause a state change, use these methods to create an ActionResult to
* return from OnStart, Update, or OnResume.
*/
ActionResult< Actor > Continue( void ) const;
ActionResult< Actor > ChangeTo( Action< Actor > *action, const char *reason = NULL ) const;
ActionResult< Actor > SuspendFor( Action< Actor > *action, const char *reason = NULL ) const;
ActionResult< Actor > Done( const char *reason = NULL ) const;
// create and return an Action to start as sub-action within this Action when it starts
virtual Action< Actor > *InitialContainedAction( Actor *me ) { return NULL; }
//-----------------------------------------------------------------------------------------
/**
* Override the event handler methods below to respond to events that occur during this Action
* NOTE: These are identical to the events in INextBotEventResponder with the addition
* of an actor argument and a return result. Their translators are located in the private area
* below.
*/
virtual EventDesiredResult< Actor > OnLeaveGround( Actor *me, CBaseEntity *ground ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnLandOnGround( Actor *me, CBaseEntity *ground ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnContact( Actor *me, CBaseEntity *other, CGameTrace *result = NULL ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnMoveToSuccess( Actor *me, const Path *path ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnMoveToFailure( Actor *me, const Path *path, MoveToFailureType reason ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnStuck( Actor *me ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnUnStuck( Actor *me ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnPostureChanged( Actor *me ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnAnimationActivityComplete( Actor *me, int activity ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnAnimationActivityInterrupted( Actor *me, int activity ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnAnimationEvent( Actor *me, animevent_t *event ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnIgnite( Actor *me ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnInjured( Actor *me, const CTakeDamageInfo &info ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnKilled( Actor *me, const CTakeDamageInfo &info ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnOtherKilled( Actor *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnSight( Actor *me, CBaseEntity *subject ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnLostSight( Actor *me, CBaseEntity *subject ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnSound( Actor *me, CBaseEntity *source, const Vector &pos, KeyValues *keys ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnSpokeConcept( Actor *me, CBaseCombatCharacter *who, AIConcept_t concept, AI_Response *response ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnWeaponFired( Actor *me, CBaseCombatCharacter *whoFired, CBaseCombatWeapon *weapon ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnNavAreaChanged( Actor *me, CNavArea *newArea, CNavArea *oldArea ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnModelChanged( Actor *me ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnPickUp( Actor *me, CBaseEntity *item, CBaseCombatCharacter *giver ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnDrop( Actor *me, CBaseEntity *item ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnActorEmoted( Actor *me, CBaseCombatCharacter *emoter, int emote ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnCommandAttack( Actor *me, CBaseEntity *victim ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnCommandApproach( Actor *me, const Vector &pos, float range ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnCommandApproach( Actor *me, CBaseEntity *goal ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnCommandRetreat( Actor *me, CBaseEntity *threat, float range ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnCommandPause( Actor *me, float duration ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnCommandResume( Actor *me ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnCommandString( Actor *me, const char *command ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnShoved( Actor *me, CBaseEntity *pusher ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnBlinded( Actor *me, CBaseEntity *blinder ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnTerritoryContested( Actor *me, int territoryID ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnTerritoryCaptured( Actor *me, int territoryID ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnTerritoryLost( Actor *me, int territoryID ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnWin( Actor *me ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnLose( Actor *me ) { return TryContinue(); }
#ifdef DOTA_SERVER_DLL
virtual EventDesiredResult< Actor > OnCommandMoveTo( Actor *me, const Vector &pos ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnCommandMoveToAggressive( Actor *me, const Vector &pos ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnCommandAttack( Actor *me, CBaseEntity *victim, bool bDeny ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnCastAbilityNoTarget( Actor *me, CDOTABaseAbility *ability ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnCastAbilityOnPosition( Actor *me, CDOTABaseAbility *ability, const Vector &pos ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnCastAbilityOnTarget( Actor *me, CDOTABaseAbility *ability, CBaseEntity *target ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnDropItem( Actor *me, const Vector &pos, CBaseEntity *item ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnPickupItem( Actor *me, CBaseEntity *item ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnPickupRune( Actor *me, CBaseEntity *item ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnStop( Actor *me ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnFriendThreatened( Actor *me, CBaseEntity *friendly, CBaseEntity *threat ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnCancelAttack( Actor *me, CBaseEntity *pTarget ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnDominated( Actor *me ) { return TryContinue(); }
virtual EventDesiredResult< Actor > OnWarped( Actor *me, Vector vStartPos ) { return TryContinue(); }
#endif
/**
* Event handlers must return one of these.
*/
EventDesiredResult< Actor > TryContinue( EventResultPriorityType priority = RESULT_TRY ) const;
EventDesiredResult< Actor > TryChangeTo( Action< Actor > *action, EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) const;
EventDesiredResult< Actor > TrySuspendFor( Action< Actor > *action, EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) const;
EventDesiredResult< Actor > TryDone( EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) const;
EventDesiredResult< Actor > TryToSustain( EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) const;
//-----------------------------------------------------------------------------------------
Action< Actor > *GetActiveChildAction( void ) const;
Action< Actor > *GetParentAction( void ) const; // the Action that I'm running inside of
bool IsSuspended( void ) const; // return true if we are currently suspended for another Action
const char *DebugString( void ) const; // return a temporary string describing the current action stack for debugging
/**
* Sometimes we want to pass through other NextBots. OnContact() will always
* be invoked, but collision resolution can be skipped if this
* method returns false.
