Team Fortress 2 Source Code as on 22/4/2020
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// 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_