// 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 ¶ms ); // 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_