*/
virtual bool IsAbleToBlockMovementOf( const INextBot *botInMotion ) const { return true; }
// INextBotEventResponder propagation ----------------------------------------------------------------------
virtual INextBotEventResponder *FirstContainedResponder( void ) const;
virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const;
private:
/**
* These macros are used below to translate INextBotEventResponder event methods
* into Action event handler methods
*/
#define PROCESS_EVENT( METHOD ) \
{ \
if ( !m_isStarted ) \
return; \
\
Action< Actor > *_action = this; \
EventDesiredResult< Actor > _result; \
\
while( _action ) \
{ \
if ( m_actor && (m_actor->IsDebugging(NEXTBOT_EVENTS) || NextBotDebugHistory.GetBool())) \
{ \
m_actor->DebugConColorMsg( NEXTBOT_EVENTS, Color( 100, 100, 100, 255 ), "%3.2f: %s:%s: %s received EVENT %s\n", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName(), _action->GetFullName(), #METHOD ); \
} \
_result = _action->METHOD( m_actor ); \
if ( !_result.IsContinue() ) \
break; \
_action = _action->GetActionBuriedUnderMe(); \
} \
\
if ( _action ) \
{ \
if ( m_actor && _result.IsRequestingChange() && (m_actor->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) ) \
{ \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName() ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "%s ", _action->GetFullName() ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "reponded to EVENT %s with ", #METHOD ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "%s %s ", _result.GetTypeName(), _result.m_action ? _result.m_action->GetName() : "" ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), "%s\n", _result.m_reason ? _result.m_reason : "" ); \
} \
\
_action->StorePendingEventResult( _result, #METHOD ); \
} \
\
INextBotEventResponder::METHOD(); \
}
#define PROCESS_EVENT_WITH_1_ARG( METHOD, ARG1 ) \
{ \
if ( !m_isStarted ) \
return; \
\
Action< Actor > *_action = this; \
EventDesiredResult< Actor > _result; \
\
while( _action ) \
{ \
if ( m_actor && (m_actor->IsDebugging(NEXTBOT_EVENTS) || NextBotDebugHistory.GetBool()) ) \
{ \
m_actor->DebugConColorMsg( NEXTBOT_EVENTS, Color( 100, 100, 100, 255 ), "%3.2f: %s:%s: %s received EVENT %s\n", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName(), _action->GetFullName(), #METHOD ); \
} \
_result = _action->METHOD( m_actor, ARG1 ); \
if ( !_result.IsContinue() ) \
break; \
_action = _action->GetActionBuriedUnderMe(); \
} \
\
if ( _action ) \
{ \
if ( m_actor && (m_actor->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) && _result.IsRequestingChange() && _action ) \
{ \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName() ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "%s ", _action->GetFullName() ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "reponded to EVENT %s with ", #METHOD ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "%s %s ", _result.GetTypeName(), _result.m_action ? _result.m_action->GetName() : "" ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), "%s\n", _result.m_reason ? _result.m_reason : "" ); \
} \
\
_action->StorePendingEventResult( _result, #METHOD ); \
} \
\
INextBotEventResponder::METHOD( ARG1 ); \
}
#define PROCESS_EVENT_WITH_2_ARGS( METHOD, ARG1, ARG2 ) \
{ \
if ( !m_isStarted ) \
return; \
\
Action< Actor > *_action = this; \
EventDesiredResult< Actor > _result; \
\
while( _action ) \
{ \
if ( m_actor && (m_actor->IsDebugging(NEXTBOT_EVENTS) || NextBotDebugHistory.GetBool()) ) \
{ \
m_actor->DebugConColorMsg( NEXTBOT_EVENTS, Color( 100, 100, 100, 255 ), "%3.2f: %s:%s: %s received EVENT %s\n", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName(), _action->GetFullName(), #METHOD ); \
} \
_result = _action->METHOD( m_actor, ARG1, ARG2 ); \
if ( !_result.IsContinue() ) \
break; \
_action = _action->GetActionBuriedUnderMe(); \
} \
\
if ( _action ) \
{ \
if ( m_actor && (m_actor->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) && _result.IsRequestingChange() && _action ) \
{ \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName() ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "%s ", _action->GetFullName() ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "reponded to EVENT %s with ", #METHOD ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "%s %s ", _result.GetTypeName(), _result.m_action ? _result.m_action->GetName() : "" ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), "%s\n", _result.m_reason ? _result.m_reason : "" ); \
} \
\
_action->StorePendingEventResult( _result, #METHOD ); \
} \
\
INextBotEventResponder::METHOD( ARG1, ARG2 ); \
}
#define PROCESS_EVENT_WITH_3_ARGS( METHOD, ARG1, ARG2, ARG3 ) \
{ \
if ( !m_isStarted ) \
return; \
\
Action< Actor > *_action = this; \
EventDesiredResult< Actor > _result; \
\
while( _action ) \
{ \
if ( m_actor && (m_actor->IsDebugging(NEXTBOT_EVENTS) || NextBotDebugHistory.GetBool()) ) \
{ \
m_actor->DebugConColorMsg( NEXTBOT_EVENTS, Color( 100, 100, 100, 255 ), "%3.2f: %s:%s: %s received EVENT %s\n", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName(), _action->GetFullName(), #METHOD ); \
