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212 lines
8.1 KiB
212 lines
8.1 KiB
5 years ago
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// NextBotIntentionInterface.h
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// Interface for intentional thinking
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// Author: Michael Booth, April 2005
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef _NEXT_BOT_INTENTION_INTERFACE_H_
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#define _NEXT_BOT_INTENTION_INTERFACE_H_
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#include "NextBotComponentInterface.h"
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#include "NextBotContextualQueryInterface.h"
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class INextBot;
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//
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// Insert this macro in your INextBot-derived class declaration to
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// create a IIntention-derived class that handles the bookkeeping
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// of instantiating a Behavior with an initial Action and updating it.
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//
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#define DECLARE_INTENTION_INTERFACE( Actor ) \
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\
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class Actor##Intention : public IIntention \
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{ \
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public: \
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Actor##Intention( Actor *me ); \
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virtual ~Actor##Intention(); \
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virtual void Reset( void ); \
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virtual void Update( void ); \
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virtual INextBotEventResponder *FirstContainedResponder( void ) const { return m_behavior; } \
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virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const { return NULL; } \
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private: \
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Behavior< Actor > *m_behavior; \
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}; \
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\
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public: virtual IIntention *GetIntentionInterface( void ) const { return m_intention; } \
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private: Actor##Intention *m_intention; \
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public:
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//
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// Use this macro to create the implementation code for the IIntention-derived class
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// declared above. Since this requires InitialAction, it must occur after
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// that Action has been declared, so it can be new'd here.
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//
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#define IMPLEMENT_INTENTION_INTERFACE( Actor, InitialAction ) \
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Actor::Actor##Intention::Actor##Intention( Actor *me ) : IIntention( me ) { m_behavior = new Behavior< Actor >( new InitialAction ); } \
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Actor::Actor##Intention::~Actor##Intention() { delete m_behavior; } \
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void Actor::Actor##Intention::Reset( void ) { delete m_behavior; m_behavior = new Behavior< Actor >( new InitialAction ); } \
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void Actor::Actor##Intention::Update( void ) { m_behavior->Update( static_cast< Actor * >( GetBot() ), GetUpdateInterval() ); }
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//
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// Use this macro in the constructor of your bot to allocate the IIntention-derived class
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//
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#define ALLOCATE_INTENTION_INTERFACE( Actor ) { m_intention = new Actor##Intention( this ); }
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//
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// Use this macro in the destructor of your bot to deallocate the IIntention-derived class
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//
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#define DEALLOCATE_INTENTION_INTERFACE { if ( m_intention ) delete m_intention; }
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//----------------------------------------------------------------------------------------------------------------
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/**
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* The interface for intentional thinking.
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* The assumption is that this is a container for one or more concurrent Behaviors.
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* The "primary" Behavior is the FirstContainedResponder, and so on.
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* IContextualQuery requests are prioritized in contained responder order, such that the first responder
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* that returns a definitive answer is accepted. WITHIN a given responder (ie: a Behavior), the deepest child
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* Behavior in the active stack is asked first, then its parent, and so on, allowing the most specific active
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* Behavior to override the query responses of its more general parent Behaviors.
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*/
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class IIntention : public INextBotComponent, public IContextualQuery
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{
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public:
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IIntention( INextBot *bot ) : INextBotComponent( bot ) { }
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virtual ~IIntention() { }
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virtual void Reset( void ) { INextBotComponent::Reset(); } // reset to initial state
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virtual void Update( void ) { } // update internal state
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// IContextualQuery propagation --------------------------------
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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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virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const; // is the a place we can be?
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virtual const CKnownEntity * SelectMoreDangerousThreat( const INextBot *me,
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const CBaseCombatCharacter *subject, // the subject of the danger
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const CKnownEntity *threat1,
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const CKnownEntity *threat2 ) const; // return the more dangerous of the two threats, or NULL if we have no opinion
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// NOTE: As further queries are added, update the Behavior class to propagate them
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};
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inline QueryResultType IIntention::ShouldPickUp( const INextBot *me, CBaseEntity *item ) const
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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const IContextualQuery *query = dynamic_cast< const IContextualQuery * >( sub );
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if ( query )
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{
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// return the response of the first responder that gives a definitive answer
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QueryResultType result = query->ShouldPickUp( me, item );
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if ( result != ANSWER_UNDEFINED )
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{
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return result;
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}
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}
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}
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return ANSWER_UNDEFINED;
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}
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inline QueryResultType IIntention::ShouldHurry( const INextBot *me ) const
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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const IContextualQuery *query = dynamic_cast< const IContextualQuery * >( sub );
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if ( query )
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{
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// return the response of the first responder that gives a definitive answer
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QueryResultType result = query->ShouldHurry( me );
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if ( result != ANSWER_UNDEFINED )
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{
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return result;
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}
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}
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}
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return ANSWER_UNDEFINED;
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}
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inline QueryResultType IIntention::ShouldRetreat( const INextBot *me ) const
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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const IContextualQuery *query = dynamic_cast< const IContextualQuery * >( sub );
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if ( query )
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{
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// return the response of the first responder that gives a definitive answer
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QueryResultType result = query->ShouldRetreat( me );
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if ( result != ANSWER_UNDEFINED )
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{
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return result;
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}
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}
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}
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return ANSWER_UNDEFINED;
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}
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inline QueryResultType IIntention::ShouldAttack( const INextBot *me, const CKnownEntity *them ) const
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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const IContextualQuery *query = dynamic_cast< const IContextualQuery * >( sub );
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if ( query )
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{
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// return the response of the first responder that gives a definitive answer
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QueryResultType result = query->ShouldAttack( me, them );
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if ( result != ANSWER_UNDEFINED )
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{
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return result;
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}
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}
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}
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return ANSWER_UNDEFINED;
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}
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inline QueryResultType IIntention::IsHindrance( const INextBot *me, CBaseEntity *blocker ) const
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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const IContextualQuery *query = dynamic_cast< const IContextualQuery * >( sub );
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if ( query )
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{
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// return the response of the first responder that gives a definitive answer
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QueryResultType result = query->IsHindrance( me, blocker );
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if ( result != ANSWER_UNDEFINED )
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{
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return result;
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}
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}
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}
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return ANSWER_UNDEFINED;
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}
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inline QueryResultType IIntention::IsPositionAllowed( const INextBot *me, const Vector &pos ) const
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{
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for ( INextBotEventResponder *sub = FirstContainedResponder(); sub; sub = NextContainedResponder( sub ) )
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{
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const IContextualQuery *query = dynamic_cast< const IContextualQuery * >( sub );
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if ( query )
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{
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// return the response of the first responder that gives a definitive answer
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QueryResultType result = query->IsPositionAllowed( me, pos );
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if ( result != ANSWER_UNDEFINED )
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{
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return result;
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}
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}
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}
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return ANSWER_UNDEFINED;
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}
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#endif // _NEXT_BOT_INTENTION_INTERFACE_H_
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