Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef AI_BEHAVIOR_FOLLOW_H
#define AI_BEHAVIOR_FOLLOW_H
#include "simtimer.h"
#include "ai_behavior.h"
#include "ai_goalentity.h"
#include "ai_utils.h"
#include "ai_moveshoot.h"
#ifdef HL2_EPISODIC
#include "hl2_gamerules.h"
#endif
#if defined( _WIN32 )
#pragma once
#endif
//-----------------------------------------------------------------------------
// NOTE: these must correspond with the AI_FollowFormation_t array in AI_Behavior_Follow.cpp!!
//-----------------------------------------------------------------------------
enum AI_Formations_t
{
AIF_SIMPLE,
AIF_WIDE,
AIF_ANTLION,
AIF_COMMANDER,
AIF_TIGHT,
AIF_MEDIUM,
AIF_SIDEKICK,
AIF_HUNTER,
AIF_VORTIGAUNT,
};
enum AI_FollowFormationFlags_t
{
AIFF_DEFAULT = 0,
AIFF_USE_FOLLOW_POINTS = 0x01,
AIFF_REQUIRE_LOS_OUTSIDE_COMBAT = 0x02,
};
//-----------------------------------------------------------------------------
//
// CAI_FollowGoal
//
// Purpose: A level tool to control the follow behavior. Use is not required
// in order to use behavior.
//
//-----------------------------------------------------------------------------
class CAI_FollowGoal : public CAI_GoalEntity
{
DECLARE_CLASS( CAI_FollowGoal, CAI_GoalEntity );
public:
virtual void EnableGoal( CAI_BaseNPC *pAI );
virtual void DisableGoal( CAI_BaseNPC *pAI );
#ifdef HL2_EPISODIC
virtual void InputOutsideTransition( inputdata_t &inputdata );
#endif
int m_iFormation;
DECLARE_DATADESC();
};
//-----------------------------------------------------------------------------
int AIGetNumFollowers( CBaseEntity *pEntity, string_t iszClassname = NULL_STRING );
//-----------------------------------------------------------------------------
struct AI_FollowNavInfo_t
{
int flags;
Vector position;
float range;
float Zrange;
float tolerance;
float followPointTolerance;
float targetMoveTolerance;
float repathOnRouteTolerance;
float walkTolerance;
float coverTolerance;
float enemyLOSTolerance;
float chaseEnemyTolerance;
DECLARE_SIMPLE_DATADESC();
};
struct AI_FollowGroup_t;
struct AI_FollowManagerInfoHandle_t
{
AI_FollowGroup_t *m_pGroup;
int m_hFollower;
};
//-------------------------------------
struct AI_FollowParams_t
{
AI_FollowParams_t( AI_Formations_t formation = AIF_SIMPLE, bool bNormalMemoryDiscard = false )
: formation(formation),
bNormalMemoryDiscard( bNormalMemoryDiscard )
{
}
AI_Formations_t formation;
bool bNormalMemoryDiscard;
DECLARE_SIMPLE_DATADESC();
};
//-------------------------------------
class CAI_FollowBehavior : public CAI_SimpleBehavior
{
DECLARE_CLASS( CAI_FollowBehavior, CAI_SimpleBehavior );
public:
CAI_FollowBehavior( const AI_FollowParams_t &params = AIF_SIMPLE );
~CAI_FollowBehavior();
virtual int DrawDebugTextOverlays( int text_offset );
virtual void DrawDebugGeometryOverlays();
// Returns true if the NPC is actively following a target.