} \
_result = _action->METHOD( m_actor, ARG1, ARG2, ARG3 ); \
if ( !_result.IsContinue() ) \
break; \
_action = _action->GetActionBuriedUnderMe(); \
} \
\
if ( _action ) \
{ \
if ( m_actor && (m_actor->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) && _result.IsRequestingChange() && _action ) \
{ \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName() ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "%s ", _action->GetFullName() ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "reponded to EVENT %s with ", #METHOD ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "%s %s ", _result.GetTypeName(), _result.m_action ? _result.m_action->GetName() : "" ); \
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), "%s\n", _result.m_reason ? _result.m_reason : "" ); \
} \
\
_action->StorePendingEventResult( _result, #METHOD ); \
} \
\
INextBotEventResponder::METHOD( ARG1, ARG2, ARG3 ); \
}
/**
* Translate incoming events into Action events
* DO NOT OVERRIDE THESE METHODS
*/
virtual void OnLeaveGround( CBaseEntity *ground ) { PROCESS_EVENT_WITH_1_ARG( OnLeaveGround, ground ); }
virtual void OnLandOnGround( CBaseEntity *ground ) { PROCESS_EVENT_WITH_1_ARG( OnLandOnGround, ground ); }
virtual void OnContact( CBaseEntity *other, CGameTrace *result ) { PROCESS_EVENT_WITH_2_ARGS( OnContact, other, result ); }
virtual void OnMoveToSuccess( const Path *path ) { PROCESS_EVENT_WITH_1_ARG( OnMoveToSuccess, path ); }
virtual void OnMoveToFailure( const Path *path, MoveToFailureType reason ) { PROCESS_EVENT_WITH_2_ARGS( OnMoveToFailure, path, reason ); }
virtual void OnStuck( void ) { PROCESS_EVENT( OnStuck ); }
virtual void OnUnStuck( void ) { PROCESS_EVENT( OnUnStuck ); }
virtual void OnPostureChanged( void ) { PROCESS_EVENT( OnPostureChanged ); }
virtual void OnAnimationActivityComplete( int activity ) { PROCESS_EVENT_WITH_1_ARG( OnAnimationActivityComplete, activity ); }
virtual void OnAnimationActivityInterrupted( int activity ) { PROCESS_EVENT_WITH_1_ARG( OnAnimationActivityInterrupted, activity ); }
virtual void OnAnimationEvent( animevent_t *event ) { PROCESS_EVENT_WITH_1_ARG( OnAnimationEvent, event ); }
virtual void OnIgnite( void ) { PROCESS_EVENT( OnIgnite ); }
virtual void OnInjured( const CTakeDamageInfo &info ) { PROCESS_EVENT_WITH_1_ARG( OnInjured, info ); }
virtual void OnKilled( const CTakeDamageInfo &info ) { PROCESS_EVENT_WITH_1_ARG( OnKilled, info ); }
virtual void OnOtherKilled( CBaseCombatCharacter *victim, const CTakeDamageInfo &info ) { PROCESS_EVENT_WITH_2_ARGS( OnOtherKilled, victim, info ); }
virtual void OnSight( CBaseEntity *subject ) { PROCESS_EVENT_WITH_1_ARG( OnSight, subject ); }
virtual void OnLostSight( CBaseEntity *subject ) { PROCESS_EVENT_WITH_1_ARG( OnLostSight, subject ); }
virtual void OnSound( CBaseEntity *source, const Vector &pos, KeyValues *keys ) { PROCESS_EVENT_WITH_3_ARGS( OnSound, source, pos, keys ); }
virtual void OnSpokeConcept( CBaseCombatCharacter *who, AIConcept_t concept, AI_Response *response ) { PROCESS_EVENT_WITH_3_ARGS( OnSpokeConcept, who, concept, response ); }
virtual void OnWeaponFired( CBaseCombatCharacter *whoFired, CBaseCombatWeapon *weapon ) { PROCESS_EVENT_WITH_2_ARGS( OnWeaponFired, whoFired, weapon ); }
virtual void OnNavAreaChanged( CNavArea *newArea, CNavArea *oldArea ) { PROCESS_EVENT_WITH_2_ARGS( OnNavAreaChanged, newArea, oldArea ); }
virtual void OnModelChanged( void ) { PROCESS_EVENT( OnModelChanged ); }
virtual void OnPickUp( CBaseEntity *item, CBaseCombatCharacter *giver ) { PROCESS_EVENT_WITH_2_ARGS( OnPickUp, item, giver ); }
virtual void OnDrop( CBaseEntity *item ) { PROCESS_EVENT_WITH_1_ARG( OnDrop, item ); }
virtual void OnActorEmoted( CBaseCombatCharacter *emoter, int emote ) { PROCESS_EVENT_WITH_2_ARGS( OnActorEmoted, emoter, emote ); }
virtual void OnCommandAttack( CBaseEntity *victim ) { PROCESS_EVENT_WITH_1_ARG( OnCommandAttack, victim ); }
virtual void OnCommandApproach( const Vector &pos, float range ) { PROCESS_EVENT_WITH_2_ARGS( OnCommandApproach, pos, range ); }
virtual void OnCommandApproach( CBaseEntity *goal ) { PROCESS_EVENT_WITH_1_ARG( OnCommandApproach, goal ); }
virtual void OnCommandRetreat( CBaseEntity *threat, float range ) { PROCESS_EVENT_WITH_2_ARGS( OnCommandRetreat, threat, range ); }
virtual void OnCommandPause( float duration ) { PROCESS_EVENT_WITH_1_ARG( OnCommandPause, duration ); }
virtual void OnCommandResume( void ) { PROCESS_EVENT( OnCommandResume ); }
virtual void OnCommandString( const char *command ) { PROCESS_EVENT_WITH_1_ARG( OnCommandString, command ); }
virtual void OnShoved( CBaseEntity *pusher ) { PROCESS_EVENT_WITH_1_ARG( OnShoved, pusher ); }
virtual void OnBlinded( CBaseEntity *blinder ) { PROCESS_EVENT_WITH_1_ARG( OnBlinded, blinder ); }
virtual void OnTerritoryContested( int territoryID ) { PROCESS_EVENT_WITH_1_ARG( OnTerritoryContested, territoryID ); }
