Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_MOTOR_H
#define AI_MOTOR_H
#ifdef _WIN32
#pragma once
#endif
#include "simtimer.h"
#include "ai_component.h"
#include "ai_navtype.h"
#include "ai_movetypes.h"
#include "AI_Interest_Target.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
enum Navigation_t;
class CAI_PlaneSolver;
class CAI_MoveProbe;
class CAI_Navigator;
#define AI_CALC_YAW_SPEED -1
#define AI_KEEP_YAW_SPEED -2
//-----------------------------------------------------------------------------
float AI_ClampYaw( float yawSpeedPerSec, float current, float target, float time );
//-----------------------------------------------------------------------------
// CAI_Motor
//
// Purpose: Implements the primitive locomotion of AIs.
//-----------------------------------------------------------------------------
class CAI_Motor : public CAI_Component,
public CAI_ProxyMovementSink
{
public:
CAI_Motor(CAI_BaseNPC *pOuter);
virtual ~CAI_Motor();
void Init( IAI_MovementSink *pMovementServices );
// --------------------------------
// The current timestep the motor is working on
// --------------------------------
float GetMoveInterval() { return m_flMoveInterval; }
float SetMoveInterval( float flInterval ) { return (m_flMoveInterval = flInterval); }
// ----------------------------------------------------
// Translational movement
// ----------------------------------------------------
AIMoveResult_t MoveNormalExecute( const AILocalMoveGoal_t &move );
virtual void MoveClimbStart( const Vector &climbDest, const Vector &climbDir, float climbDist, float yaw );
virtual AIMoveResult_t MoveClimbExecute( const Vector &climbDest, const Vector &climbDir, float climbDist, float yaw, int climbNodesLeft );
virtual void MoveClimbStop();
//---------------------------------
virtual void MoveJumpStart( const Vector &velocity );
virtual int MoveJumpExecute();
virtual AIMoveResult_t MoveJumpStop();
virtual void ResetMoveCalculations();
virtual void MoveStart();
virtual void MoveStop();
virtual void MovePaused();
//---------------------------------
float GetIdealSpeed() const;
float GetIdealAccel() const;
float GetCurSpeed() const { return m_vecVelocity.Length(); }
const Vector & GetCurVel() const { return m_vecVelocity; }
virtual float OverrideMaxYawSpeed( Activity activity ) { return -1; }
bool IsDeceleratingToGoal() const { return false; }
//---------------------------------
// Raw ground step forward to the specifed position
//
AIMotorMoveResult_t MoveGroundStep( const Vector &newPos, CBaseEntity *pMoveTarget = NULL, float yaw = -1, bool bAsFarAsCan = true, bool bTestZ = true, AIMoveTrace_t *pTraceResult = NULL );
// ----------------------------------------------------
// Rotational movement (yaw); goal and speed
// ----------------------------------------------------
void SetYawSpeed( float yawSpeed ) { m_YawSpeed = yawSpeed; }
float GetYawSpeed() const { return m_YawSpeed; }
float GetIdealYaw() const { return m_IdealYaw; }
void SetIdealYaw( float idealYaw) { m_IdealYaw = idealYaw; }
// Set ideal yaw specified as a vector
void SetIdealYaw( const Vector &vecFacing) { SetIdealYaw( UTIL_VecToYaw( vecFacing )); }
// Set ideal yaw based on a specified target
void SetIdealYawToTarget( const Vector &target, float noise = 0.0, float offset = 0.0 );
// Set the ideal yaw and run the current or specified timestep worth of rotation. Note
// it is not correct to call any "update" variant of these methods more
// than once per think cycle
void SetIdealYawAndUpdate( float idealYaw, float yawSpeed = AI_CALC_YAW_SPEED );
void SetIdealYawAndUpdate( const Vector &vecFacing, float yawSpeed = AI_CALC_YAW_SPEED ) { SetIdealYawAndUpdate( UTIL_VecToYaw( vecFacing ), yawSpeed ); }
void SetIdealYawToTargetAndUpdate( const Vector &target, float yawSpeed = AI_CALC_YAW_SPEED );
// Add multiple facing goals while moving/standing still.
virtual void AddFacingTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 );
virtual void AddFacingTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 );
virtual void AddFacingTarget( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 );
virtual float GetFacingDirection( Vector &vecDir );
// Force the heading to the ideal yaw
void SnapYaw() { UpdateYaw(360); }
// Run the current or specified timestep worth of rotation
virtual void UpdateYaw( int speed = -1 );
//
virtual void RecalculateYawSpeed();
// Returns the difference ( in degrees ) between npc's current yaw and ideal_yaw
float DeltaIdealYaw();
// Issues turn gestures when needed due to turning
virtual void MaintainTurnActivity( void ) { };
virtual bool AddTurnGesture( float flYD ) { return false; };
// --------------------------------
// Move primitives
// --------------------------------
virtual float MinStoppingDist( float flMinResult = 10.0 ); // how far before I can come to a complete stop?
virtual float MinCheckDist(); // how far should I look ahead in my route?
//---------------------------------
CAI_Navigator *GetNavigator( void );
int SelectWeightedSequence( Activity activity );
float GetSequenceGroundSpeed( int iSequence );
float CalcIntervalMove();
// Yaw locking
bool IsYawLocked( void ) const { return m_bYawLocked; }
void SetYawLocked( bool state ) { m_bYawLocked = state; }
protected:
//
// Common services provided by CAI_BaseNPC, Convenience methods to simplify derived code
//
CAI_MoveProbe * GetMoveProbe() { return m_pMoveProbe; }
void SetSmoothedVelocity(const Vector &vecVelocity);
Vector GetSmoothedVelocity();
float CalcIdealYaw( const Vector &vecTarget );
float SetBoneController ( int iController, float flValue );
float GetSequenceMoveYaw( int iSequence );
void SetPlaybackRate( float flRate );
float GetPlaybackRate(); //get
float SetPoseParameter( const char *szName, float flValue );
float SetPoseParameter( int iParameter, float flValue );
float GetPoseParameter( const char *szName );
bool HasPoseParameter( int iSequence, const char *szName );
bool HasPoseParameter( int iSequence, int iParameter );
void SetMoveType( MoveType_t val, MoveCollide_t moveCollide = MOVECOLLIDE_DEFAULT );
float StepHeight() const;
bool CanStandOn( CBaseEntity *pSurface ) const;
// ----------------------------------------------------
// Primitives
// ----------------------------------------------------
virtual void MoveFacing( const AILocalMoveGoal_t &move );
virtual AIMotorMoveResult_t MoveGroundExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult );
AIMotorMoveResult_t MoveGroundExecuteWalk( const AILocalMoveGoal_t &move, float speed, float dist, AIMoveTrace_t *pTraceResult );
virtual AIMotorMoveResult_t MoveFlyExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult );
protected: // made protected while animation transition details worked out, private:
// --------------------------------
void SetMoveVel(const Vector &velocity) { m_vecVelocity = velocity; }
float IdealVelocity(); // how fast should I be moving in an ideal state?
// --------------------------------
float m_flMoveInterval;
float m_IdealYaw;
float m_YawSpeed;
Vector m_vecVelocity;
Vector m_vecAngularVelocity;
// --------------------------------
int m_nDismountSequence;
Vector m_vecDismount;
// --------------------------------
CAI_InterestTarget m_facingQueue;
// --------------------------------
CAI_MoveProbe * m_pMoveProbe;
bool m_bYawLocked;
//---------------------------------
public:
DECLARE_SIMPLE_DATADESC();
};
//=============================================================================
#endif // AI_MOTOR_H