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103 lines
3.6 KiB
103 lines
3.6 KiB
![]()
4 years ago
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// NextBotContextualQueryInterface.h
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// Queries within the context of the bot's current behavior state
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// Author: Michael Booth, June 2007
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef _NEXT_BOT_CONTEXTUAL_QUERY_H_
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#define _NEXT_BOT_CONTEXTUAL_QUERY_H_
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class INextBot;
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class CBaseEntity;
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class CBaseCombatCharacter;
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class Path;
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class CKnownEntity;
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/**
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* Since behaviors can have several concurrent actions active, we ask
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* the topmost child action first, and if it defers, its parent, and so
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* on, until we get a definitive answer.
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*/
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enum QueryResultType
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{
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ANSWER_NO,
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ANSWER_YES,
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ANSWER_UNDEFINED
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};
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// Can pass this into IContextualQuery::IsHindrance to see if any hindrance is ever possible
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#define IS_ANY_HINDRANCE_POSSIBLE ( (CBaseEntity*)0xFFFFFFFF )
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//----------------------------------------------------------------------------------------------------------------
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/**
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* The interface for queries that are dependent on the bot's current behavior state
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*/
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class IContextualQuery
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{
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public:
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virtual ~IContextualQuery() { }
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virtual QueryResultType ShouldPickUp( const INextBot *me, CBaseEntity *item ) const; // if the desired item was available right now, should we pick it up?
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virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
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virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
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virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
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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.
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virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const; // given a subject, return the world space position we should aim at
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/**
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* Allow bot to approve of positions game movement tries to put him into.
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* This is most useful for bots derived from CBasePlayer that go through
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* the player movement system.
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*/
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virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const;
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virtual const CKnownEntity * SelectMoreDangerousThreat( const INextBot *me,
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const CBaseCombatCharacter *subject,
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const CKnownEntity *threat1,
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const CKnownEntity *threat2 ) const; // return the more dangerous of the two threats to 'subject', or NULL if we have no opinion
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};
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inline QueryResultType IContextualQuery::ShouldPickUp( const INextBot *me, CBaseEntity *item ) const
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{
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return ANSWER_UNDEFINED;
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}
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inline QueryResultType IContextualQuery::ShouldHurry( const INextBot *me ) const
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{
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return ANSWER_UNDEFINED;
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}
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inline QueryResultType IContextualQuery::ShouldRetreat( const INextBot *me ) const
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{
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return ANSWER_UNDEFINED;
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}
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inline QueryResultType IContextualQuery::ShouldAttack( const INextBot *me, const CKnownEntity *them ) const
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{
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return ANSWER_UNDEFINED;
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}
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inline QueryResultType IContextualQuery::IsHindrance( const INextBot *me, CBaseEntity *blocker ) const
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{
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return ANSWER_UNDEFINED;
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}
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inline Vector IContextualQuery::SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const
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{
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return vec3_origin;
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}
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inline QueryResultType IContextualQuery::IsPositionAllowed( const INextBot *me, const Vector &pos ) const
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{
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return ANSWER_UNDEFINED;
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}
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inline const CKnownEntity *IContextualQuery::SelectMoreDangerousThreat( const INextBot *me, const CBaseCombatCharacter *subject, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const
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{
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return NULL;
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}
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#endif // _NEXT_BOT_CONTEXTUAL_QUERY_H_
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