virtual void OnTerritoryCaptured( int territoryID ) { PROCESS_EVENT_WITH_1_ARG( OnTerritoryCaptured, territoryID ); }
virtual void OnTerritoryLost( int territoryID ) { PROCESS_EVENT_WITH_1_ARG( OnTerritoryLost, territoryID ); }
virtual void OnWin( void ) { PROCESS_EVENT( OnWin ); }
virtual void OnLose( void ) { PROCESS_EVENT( OnLose ); }
#ifdef DOTA_SERVER_DLL
virtual void OnCommandMoveTo( const Vector &pos ) { PROCESS_EVENT_WITH_1_ARG( OnCommandMoveTo, pos ); }
virtual void OnCommandMoveToAggressive( const Vector &pos ) { PROCESS_EVENT_WITH_1_ARG( OnCommandMoveToAggressive, pos ); }
virtual void OnCommandAttack( CBaseEntity *victim, bool bDeny ) { PROCESS_EVENT_WITH_2_ARGS( OnCommandAttack, victim, bDeny ); }
virtual void OnCastAbilityNoTarget( CDOTABaseAbility *ability ) { PROCESS_EVENT_WITH_1_ARG( OnCastAbilityNoTarget, ability ); }
virtual void OnCastAbilityOnPosition( CDOTABaseAbility *ability, const Vector &pos ) { PROCESS_EVENT_WITH_2_ARGS( OnCastAbilityOnPosition, ability, pos ); }
virtual void OnCastAbilityOnTarget( CDOTABaseAbility *ability, CBaseEntity *target ) { PROCESS_EVENT_WITH_2_ARGS( OnCastAbilityOnTarget, ability, target ); }
virtual void OnDropItem( const Vector &pos, CBaseEntity *item ) { PROCESS_EVENT_WITH_2_ARGS( OnDropItem, pos, item ); }
virtual void OnPickupItem( CBaseEntity *item ) { PROCESS_EVENT_WITH_1_ARG( OnPickupItem, item ); }
virtual void OnPickupRune( CBaseEntity *item ) { PROCESS_EVENT_WITH_1_ARG( OnPickupRune, item ); }
virtual void OnStop() { PROCESS_EVENT( OnStop ); }
virtual void OnFriendThreatened( CBaseEntity *friendly, CBaseEntity *threat ) { PROCESS_EVENT_WITH_2_ARGS( OnFriendThreatened, friendly, threat ); }
virtual void OnCancelAttack( CBaseEntity *pTarget ) { PROCESS_EVENT_WITH_1_ARG( OnCancelAttack, pTarget ); }
virtual void OnDominated() { PROCESS_EVENT( OnDominated ); }
virtual void OnWarped( Vector vStartPos ) { PROCESS_EVENT_WITH_1_ARG( OnWarped, vStartPos ); }
#endif
friend class Behavior< Actor>; // the containing Behavior class
Behavior< Actor > *m_behavior; // the Behavior this Action is part of
Action< Actor > *m_parent; // the Action that contains us
Action< Actor > *m_child; // the ACTIVE Action we contain, top of the stack. Use m_buriedUnderMe, m_coveringMe on the child to traverse to other suspended children
Action< Actor > *m_buriedUnderMe; // the Action just "under" us in the stack that we will resume to when we finish
Action< Actor > *m_coveringMe; // the Action just "above" us in the stack that will resume to us when it finishes
Actor *m_actor; // only valid after OnStart()
mutable EventDesiredResult< Actor > m_eventResult; // set by event handlers
bool m_isStarted; // Action doesn't start until OnStart() is invoked
bool m_isSuspended; // are we suspended for another Action
Action< Actor > *GetActionBuriedUnderMe( void ) const // return Action just "under" us that we will resume to when we finish
{
return m_buriedUnderMe;
}
Action< Actor > *GetActionCoveringMe( void ) const // return Action just "above" us that will resume to us when it finishes
{
return m_coveringMe;
}
/**
* If any Action buried underneath me has either exited
* or is changing to a different Action, we're "out of scope"
*/
bool IsOutOfScope( void ) const
{
for( Action< Actor > *under = GetActionBuriedUnderMe(); under; under = under->GetActionBuriedUnderMe() )
{
if ( under->m_eventResult.m_type == CHANGE_TO ||
under->m_eventResult.m_type == DONE )
{
return true;
}
}
return false;
}
/**
* Process any pending events with the stack. This is called
* by the active Action on the top of the stack, and walks
* through any buried Actions checking for pending event results.
*/
ActionResult< Actor > ProcessPendingEvents( void ) const
{
// if an event has requested a change, honor it
if ( m_eventResult.IsRequestingChange() )
{
ActionResult< Actor > result( m_eventResult.m_type, m_eventResult.m_action, m_eventResult.m_reason );
// clear event result in case this change is a suspend and we later resume this action
m_eventResult = TryContinue( RESULT_NONE );
return result;
}
// check for pending event changes buried in the stack
Action< Actor > *under = GetActionBuriedUnderMe();
while( under )
{
if ( under->m_eventResult.m_type == SUSPEND_FOR )
{
// process this pending event in-place and push new Action on the top of the stack
ActionResult< Actor > result( under->m_eventResult.m_type, under->m_eventResult.m_action, under->m_eventResult.m_reason );
// clear event result in case this change is a suspend and we later resume this action
under->m_eventResult = TryContinue( RESULT_NONE );
return result;
}
under = under->GetActionBuriedUnderMe();
}
return Continue();
}
// given the result of this Action's work, apply the result to potentially cause a state transition
Action< Actor > * ApplyResult( Actor *me, Behavior< Actor > *behavior, ActionResult< Actor > result );
/**
* The methods below do the bookkeeping of each event, propagate the activity through the hierarchy,
* and invoke the virtual event for each.