bool IsActive( void );
void SetParameters( const AI_FollowParams_t &params );
virtual const char *GetName() { return "Follow"; }
AI_Formations_t GetFormation() const { return m_params.formation; }
virtual bool CanSelectSchedule();
const AI_FollowNavInfo_t &GetFollowGoalInfo();
CBaseEntity * GetFollowTarget();
void SetFollowTarget( CBaseEntity *pLeader, bool fFinishCurSchedule = false );
CAI_FollowGoal *GetFollowGoal() { return m_hFollowGoalEnt; } // if any
bool SetFollowGoal( CAI_FollowGoal *pGoal, bool fFinishCurSchedule = false );
void ClearFollowGoal( CAI_FollowGoal *pGoal );
void SetFollowGoalDirect( CAI_FollowGoal *pGoal );
virtual bool FarFromFollowTarget() { return ( m_hFollowTarget && (GetAbsOrigin() - m_hFollowTarget->GetAbsOrigin()).LengthSqr() > (75*12)*(75*12) ); }
virtual bool TargetIsUnreachable() { return m_bTargetUnreachable; }
int GetNumFailedFollowAttempts() { return m_nFailedFollowAttempts; }
float GetTimeFailFollowStarted() { return m_flTimeFailFollowStarted; }
bool FollowTargetVisible() { return HasCondition( COND_FOLLOW_TARGET_VISIBLE ); };
bool IsMovingToFollowTarget();
float GetGoalRange();
float GetGoalZRange();
virtual Activity NPC_TranslateActivity( Activity activity );
virtual int TranslateSchedule( int scheduleType );
virtual void StartTask( const Task_t *pTask );
virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
virtual void TaskComplete( bool fIgnoreSetFailedCondition = false );
virtual void GatherConditions();
protected:
const Vector &GetGoalPosition();
virtual bool ShouldFollow();
friend class CAI_FollowManager;
virtual void BeginScheduleSelection();
virtual void EndScheduleSelection();
virtual void CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput );
virtual void Precache();
virtual int SelectSchedule();
virtual int FollowCallBaseSelectSchedule() { return BaseClass::SelectSchedule(); }
virtual void OnStartSchedule( int scheduleType );
virtual void RunTask( const Task_t *pTask );
void BuildScheduleTestBits();
bool IsCurScheduleFollowSchedule();
virtual bool IsCurTaskContinuousMove();
virtual void OnMovementFailed();
virtual void OnMovementComplete();
virtual bool FValidateHintType( CAI_Hint *pHint );
bool IsValidCover( const Vector &vLocation, CAI_Hint const *pHint );
bool IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint );
bool FindCoverFromEnemyAtFollowTarget( float coverRadius, Vector *pResult );
bool ShouldAlwaysThink();
bool ShouldMoveToFollowTarget();
int SelectScheduleManagePosition();
int SelectScheduleFollowPoints();
int SelectScheduleMoveToFormation();
void GetFollowTargetViewLoc( Vector *pResult);
bool ValidateFaceTarget( Vector *pFaceTarget );
//----------------------------
bool ShouldUseFollowPoints();
bool HasFollowPoint();
void SetFollowPoint( CAI_Hint *pHintNode );
void ClearFollowPoint();
const Vector & GetFollowPoint();
CAI_Hint * FindFollowPoint();
bool IsFollowPointInRange();
bool ShouldIgnoreFollowPointFacing();
//----------------------------
bool UpdateFollowPosition();
const int GetGoalFlags();
float GetGoalTolerance();
bool PlayerIsPushing();
bool IsFollowTargetInRange( float rangeMultiplier = 1.0 );
bool IsFollowGoalInRange( float tolerance, float zTolerance, int flags );
virtual bool IsChaseGoalInRange();
