Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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// NextBotAttentionInterface.h
// Manage what this bot pays attention to
// Author: Michael Booth, April 2007
//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef _NEXT_BOT_ATTENTION_INTERFACE_H_
#define _NEXT_BOT_ATTENTION_INTERFACE_H_
#include "NextBotComponentInterface.h"
class INextBot;
class IBody;
//----------------------------------------------------------------------------------------------------------------
/**
* The interface for managing what a bot pays attention to.
* Vision determines what see see and notice -> Attention determines which of those things we look at -> Low level head/aiming simulation actually moves our head/eyes
*/
class IAttention : public INextBotComponent
{
public:
IAttention( INextBot *bot ) : INextBotComponent( bot ) { }
virtual ~IAttention() { }
virtual void Reset( void ) { } // reset to initial state
virtual void Update( void ) { } // update internal state
enum SignificanceLevel
{
BORING, // background noise
INTERESTING, // notably interesting
COMPELLING, // very hard to pay attention to anything else
IRRESISTIBLE, // can't look away
};
// override these to control the significance of entities in a context-specific way
virtual int CompareSignificance( const CBaseEntity *a, const CBaseEntity *b ) const; // returns <0 if a < b, 0 if a==b, or >0 if a>b
// bring things to our attention
virtual void AttendTo( CBaseEntity *what, const char *reason = NULL );
virtual void AttendTo( const Vector &where, SignificanceLevel significance, const char *reason = NULL );
// remove things from our attention
virtual void Disregard( CBaseEntity *what, const char *reason = NULL );
virtual bool IsAwareOf( CBaseEntity *what ) const; // return true if given object is in our attending set
virtual float GetAwareDuration( CBaseEntity *what ) const; // return how long we've been aware of this entity
// INextBotEventResponder ------------------------------------------------------------------
virtual void OnInjured( const CTakeDamageInfo &info ); // when bot is damaged by something
virtual void OnContact( CBaseEntity *other, CGameTrace *result = NULL ); // invoked when bot touches 'other'
virtual void OnSight( CBaseEntity *subject ); // when subject initially enters bot's visual awareness
virtual void OnLostSight( CBaseEntity *subject ); // when subject leaves enters bot's visual awareness
virtual void OnSound( CBaseEntity *source, const CSoundParameters &params ); // when an entity emits a sound
private:
IBody *m_body; // to access head aiming
struct PointOfInterest
{
enum { ENTITY, POSITION } m_type;
CHandle< CBaseEntity > m_entity;
Vector m_position;
IntervalTimer m_duration; // how long has this PoI been in our attention set
};
CUtlVector< PointOfInterest > m_attentionSet; // the set of things we are attending to
};
inline int IAttention::CompareSignificance( const CBaseEntity *a, const CBaseEntity *b ) const
{
return 0;
}
#endif // _NEXT_BOT_ATTENTION_INTERFACE_H_