*/
ActionResult< Actor > InvokeOnStart( Actor *me, Behavior< Actor > *behavior, Action< Actor > *priorAction, Action< Actor > *buriedUnderMeAction );
ActionResult< Actor > InvokeUpdate( Actor *me, Behavior< Actor > *behavior, float interval );
void InvokeOnEnd( Actor *me, Behavior< Actor > *behavior, Action< Actor > *nextAction );
Action< Actor > * InvokeOnSuspend( Actor *me, Behavior< Actor > *behavior, Action< Actor > *interruptingAction );
ActionResult< Actor > InvokeOnResume( Actor *me, Behavior< Actor > *behavior, Action< Actor > *interruptingAction );
/**
* Store the given event result, attending to priorities
*/
void StorePendingEventResult( const EventDesiredResult< Actor > &result, const char *eventName )
{
if ( result.IsContinue() )
{
return;
}
if ( result.m_priority >= m_eventResult.m_priority )
{
if ( m_eventResult.m_priority == RESULT_CRITICAL )
{
if ( developer.GetBool() )
{
DevMsg( "%3.2f: WARNING: %s::%s() RESULT_CRITICAL collision\n", gpGlobals->curtime, GetName(), eventName );
}
}
// new result as important or more so - destroy the replaced action
if ( m_eventResult.m_action )
{
delete m_eventResult.m_action;
}
// We keep the most recently processed event because this allows code to check history/state to
// do custom event collision handling. If we keep the first event at this priority and discard
// subsequent events (original behavior) there is no way to predict future collision resolutions (MSB).
m_eventResult = result;
}
else
{
// new result is lower priority than previously stored result - discard it
if ( result.m_action )
{
// destroy the unused action
delete result.m_action;
}
}
}
char *BuildDecoratedName( char *name, const Action< Actor > *action ) const; // recursive name outMsg for DebugString()
void PrintStateToConsole( void ) const;
};
//-------------------------------------------------------------------------------------------
template < typename Actor >
Action< Actor >::Action( void )
{
m_parent = NULL;
m_child = NULL;
m_buriedUnderMe = NULL;
m_coveringMe = NULL;
m_actor = NULL;
m_behavior = NULL;
m_isStarted = false;
m_isSuspended = false;
m_eventResult = TryContinue( RESULT_NONE );
#ifdef DEBUG_BEHAVIOR_MEMORY
ConColorMsg( Color( 255, 0, 255, 255 ), "%3.2f: NEW %0X\n", gpGlobals->curtime, this );
#endif
}
//-------------------------------------------------------------------------------------------
template < typename Actor >
Action< Actor >::~Action()
{
#ifdef DEBUG_BEHAVIOR_MEMORY
ConColorMsg( Color( 255, 0, 255, 255 ), "%3.2f: DELETE %0X\n", gpGlobals->curtime, this );
#endif
if ( m_parent )
{
// if I'm my parent's active child, update parent's pointer
if ( m_parent->m_child == this )
{
m_parent->m_child = m_buriedUnderMe;
}
}
// delete all my children.
// our m_child pointer always points to the topmost
// child in the stack, so work our way back thru the
// 'buried' children and delete them.
Action< Actor > *child, *next = NULL;
for( child = m_child; child; child = next )
{
next = child->m_buriedUnderMe;
delete child;
}
if ( m_buriedUnderMe )
{
// we're going away, so my buried sibling is now on top
m_buriedUnderMe->m_coveringMe = NULL;
}
// delete any actions stacked on top of me
if ( m_coveringMe )
{
// recursion will march down the chain
delete m_coveringMe;
}
// delete any pending event result
if ( m_eventResult.m_action )
{
delete m_eventResult.m_action;
}
}
template < typename Actor >
bool Action< Actor >::IsNamed( const char *name ) const
{
return FStrEq( GetName(), name );
}
template < typename Actor >
Actor *Action< Actor >::GetActor( void ) const
{
return m_actor;
}
template < typename Actor >
ActionResult< Actor > Action< Actor >::Continue( void ) const
{
return ActionResult< Actor >( CONTINUE, NULL, NULL );
}
template < typename Actor >
ActionResult< Actor > Action< Actor >::ChangeTo( Action< Actor > *action, const char *reason ) const
{
return ActionResult< Actor >( CHANGE_TO, action, reason );
}
template < typename Actor >
ActionResult< Actor > Action< Actor >::SuspendFor( Action< Actor > *action, const char *reason ) const
{
// clear any pending transitions requested by events, or this SuspendFor will
// immediately be out of scope
m_eventResult = TryContinue( RESULT_NONE );
return ActionResult< Actor >( SUSPEND_FOR, action, reason );
}
template < typename Actor >
ActionResult< Actor > Action< Actor >::Done( const char *reason ) const
{
return ActionResult< Actor >( DONE, NULL, reason );
}
//-------------------------------------------------------------------------------------------
template < typename Actor >
EventDesiredResult< Actor > Action< Actor >::TryContinue( EventResultPriorityType priority ) const
{
return EventDesiredResult< Actor >( CONTINUE, NULL, priority );
}
template < typename Actor >
EventDesiredResult< Actor > Action< Actor >::TryChangeTo( Action< Actor > *action, EventResultPriorityType priority, const char *reason ) const
{
return EventDesiredResult< Actor >( CHANGE_TO, action, priority, reason );
}
template < typename Actor >
EventDesiredResult< Actor > Action< Actor >::TrySuspendFor( Action< Actor > *action, EventResultPriorityType priority, const char *reason ) const
{
return EventDesiredResult< Actor >( SUSPEND_FOR, action, priority, reason );
}
template < typename Actor >
EventDesiredResult< Actor > Action< Actor >::TryDone( EventResultPriorityType priority, const char *reason /*= NULL*/ ) const
{
return EventDesiredResult< Actor >( DONE, NULL, priority, reason );
