Team Fortress 2 Source Code as on 22/4/2020
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// NextBotVisionInterface.h
// Visual information query interface for bots
// Author: Michael Booth, April 2005
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef _NEXT_BOT_VISION_INTERFACE_H_
#define _NEXT_BOT_VISION_INTERFACE_H_
#include "NextBotComponentInterface.h"
#include "NextBotKnownEntity.h"
class IBody;
class INextBotEntityFilter;
//----------------------------------------------------------------------------------------------------------------
/**
* The interface for HOW the bot sees (near sighted? night vision? etc)
*/
class IVision : public INextBotComponent
{
public:
IVision( INextBot *bot );
virtual ~IVision() { }
virtual void Reset( void ); // reset to initial state
virtual void Update( void ); // update internal state
//-- attention/short term memory interface follows ------------------------------------------
//
// WARNING: Do not keep CKnownEntity pointers returned by these methods, as they can be invalidated/freed
//
/**
* Iterate each interesting entity we are aware of.
* If functor returns false, stop iterating and return false.
* NOTE: known.GetEntity() is guaranteed to be non-NULL
*/
class IForEachKnownEntity
{
public:
virtual bool Inspect( const CKnownEntity &known ) = 0;
};
virtual bool ForEachKnownEntity( IForEachKnownEntity &func );
virtual void CollectKnownEntities( CUtlVector< CKnownEntity > *knownVector ); // populate given vector with all currently known entities
virtual const CKnownEntity *GetPrimaryKnownThreat( bool onlyVisibleThreats = false ) const; // return the biggest threat to ourselves that we are aware of
virtual float GetTimeSinceVisible( int team ) const; // return time since we saw any member of the given team
virtual const CKnownEntity *GetClosestKnown( int team = TEAM_ANY ) const; // return the closest known entity
virtual int GetKnownCount( int team, bool onlyVisible = false, float rangeLimit = -1.0f ) const; // return the number of entities on the given team known to us closer than rangeLimit
virtual const CKnownEntity *GetClosestKnown( const INextBotEntityFilter &filter ) const; // return the closest known entity that passes the given filter
virtual const CKnownEntity *GetKnown( const CBaseEntity *entity ) const; // given an entity, return our known version of it (or NULL if we don't know of it)
// Introduce a known entity into the system. Its position is assumed to be known
// and will be updated, and it is assumed to not yet have been seen by us, allowing for learning
// of known entities by being told about them, hearing them, etc.
virtual void AddKnownEntity( CBaseEntity *entity );
virtual void ForgetEntity( CBaseEntity *forgetMe ); // remove the given entity from our awareness (whether we know if it or not)
virtual void ForgetAllKnownEntities( void );
//-- physical vision interface follows ------------------------------------------------------
/**
* Populate "potentiallyVisible" with the set of all entities we could potentially see.
* Entities in this set will be tested for visibility/recognition in IVision::Update()
*/
virtual void CollectPotentiallyVisibleEntities( CUtlVector< CBaseEntity * > *potentiallyVisible );
virtual float GetMaxVisionRange( void ) const; // return maximum distance vision can reach
virtual float GetMinRecognizeTime( void ) const; // return VISUAL reaction time
/**
* IsAbleToSee() returns true if the viewer can ACTUALLY SEE the subject or position,
* taking into account blindness, smoke effects, invisibility, etc.
* If 'visibleSpot' is non-NULL, the highest priority spot on the subject that is visible is returned.