void NoteFailedFollow();
void NoteSuccessfulFollow();
//----------------------------
protected:
enum
{
SCHED_FOLLOWER_MOVE_AWAY_FAIL = BaseClass::NEXT_SCHEDULE, // Turn back toward player
SCHED_FOLLOWER_MOVE_AWAY_END,
SCHED_FOLLOW,
SCHED_FOLLOWER_IDLE_STAND,
SCHED_MOVE_TO_FACE_FOLLOW_TARGET,
SCHED_FACE_FOLLOW_TARGET,
SCHED_FOLLOWER_GO_TO_WAIT_POINT,
SCHED_FOLLOWER_GO_TO_WAIT_POINT_FAIL,
SCHED_FOLLOWER_STAND_AT_WAIT_POINT,
SCHED_FOLLOWER_COMBAT_FACE,
NEXT_SCHEDULE,
TASK_CANT_FOLLOW = BaseClass::NEXT_TASK,
TASK_FACE_FOLLOW_TARGET,
TASK_MOVE_TO_FOLLOW_POSITION,
TASK_GET_PATH_TO_FOLLOW_POSITION,
TASK_SET_FOLLOW_TARGET_MARK,
TASK_FOLLOWER_FACE_TACTICAL,
TASK_SET_FOLLOW_DELAY,
TASK_GET_PATH_TO_FOLLOW_POINT,
TASK_ARRIVE_AT_FOLLOW_POINT,
TASK_SET_FOLLOW_POINT_STAND_SCHEDULE,
TASK_BEGIN_STAND_AT_WAIT_POINT,
NEXT_TASK,
COND_TARGET_MOVED_FROM_MARK = BaseClass::NEXT_CONDITION,
COND_FOUND_WAIT_POINT,
COND_FOLLOW_DELAY_EXPIRED,
COND_FOLLOW_TARGET_VISIBLE,
COND_FOLLOW_TARGET_NOT_VISIBLE,
COND_FOLLOW_WAIT_POINT_INVALID,
COND_FOLLOW_PLAYER_IS_LIT,
COND_FOLLOW_PLAYER_IS_NOT_LIT,
NEXT_CONDITION,
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
protected:
//----------------------------
EHANDLE m_hFollowTarget;
AI_FollowNavInfo_t m_FollowNavGoal;
float m_flTimeUpdatedFollowPosition;
bool m_bFirstFacing;
float m_flTimeFollowTargetVisible;
CAI_MoveMonitor m_TargetMonitor;
bool m_bTargetUnreachable;
bool m_bFollowNavFailed; // Set when pathfinding fails to limit impact of m_FollowDelay on ShouldFollow
int m_nFailedFollowAttempts;
float m_flTimeFailFollowStarted;
Vector m_vFollowMoveAnchor;
bool m_bMovingToCover;
float m_flOriginalEnemyDiscardTime;
float m_SavedDistTooFar;
CRandStopwatch m_FollowDelay;
CSimpleSimTimer m_RepathOnFollowTimer;
//---------------------------------
Activity m_CurrentFollowActivity;
//---------------------------------
CRandSimTimer m_TimeBlockUseWaitPoint;
CSimTimer m_TimeCheckForWaitPoint;
CAI_Hint * m_pInterruptWaitPoint;
//---------------------------------
CRandSimTimer m_TimeBeforeSpreadFacing;
CRandSimTimer m_TimeNextSpreadFacing;
//---------------------------------
AI_FollowManagerInfoHandle_t m_hFollowManagerInfo;
AI_FollowParams_t m_params;
//---------------------------------
CHandle<CAI_FollowGoal> m_hFollowGoalEnt;
//---------------------------------
DECLARE_DATADESC();
};
//-------------------------------------
inline const AI_FollowNavInfo_t &CAI_FollowBehavior::GetFollowGoalInfo()
{
return m_FollowNavGoal;
}
//-------------------------------------
inline const int CAI_FollowBehavior::GetGoalFlags()
{
return m_FollowNavGoal.flags;
}
//-------------------------------------
inline const Vector &CAI_FollowBehavior::GetGoalPosition()
{
return m_FollowNavGoal.position;
}
//-------------------------------------
inline float CAI_FollowBehavior::GetGoalTolerance()
{
return m_FollowNavGoal.tolerance;
}
//-------------------------------------
inline float CAI_FollowBehavior::GetGoalRange()
{
return m_FollowNavGoal.range;
}
//-------------------------------------
inline float CAI_FollowBehavior::GetGoalZRange()
{
return m_FollowNavGoal.Zrange;
}
//-----------------------------------------------------------------------------
#endif // AI_BEHAVIOR_FOLLOW_H