}
template < typename Actor >
EventDesiredResult< Actor > Action< Actor >::TryToSustain( EventResultPriorityType priority, const char *reason /*= NULL*/ ) const
{
return EventDesiredResult< Actor >( SUSTAIN, NULL, priority, reason );
}
//-------------------------------------------------------------------------------------------
template < typename Actor >
Action< Actor > *Action< Actor >::GetActiveChildAction( void ) const
{
return m_child;
}
//-------------------------------------------------------------------------------------------
// the Action that I'm running inside of
template < typename Actor >
Action< Actor > *Action< Actor >::GetParentAction( void ) const
{
return m_parent;
}
//-------------------------------------------------------------------------------------------
/**
* Return true if we are currently suspended for another Action
*/
template < typename Actor >
bool Action< Actor >::IsSuspended( void ) const
{
return m_isSuspended;
}
//-------------------------------------------------------------------------------------------
/**
* Start this Action.
* The act of calling InvokeOnStart is the edge case that 'enters' a state.
*/
template < typename Actor >
ActionResult< Actor > Action< Actor >::InvokeOnStart( Actor *me, Behavior< Actor > *behavior, Action< Actor > *priorAction, Action< Actor > *buriedUnderMeAction )
{
// debug display
if ( (me->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) )
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), " STARTING " );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), GetName() );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
}
// these value must be valid before invoking OnStart, in case an OnSuspend happens
m_isStarted = true;
m_actor = me;
m_behavior = behavior;
// maintain parent/child relationship during transitions
if ( priorAction )
{
m_parent = priorAction->m_parent;
}
if ( m_parent )
{
// child pointer of an Action always points to the ACTIVE child
// parent pointers are set when child Actions are instantiated
m_parent->m_child = this;
}
// maintain stack pointers
m_buriedUnderMe = buriedUnderMeAction;
if ( buriedUnderMeAction )
{
buriedUnderMeAction->m_coveringMe = this;
}
// we are always on top of the stack. if our priorAction was buried, it cleared
// everything covering it when it ended (which happens before we start)
m_coveringMe = NULL;
// start the optional child action
m_child = InitialContainedAction( me );
if ( m_child )
{
// define initial parent/child relationship
m_child->m_parent = this;
m_child = m_child->ApplyResult( me, behavior, ChangeTo( m_child, "Starting child Action" ) );
}
// start ourselves
ActionResult< Actor > result = OnStart( me, priorAction );
return result;
}
//-------------------------------------------------------------------------------------------
template < typename Actor >
ActionResult< Actor > Action< Actor >::InvokeUpdate( Actor *me, Behavior< Actor > *behavior, float interval )
{
// an explicit "out of scope" check is needed here to prevent any
// pending events causing an out of scope action to linger
if ( IsOutOfScope() )
{
// exit self to make this Action active and allow result to take effect on its next Update
return Done( "Out of scope" );
}
if ( !m_isStarted )
{
// this Action has not yet begun - start it
return ChangeTo( this, "Starting Action" );
}
// honor any pending event results
ActionResult< Actor > eventResult = ProcessPendingEvents();
if ( !eventResult.IsContinue() )
{
return eventResult;
}
// update our child action first, since it has the most specific behavior
if ( m_child )
{
m_child = m_child->ApplyResult( me, behavior, m_child->InvokeUpdate( me, behavior, interval ) );
}
// update ourselves
ActionResult< Actor > result;
{
VPROF_BUDGET( GetName(), "NextBot" );
result = Update( me, interval );
}
return result;
}
//-------------------------------------------------------------------------------------------
/**
* This method calls the virtual OnEnd() method for the Action, its children, and Actions
* stacked on top of it.
* It does NOT delete resources, or disturb pointer relationships, because this Action
* needs to remain valid for a short while as an argument to OnStart(), OnSuspend(), etc for
* the next Action.
* The destructor for the Action frees memory for this Action, its children, etc.
*/
template < typename Actor >
void Action< Actor >::InvokeOnEnd( Actor *me, Behavior< Actor > *behavior, Action< Actor > *nextAction )
{
if ( !m_isStarted )
{
// we are not started (or never were)
return;
}
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() )
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), " ENDING " );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), GetName() );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
}
// we are no longer started
m_isStarted = false;
// tell child Action(s) to leave (but don't disturb the list itself)
Action< Actor > *child, *next = NULL;
for( child = m_child; child; child = next )
{
next = child->m_buriedUnderMe;
child->InvokeOnEnd( me, behavior, nextAction );
}
// leave ourself
OnEnd( me, nextAction );
// leave any Actions stacked on top of me
if ( m_coveringMe )
{
m_coveringMe->InvokeOnEnd( me, behavior, nextAction );
}
}
//-------------------------------------------------------------------------------------------
/**
* Just invoke OnSuspend - when the interrupting Action is started it will
* update our buried/covered pointers.
