Team Fortress 2 Source Code as on 22/4/2020
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// NextBotContextualQueryInterface.h
// Queries within the context of the bot's current behavior state
// Author: Michael Booth, June 2007
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef _NEXT_BOT_CONTEXTUAL_QUERY_H_
#define _NEXT_BOT_CONTEXTUAL_QUERY_H_
class INextBot;
class CBaseEntity;
class CBaseCombatCharacter;
class Path;
class CKnownEntity;
/**
* Since behaviors can have several concurrent actions active, we ask
* the topmost child action first, and if it defers, its parent, and so
* on, until we get a definitive answer.
*/
enum QueryResultType
{
ANSWER_NO,
ANSWER_YES,
ANSWER_UNDEFINED
};
// Can pass this into IContextualQuery::IsHindrance to see if any hindrance is ever possible
#define IS_ANY_HINDRANCE_POSSIBLE ( (CBaseEntity*)0xFFFFFFFF )
//----------------------------------------------------------------------------------------------------------------
/**
* The interface for queries that are dependent on the bot's current behavior state
*/
class IContextualQuery
{
public:
virtual ~IContextualQuery() { }
virtual QueryResultType ShouldPickUp( const INextBot *me, CBaseEntity *item ) const; // if the desired item was available right now, should we pick it up?
virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
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.
virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const; // given a subject, return the world space position we should aim at
/**
* 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;
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 to 'subject', or NULL if we have no opinion
};
inline QueryResultType IContextualQuery::ShouldPickUp( const INextBot *me, CBaseEntity *item ) const
{
return ANSWER_UNDEFINED;
}
inline QueryResultType IContextualQuery::ShouldHurry( const INextBot *me ) const
{
return ANSWER_UNDEFINED;
}
inline QueryResultType IContextualQuery::ShouldRetreat( const INextBot *me ) const
{
return ANSWER_UNDEFINED;
}
inline QueryResultType IContextualQuery::ShouldAttack( const INextBot *me, const CKnownEntity *them ) const
{
return ANSWER_UNDEFINED;
}
inline QueryResultType IContextualQuery::IsHindrance( const INextBot *me, CBaseEntity *blocker ) const
{
return ANSWER_UNDEFINED;
}
inline Vector IContextualQuery::SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const
{
return vec3_origin;
}
inline QueryResultType IContextualQuery::IsPositionAllowed( const INextBot *me, const Vector &pos ) const
{
return ANSWER_UNDEFINED;
}
inline const CKnownEntity *IContextualQuery::SelectMoreDangerousThreat( const INextBot *me, const CBaseCombatCharacter *subject, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const
{
return NULL;
}
#endif // _NEXT_BOT_CONTEXTUAL_QUERY_H_