*/
enum FieldOfViewCheckType { USE_FOV, DISREGARD_FOV };
virtual bool IsAbleToSee( CBaseEntity *subject, FieldOfViewCheckType checkFOV, Vector *visibleSpot = NULL ) const;
virtual bool IsAbleToSee( const Vector &pos, FieldOfViewCheckType checkFOV ) const;
virtual bool IsIgnored( CBaseEntity *subject ) const; // return true to completely ignore this entity (may not be in sight when this is called)
virtual bool IsVisibleEntityNoticed( CBaseEntity *subject ) const; // return true if we 'notice' the subject, even though we have LOS to it
/**
* Check if 'subject' is within the viewer's field of view
*/
virtual bool IsInFieldOfView( const Vector &pos ) const;
virtual bool IsInFieldOfView( CBaseEntity *subject ) const;
virtual float GetDefaultFieldOfView( void ) const; // return default FOV in degrees
virtual float GetFieldOfView( void ) const; // return FOV in degrees
virtual void SetFieldOfView( float horizAngle ); // angle given in degrees
virtual bool IsLineOfSightClear( const Vector &pos ) const; // return true if the ray to the given point is unobstructed
/**
* Returns true if the ray between the position and the subject is unobstructed.
* A visible spot on the subject is returned in 'visibleSpot'.
*/
virtual bool IsLineOfSightClearToEntity( const CBaseEntity *subject, Vector *visibleSpot = NULL ) const;
/// @todo: Implement LookAt system
virtual bool IsLookingAt( const Vector &pos, float cosTolerance = 0.95f ) const; // are we looking at the given position
virtual bool IsLookingAt( const CBaseCombatCharacter *actor, float cosTolerance = 0.95f ) const; // are we looking at the given actor
private:
CountdownTimer m_scanTimer; // for throttling update rate
float m_FOV; // current FOV in degrees
float m_cosHalfFOV; // the cosine of FOV/2
CUtlVector< CKnownEntity > m_knownEntityVector; // the set of enemies/friends we are aware of
void UpdateKnownEntities( void );
bool IsAwareOf( const CKnownEntity &known ) const; // return true if our reaction time has passed for this entity
mutable CHandle< CBaseEntity > m_primaryThreat;
float m_lastVisionUpdateTimestamp;
IntervalTimer m_notVisibleTimer[ MAX_TEAMS ]; // for tracking interval since last saw a member of the given team
};
inline void IVision::CollectKnownEntities( CUtlVector< CKnownEntity > *knownVector )
{
if ( knownVector )
{
knownVector->RemoveAll();
for( int i=0; i<m_knownEntityVector.Count(); ++i )
{
if ( !m_knownEntityVector[i].IsObsolete() )
{
knownVector->AddToTail( m_knownEntityVector[i] );
}
}
}
}
inline float IVision::GetDefaultFieldOfView( void ) const
{
return 90.0f;
}
inline float IVision::GetFieldOfView( void ) const
{
return m_FOV;
}
inline float IVision::GetTimeSinceVisible( int team ) const
{
if ( team == TEAM_ANY )
{
// return minimum time
float time = 9999999999.9f;
for( int i=0; i<MAX_TEAMS; ++i )
{
if ( m_notVisibleTimer[i].HasStarted() )
{
if ( time > m_notVisibleTimer[i].GetElapsedTime() )
{
team = m_notVisibleTimer[i].GetElapsedTime();
}
}
}
return time;
}
if ( team >= 0 && team < MAX_TEAMS )
{
return m_notVisibleTimer[ team ].GetElapsedTime();
}
return 0.0f;
}
inline bool IVision::IsAwareOf( const CKnownEntity &known ) const
{
return known.GetTimeSinceBecameKnown() >= GetMinRecognizeTime();
}
inline bool IVision::ForEachKnownEntity( IVision::IForEachKnownEntity &func )
{
for( int i=0; i<m_knownEntityVector.Count(); ++i )
{
const CKnownEntity &known = m_knownEntityVector[i];
if ( !known.IsObsolete() && IsAwareOf( known ) )
{
if ( func.Inspect( known ) == false )
{
return false;
}
}
}
return true;
}
inline bool IVision::IsVisibleEntityNoticed( CBaseEntity *subject ) const
{
return true;
}
inline bool IVision::IsIgnored( CBaseEntity *subject ) const
{
return false;
}
inline float IVision::GetMaxVisionRange( void ) const
{
return 2000.0f;
}
inline float IVision::GetMinRecognizeTime( void ) const
{
return 0.0f;
}
#endif // _NEXT_BOT_VISION_INTERFACE_H_