* OnSuspend may cause this Action to exit.
*/
template < typename Actor >
Action< Actor > * Action< Actor >::InvokeOnSuspend( Actor *me, Behavior< Actor > *behavior, Action< Actor > *interruptingAction )
{
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() )
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 255, 255 ), " SUSPENDING " );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), GetName() );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
}
// suspend child Action
if ( m_child )
{
m_child = m_child->InvokeOnSuspend( me, behavior, interruptingAction );
}
// suspend ourselves
m_isSuspended = true;
ActionResult< Actor > result = OnSuspend( me, interruptingAction );
if ( result.IsDone() )
{
// we want to be replaced instead of suspended
InvokeOnEnd( me, behavior, NULL );
Action< Actor > * buried = GetActionBuriedUnderMe();
behavior->DestroyAction( this );
// new Action on top of the stack
return buried;
}
// we are still on top of the stack at this moment
return this;
}
//-------------------------------------------------------------------------------------------
template < typename Actor >
ActionResult< Actor > Action< Actor >::InvokeOnResume( Actor *me, Behavior< Actor > *behavior, Action< Actor > *interruptingAction )
{
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() )
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 255, 255 ), " RESUMING " );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), GetName() );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
}
if ( !m_isSuspended )
{
// we were never suspended
return Continue();
}
if ( m_eventResult.IsRequestingChange() )
{
// this Action is not actually being Resumed, because a change
// is already pending from a prior event
return Continue();
}
// resume ourselves
m_isSuspended = false;
m_coveringMe = NULL;
if ( m_parent )
{
// we are once again our parent's active child
m_parent->m_child = this;
}
// resume child Action
if ( m_child )
{
m_child = m_child->ApplyResult( me, behavior, m_child->InvokeOnResume( me, behavior, interruptingAction ) );
}
// actually resume ourselves
ActionResult< Actor > result = OnResume( me, interruptingAction );
return result;
}
//-------------------------------------------------------------------------------------------
/**
* Given the result of this Action's work, apply the result to potentially create a new Action
*/
template < typename Actor >
Action< Actor > *Action< Actor >::ApplyResult( Actor *me, Behavior< Actor > *behavior, ActionResult< Actor > result )
{
Action< Actor > *newAction = result.m_action;
switch( result.m_type )
{
//-----------------------------------------------------------------------------------------------------
// transition to new Action
case CHANGE_TO:
{
if ( newAction == NULL )
{
DevMsg( "Error: Attempted CHANGE_TO to a NULL Action\n" );
AssertMsg( false, "Action: Attempted CHANGE_TO to a NULL Action" );
return this;
}
// debug display
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() )
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
if ( this == newAction )
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "START " );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), newAction->GetName() );
}
else
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), this->GetName() );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), " CHANGE_TO " );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), newAction->GetName() );
}
if ( result.m_reason )
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 150, 255, 150, 255 ), " (%s)\n", result.m_reason );
}
else
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
}
}
// we are done
this->InvokeOnEnd( me, behavior, newAction );
// start the new Action
ActionResult< Actor > startResult = newAction->InvokeOnStart( me, behavior, this, this->m_buriedUnderMe );
// discard ended action
if ( this != newAction )
{
behavior->DestroyAction( this );
}
// debug display
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) )
{
newAction->PrintStateToConsole();
}
// apply result of starting the Action
return newAction->ApplyResult( me, behavior, startResult );
}
//-----------------------------------------------------------------------------------------------------
// temporarily suspend ourselves for the newAction, covering it on the stack
case SUSPEND_FOR:
{
// interrupting Action always goes on the TOP of the stack - find it
Action< Actor > *topAction = this;
while ( topAction->m_coveringMe )
{
topAction = topAction->m_coveringMe;
}
// debug display
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() )
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), this->GetName() );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 255, 255 ), " caused " );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), topAction->GetName() );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 255, 255 ), " to SUSPEND_FOR " );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), newAction->GetName() );
if ( result.m_reason )
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 150, 255, 150, 255 ), " (%s)\n", result.m_reason );
}
else
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
}
}
// suspend the Action we just covered up
topAction = topAction->InvokeOnSuspend( me, behavior, newAction );
// begin the interrupting Action.
