// NextBotPlayerBody.h // Control and information about the bot's body state (posture, animation state, etc) // Author: Michael Booth, October 2006 //========= Copyright Valve Corporation, All rights reserved. ============// #ifndef _NEXT_BOT_PLAYER_BODY_H_ #define _NEXT_BOT_PLAYER_BODY_H_ #include "NextBotBodyInterface.h" //---------------------------------------------------------------------------------------------------------------- /** * A useful reply for IBody::AimHeadTowards. When the * head is aiming on target, press the fire button. */ class PressFireButtonReply : public INextBotReply { public: virtual void OnSuccess( INextBot *bot ); // invoked when process completed successfully }; //---------------------------------------------------------------------------------------------------------------- /** * A useful reply for IBody::AimHeadTowards. When the * head is aiming on target, press the alt-fire button. */ class PressAltFireButtonReply : public INextBotReply { public: virtual void OnSuccess( INextBot *bot ); // invoked when process completed successfully }; //---------------------------------------------------------------------------------------------------------------- /** * A useful reply for IBody::AimHeadTowards. When the * head is aiming on target, press the jump button. */ class PressJumpButtonReply : public INextBotReply { public: virtual void OnSuccess( INextBot *bot ); // invoked when process completed successfully }; //---------------------------------------------------------------------------------------------------------------- /** * The interface for control and information about the bot's body state (posture, animation state, etc) */ class PlayerBody : public IBody { public: PlayerBody( INextBot *bot ); virtual ~PlayerBody(); virtual void Reset( void ); // reset to initial state virtual void Upkeep( void ); // lightweight update guaranteed to occur every server tick virtual bool SetPosition( const Vector &pos ); virtual const Vector &GetEyePosition( void ) const; // return the eye position of the bot in world coordinates virtual const Vector &GetViewVector( void ) const; // return the view unit direction vector in world coordinates virtual void AimHeadTowards( const Vector &lookAtPos, LookAtPriorityType priority = BORING, float duration = 0.0f, INextBotReply *replyWhenAimed = NULL, const char *reason = NULL ); // aim the bot's head towards the given goal virtual void AimHeadTowards( CBaseEntity *subject, LookAtPriorityType priority = BORING, float duration = 0.0f, INextBotReply *replyWhenAimed = NULL, const char *reason = NULL ); // continually aim the bot's head towards the given subject virtual bool IsHeadAimingOnTarget( void ) const; // return true if the bot's head has achieved its most recent lookat target virtual bool IsHeadSteady( void ) const; // return true if head is not rapidly turning to look somewhere else virtual float GetHeadSteadyDuration( void ) const; // return the duration that the bot's head has been on-target virtual void ClearPendingAimReply( void ); // clear out currently pending replyWhenAimed callback virtual float GetMaxHeadAngularVelocity( void ) const; // return max turn rate of head in degrees/second virtual bool StartActivity( Activity act, unsigned int flags ); virtual Activity GetActivity( void ) const; // return currently animating activity virtual bool IsActivity( Activity act ) const; // return true if currently animating activity matches the given one virtual bool HasActivityType( unsigned int flags ) const; // return true if currently animating activity has any of the given flags virtual void SetDesiredPosture( PostureType posture ); // request a posture change virtual PostureType GetDesiredPosture( void ) const; // get posture body is trying to assume virtual bool IsDesiredPosture( PostureType posture ) const; // return true if body is trying to assume this posture virtual bool IsInDesiredPosture( void ) const; // return true if body's actual posture matches its desired posture virtual PostureType GetActualPosture( void ) const; // return body's current actual posture virtual bool IsActualPosture( PostureType posture ) const; // return true if body is actually in the given posture virtual bool IsPostureMobile( void ) const; // return true if body's current posture allows it to move around the world virtual bool IsPostureChanging( void ) const; // return true if body's posture is in the process of changing to new posture virtual void SetArousal( ArousalType arousal ); // arousal level change virtual ArousalType GetArousal( void ) const; // get arousal level virtual bool IsArousal( ArousalType arousal ) const; // return true if body is at this arousal level virtual float GetHullWidth( void ) const; // width of bot's collision hull in XY plane virtual float GetHullHeight( void ) const; // height of bot's current collision hull based on posture virtual float GetStandHullHeight( void ) const; // height of bot's collision hull when standing virtual float GetCrouchHullHeight( void ) const; // height of bot's collision hull when crouched virtual const Vector &GetHullMins( void ) const; // return current collision hull minimums based on actual body posture virtual const Vector &GetHullMaxs( void ) const; // return current collision hull maximums based on actual body posture virtual unsigned int GetSolidMask( void ) const; // return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface) virtual CBaseEntity *GetEntity( void ); // get the entity private: CBasePlayer *m_player; PostureType m_posture; ArousalType m_arousal; mutable Vector m_eyePos; // for use with GetEyePosition() ONLY mutable Vector m_viewVector; // for use with GetViewVector() ONLY mutable Vector m_hullMins; // for use with GetHullMins() ONLY mutable Vector m_hullMaxs; // for use with GetHullMaxs() ONLY Vector m_lookAtPos; // if m_lookAtSubject is non-NULL, it continually overwrites this position with its own EHANDLE m_lookAtSubject; Vector m_lookAtVelocity; // world velocity of lookat point, for tracking moving subjects CountdownTimer m_lookAtTrackingTimer; LookAtPriorityType m_lookAtPriority; CountdownTimer m_lookAtExpireTimer; // how long until this lookat expired IntervalTimer m_lookAtDurationTimer; // how long have we been looking at this target INextBotReply *m_lookAtReplyWhenAimed; bool m_isSightedIn; // true if we are looking at our last lookat target bool m_hasBeenSightedIn; // true if we have hit the current lookat target IntervalTimer m_headSteadyTimer; QAngle m_priorAngles; // last update's head angles QAngle m_desiredAngles; CountdownTimer m_anchorRepositionTimer; // the time is takes us to recenter our virtual mouse Vector m_anchorForward; }; inline bool PlayerBody::IsHeadAimingOnTarget( void ) const { // TODO: Calling this immediately after AimHeadTowards will always return false until next Upkeep() (MSB) return m_isSightedIn; } #endif // _NEXT_BOT_PLAYER_BODY_H_