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343 lines
11 KiB
343 lines
11 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: AI Utility classes for building the initial AI Networks
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_node.h"
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#include "ai_hull.h"
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#include "ai_hint.h"
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#include "ai_initutils.h"
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#include "ai_networkmanager.h"
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// to help eliminate node clutter by level designers, this is used to cap how many other nodes
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// any given node is allowed to 'see' in the first stage of graph creation "LinkVisibleNodes()".
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#include "ai_network.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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LINK_ENTITY_TO_CLASS( info_hint, CNodeEnt );
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LINK_ENTITY_TO_CLASS( info_node, CNodeEnt );
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LINK_ENTITY_TO_CLASS( info_node_hint, CNodeEnt );
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LINK_ENTITY_TO_CLASS( info_node_air, CNodeEnt );
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LINK_ENTITY_TO_CLASS( info_node_air_hint, CNodeEnt );
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LINK_ENTITY_TO_CLASS( info_node_climb, CNodeEnt );
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LINK_ENTITY_TO_CLASS( aitesthull, CAI_TestHull );
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//-----------------------------------------------------------------------------
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// Init static variables
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//-----------------------------------------------------------------------------
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CAI_TestHull* CAI_TestHull::pTestHull = NULL;
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#ifdef CSTRIKE_DLL
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#define PLAYER_MODEL "models/player/ct_urban.mdl"
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#else
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#define PLAYER_MODEL "models/player.mdl"
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Make sure we have a "player.mdl" hull to test with
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//-----------------------------------------------------------------------------
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void CAI_TestHull::Precache()
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{
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BaseClass::Precache();
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PrecacheModel( PLAYER_MODEL );
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}
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//=========================================================
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// CAI_TestHull::Spawn
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//=========================================================
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void CAI_TestHull::Spawn(void)
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{
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Precache();
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SetModel( PLAYER_MODEL );
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// Set an initial hull size (this will change later)
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SetHullType(HULL_HUMAN);
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SetHullSizeNormal();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_SOLID );
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SetMoveType( MOVETYPE_STEP );
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m_iHealth = 50;
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bInUse = false;
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// Make this invisible
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AddEffects( EF_NODRAW );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the test hull (create if none)
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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CAI_TestHull* CAI_TestHull::GetTestHull(void)
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{
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if (!CAI_TestHull::pTestHull)
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{
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CAI_TestHull::pTestHull = CREATE_ENTITY( CAI_TestHull, "aitesthull" );
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CAI_TestHull::pTestHull->Spawn();
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CAI_TestHull::pTestHull->AddFlag( FL_NPC );
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}
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if (CAI_TestHull::pTestHull->bInUse == true)
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{
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DevMsg("WARNING: TestHull used and never returned!\n");
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Assert( 0 );
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}
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CAI_TestHull::pTestHull->RemoveSolidFlags( FSOLID_NOT_SOLID );
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CAI_TestHull::pTestHull->bInUse = true;
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return CAI_TestHull::pTestHull;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the test hull (create if none)
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CAI_TestHull::ReturnTestHull(void)
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{
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CAI_TestHull::pTestHull->bInUse = false;
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CAI_TestHull::pTestHull->AddSolidFlags( FSOLID_NOT_SOLID );
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UTIL_SetSize(CAI_TestHull::pTestHull, vec3_origin, vec3_origin);
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UTIL_RemoveImmediate( pTestHull );
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pTestHull = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &startPos -
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// &endPos -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_TestHull::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const
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{
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const float MAX_JUMP_RISE = 1024.0f;
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const float MAX_JUMP_DISTANCE = 1024.0f;
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const float MAX_JUMP_DROP = 1024.0f;
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return BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DISTANCE, MAX_JUMP_DROP );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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CAI_TestHull::~CAI_TestHull(void)
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{
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CAI_TestHull::pTestHull = NULL;
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}
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//###########################################################
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// > CNodeEnt
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//
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// nodes start out as ents in the world. As they are spawned,
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// the node info is recorded then the ents are discarded.