ActionResult< Actor > startResult = newAction->InvokeOnStart( me, behavior, topAction, topAction );
// debug display
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) )
{
newAction->PrintStateToConsole();
}
return newAction->ApplyResult( me, behavior, startResult );
}
//-----------------------------------------------------------------------------------------------------
case DONE:
{
// resume buried action
Action< Actor > *resumedAction = this->m_buriedUnderMe;
// we are finished
this->InvokeOnEnd( me, behavior, resumedAction );
// debug display
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() )
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), this->GetName() );
if ( resumedAction )
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), " DONE, RESUME " );
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), resumedAction->GetName() );
}
else
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), " DONE." );
}
if ( result.m_reason )
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 150, 255, 150, 255 ), " (%s)\n", result.m_reason );
}
else
{
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
}
}
if ( resumedAction == NULL )
{
// all Actions complete
behavior->DestroyAction( this );
return NULL;
}
// resume uncovered action
ActionResult< Actor > resumeResult = resumedAction->InvokeOnResume( me, behavior, this );
// debug display
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) )
{
resumedAction->PrintStateToConsole();
}
// discard ended action
behavior->DestroyAction( this );
// apply result of OnResume()
return resumedAction->ApplyResult( me, behavior, resumeResult );
}
case CONTINUE:
case SUSTAIN:
default:
{
// no change, continue the current action next frame
return this;
}
}
}
//-------------------------------------------------------------------------------------------
/**
* Propagate events to sub actions
*/
template < typename Actor >
INextBotEventResponder *Action< Actor >::FirstContainedResponder( void ) const
{
return GetActiveChildAction();
}
template < typename Actor >
INextBotEventResponder *Action< Actor >::NextContainedResponder( INextBotEventResponder *current ) const
{
return NULL;
}
//-------------------------------------------------------------------------------------------
/**
* Return a temporary string describing the current action stack for debugging
*/
template < typename Actor >
const char *Action< Actor >::DebugString( void ) const
{
static char str[ 256 ];
str[0] = '\000';
// find root
const Action< Actor > *root = this;
while ( root->m_parent )
{
root = root->m_parent;
}
return BuildDecoratedName( str, root );
}
//-------------------------------------------------------------------------------------------
template < typename Actor >
char *Action< Actor >::BuildDecoratedName( char *name, const Action< Actor > *action ) const
{
const int fudge = 256;
// add the name of the given action
Q_strcat( name, action->GetName(), fudge );
// add any contained actions
const Action< Actor > *child = action->GetActiveChildAction();
if ( child )
{
Q_strcat( name, "( ", fudge );
BuildDecoratedName( name, child );
Q_strcat( name, " )", fudge );
}
// append buried actions
const Action< Actor > *buried = action->GetActionBuriedUnderMe();
if ( buried )
{
Q_strcat( name, "<<", fudge );
BuildDecoratedName( name, buried );
}
return name;
}
//-------------------------------------------------------------------------------------------
/**
* Return a temporary string showing the full lineage of this one action
*/
template < typename Actor >
const char *Action< Actor >::GetFullName( void ) const
{
const int fudge = 256;
static char str[ fudge ];
str[0] = '\000';
const int maxStack = 64;
const char *nameStack[ maxStack ];
int stackIndex = 0;
for( const Action< Actor > *action = this;
stackIndex < maxStack && action;
action = action->m_parent )
{
nameStack[ stackIndex++ ] = action->GetName();
}
// assemble name
for( int i = stackIndex-1; i > 0; --i )
{
Q_strcat( str, nameStack[ i ], fudge );
Q_strcat( str, "/", fudge );
}
Q_strcat( str, nameStack[ 0 ], fudge );
/*
for( int i = 0; i < stackIndex-1; ++i )
{
Q_strcat( str, " )", fudge );
}
*/
return str;
}
//-------------------------------------------------------------------------------------------
template < typename Actor >
void Action< Actor >::PrintStateToConsole( void ) const
{
// emit the Behavior name
//ConColorMsg( Color( 255, 255, 255, 255 ), "%s: ", m_behavior->GetName() );
// build the state string
const char *msg = DebugString();
const int colorCount = 6;
Color colorTable[ colorCount ];
colorTable[ 0 ].SetColor( 255, 150, 150, 255 );
colorTable[ 1 ].SetColor( 150, 255, 150, 255 );
colorTable[ 2 ].SetColor( 150, 150, 255, 255 );
colorTable[ 3 ].SetColor( 255, 255, 150, 255 );
colorTable[ 4 ].SetColor( 50, 255, 255, 255 );
colorTable[ 5 ].SetColor( 255, 150, 255, 255 );
// output the color-coded state string
const int maxBufferSize = 256;
char buffer[ maxBufferSize ];
int colorIndex = 0;
int buriedLevel = 0;
char *outMsg = buffer;
for( const char *c = msg; *c != '\000'; ++c )
{
*outMsg = *c;
++outMsg;
if ( *c == '(' )
{
*outMsg = '\000';
Color color = colorTable[ colorIndex ];
if ( buriedLevel )
{
// draw buried labels darkly
color.SetColor( color.r() * 0.5, color.g() * 0.5, color.b() * 0.5, 255 );
++buriedLevel;
}
//ConColorMsg( color, "%s", buffer );
DevMsg( "%s", buffer );
colorIndex = ( colorIndex + 1 ) % colorCount;
outMsg = buffer;
}
else if ( *c == ')' )
{
// emit the closing paren with next batch
--outMsg;
*outMsg = '\000';
Color color = colorTable[ colorIndex ];
if ( buriedLevel )
{
// draw buried labels darkly
color.SetColor( color.r() * 0.5, color.g() * 0.5, color.b() * 0.5, 255 );
--buriedLevel;
}
//ConColorMsg( color, "%s", buffer );
DevMsg( "%s", buffer );
--colorIndex;
if ( colorIndex < 0 )
colorIndex = colorCount-1;
outMsg = buffer;
*outMsg = ')';
++outMsg;
}
else if ( *c == '<' && buriedLevel == 0 )
{
// caught a "<<" stack push
++c;
*outMsg = '<';
++outMsg;
*outMsg = '\000';
// output active substring at full brightness
//ConColorMsg( colorTable[ colorIndex ], "%s", buffer );
DevMsg( "%s", buffer );
outMsg = buffer;
// from here until end of Action, use dim colors
buriedLevel = 1;
}
}
*outMsg = '\000';
//ConColorMsg( colorTable[ colorIndex ], "%s", buffer );
DevMsg( "%s", buffer );
//ConColorMsg( colorTable[ colorIndex ], "\n\n" );
DevMsg( "\n\n" );
}
#endif // _BEHAVIOR_ENGINE_H_