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//###########################################################
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//----------------------------------------------------
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// Static vars
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//----------------------------------------------------
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int CNodeEnt::m_nNodeCount = 0;
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// -------------
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// Data table
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// -------------
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BEGIN_SIMPLE_DATADESC( HintNodeData )
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DEFINE_FIELD( strEntityName, FIELD_STRING ),
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// DEFINE_FIELD( vecPosition, FIELD_VECTOR ), // Don't save
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DEFINE_KEYFIELD( nHintType, FIELD_SHORT, "hinttype" ),
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DEFINE_KEYFIELD( strGroup, FIELD_STRING, "Group" ),
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DEFINE_KEYFIELD( iDisabled, FIELD_INTEGER, "StartHintDisabled" ),
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DEFINE_FIELD( nNodeID, FIELD_INTEGER ),
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DEFINE_KEYFIELD( iszActivityName, FIELD_STRING, "hintactivity" ),
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DEFINE_KEYFIELD( nTargetWCNodeID, FIELD_INTEGER, "TargetNode" ),
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DEFINE_KEYFIELD( nWCNodeID, FIELD_INTEGER, "nodeid" ),
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DEFINE_KEYFIELD( fIgnoreFacing, FIELD_INTEGER, "IgnoreFacing" ),
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DEFINE_KEYFIELD( minState, FIELD_INTEGER, "MinimumState" ),
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DEFINE_KEYFIELD( maxState, FIELD_INTEGER, "MaximumState" ),
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END_DATADESC()
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// -------------
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// Data table
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// -------------
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BEGIN_DATADESC( CNodeEnt )
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DEFINE_EMBEDDED( m_NodeData ),
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END_DATADESC()
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//=========================================================
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//=========================================================
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void CNodeEnt::Spawn( void )
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{
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Spawn( NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pMapData -
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//-----------------------------------------------------------------------------
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int CNodeEnt::Spawn( const char *pMapData )
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{
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m_NodeData.strEntityName = GetEntityName();
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m_NodeData.vecPosition = GetAbsOrigin();
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m_NodeData.nNodeID = NO_NODE;
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if ( m_NodeData.minState == NPC_STATE_NONE )
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m_NodeData.minState = NPC_STATE_IDLE;
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if ( m_NodeData.maxState == NPC_STATE_NONE )
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m_NodeData.maxState = NPC_STATE_COMBAT;
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// ---------------------------------------------------------------------------------
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// If just a hint node (not used for navigation) just create a hint and bail
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// ---------------------------------------------------------------------------------
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if (FClassnameIs( this, "info_hint" ))
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{
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if (m_NodeData.nHintType)
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{
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CAI_HintManager::CreateHint( &m_NodeData, pMapData );
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}
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else
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{
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Warning("info_hint (HammerID: %d, position (%.2f, %.2f, %.2f)) with no hint type.\n", m_NodeData.nWCNodeID, m_NodeData.vecPosition.x, m_NodeData.vecPosition.y, m_NodeData.vecPosition.z );
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}
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UTIL_RemoveImmediate( this );
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return -1;
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}
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// ---------------------------------------------------------------------------------
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// First check if this node has a hint. If so create a hint entity
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// ---------------------------------------------------------------------------------
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CAI_Hint *pHint = NULL;
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if ( ClassMatches( "info_node_hint" ) || ClassMatches( "info_node_air_hint" ) )
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{
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if ( m_NodeData.nHintType || m_NodeData.strGroup != NULL_STRING || m_NodeData.strEntityName != NULL_STRING )
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{
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m_NodeData.nNodeID = m_nNodeCount;
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pHint = CAI_HintManager::CreateHint( &m_NodeData, pMapData );
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pHint->AddSpawnFlags( GetSpawnFlags() );
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}
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}
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// ---------------------------------------------------------------------------------
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// If we loaded from disk, we can discard all these node ents as soon as they spawn
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// unless we are in WC edited mode
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// ---------------------------------------------------------------------------------
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if ( g_pAINetworkManager->NetworksLoaded() && !engine->IsInEditMode())
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{
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// If hint exists for this node, set it
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if (pHint)
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{
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CAI_Node *pNode = g_pBigAINet->GetNode(m_nNodeCount);
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if (pNode)
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pNode->SetHint( pHint );
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else
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{
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DevMsg("AI node graph corrupt\n");
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}
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}
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m_nNodeCount++;
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UTIL_RemoveImmediate( this );
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return -1;
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}
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else
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{
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m_nNodeCount++;
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}
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// ---------------------------------------------------------------------------------
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// Add a new node to the network
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// ---------------------------------------------------------------------------------
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// For now just using one big AI network
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CAI_Node *new_node = g_pBigAINet->AddNode( GetAbsOrigin(), GetAbsAngles().y );
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new_node->SetHint( pHint );
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// -------------------------------------------------------------------------
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// Update table of how each WC id relates to each engine ID
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// -------------------------------------------------------------------------
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if (g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable)
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{
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g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable[new_node->GetId()] = m_NodeData.nWCNodeID;
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}
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// Keep track of largest index used by WC
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if (g_pAINetworkManager->GetEditOps()->m_nNextWCIndex <= m_NodeData.nWCNodeID)
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{
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g_pAINetworkManager->GetEditOps()->m_nNextWCIndex = m_NodeData.nWCNodeID+1;
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}
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// -------------------------------------------------------------------------
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// If in WC edit mode:
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// Remember the original positions of the nodes before
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// they drop so we can send the undropped positions to wc.
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// -------------------------------------------------------------------------
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if (engine->IsInEditMode())
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{
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if (g_pAINetworkManager->GetEditOps()->m_pWCPosition)
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{
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g_pAINetworkManager->GetEditOps()->m_pWCPosition[new_node->GetId()] = new_node->GetOrigin();
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}
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}
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if (FClassnameIs( this, "info_node_air" ) || FClassnameIs( this, "info_node_air_hint" ))
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{
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new_node->SetType( NODE_AIR );
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}
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else if (FClassnameIs( this, "info_node_climb" ))
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{
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new_node->SetType( NODE_CLIMB );
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}
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else
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{
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new_node->SetType( NODE_GROUND );
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}
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new_node->m_eNodeInfo = ( m_spawnflags << NODE_ENT_FLAGS_SHIFT );
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// If changed as part of WC editing process note that network must be rebuilt
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if (m_debugOverlays & OVERLAY_WC_CHANGE_ENTITY)
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{
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g_pAINetworkManager->GetEditOps()->SetRebuildFlags();
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new_node->m_eNodeInfo |= bits_NODE_WC_CHANGED;
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// Initialize the new nodes position. The graph may not be rebuild
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// right away but the node should at least be positioned correctly
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g_AINetworkBuilder.InitNodePosition( g_pBigAINet, new_node );
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}
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UTIL_RemoveImmediate( this );
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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CNodeEnt::CNodeEnt( void )
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{
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m_debugOverlays = 0;
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}
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