//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef AI_NETWORK_H #define AI_NETWORK_H #ifdef _WIN32 #pragma once #endif #include "ispatialpartition.h" #include "utlpriorityqueue.h" // ------------------------------------ class CAI_Node; class CVarBitVec; class INodeListFilter; struct AI_Waypoint_t; class CAI_BaseNPC; class CAI_Link; class CAI_DynamicLink; //----------------------------------------------------------------------------- class CAI_NetworkManager; //----------------------------------------------------------------------------- #define AI_MAX_NODE_LINKS 30 #define MAX_NODES 1500 //----------------------------------------------------------------------------- // // Utility classes used by CAI_Network // //----------------------------------------------------------------------------- abstract_class INearestNodeFilter { public: virtual bool IsValid( CAI_Node *pNode ) = 0; virtual bool ShouldContinue() = 0; }; //------------------------------------- struct AI_NearNode_t { AI_NearNode_t() {} AI_NearNode_t( int index, float nodedist ) { dist = nodedist; nodeIndex = index; } float dist; int nodeIndex; }; //------------------------------------- class CNodeList : public CUtlPriorityQueue { public: static bool IsLowerPriority( const AI_NearNode_t &node1, const AI_NearNode_t &node2 ) { // nodes with greater distance are lower priority return node1.dist > node2.dist; } static bool RevIsLowerPriority( const AI_NearNode_t &node1, const AI_NearNode_t &node2 ) { // nodes with lower distance are lower priority return node2.dist > node1.dist; } CNodeList( int growSize = 0, int initSize = 0 ) : CUtlPriorityQueue( growSize, initSize, IsLowerPriority ) {} CNodeList( AI_NearNode_t *pMemory, int count ) : CUtlPriorityQueue( pMemory, count, IsLowerPriority ) {} }; //----------------------------------------------------------------------------- // CAI_Network // // Purpose: Stores a node graph through which an AI may pathfind //----------------------------------------------------------------------------- class CAI_Network : public IPartitionEnumerator { public: // Core data management CAI_Network(); ~CAI_Network(); CAI_Node * AddNode( const Vector &origin, float yaw ); // Returns a new node in the network CAI_Link * CreateLink( int srcID, int destID, CAI_DynamicLink *pDynamicLink = NULL ); bool IsConnected(int srcID, int destID); // Use during run time void TestIsConnected(int startID, int endID); // Use only for initialization! Vector GetNodePosition( CBaseCombatCharacter *pNPC, int nodeID ); Vector GetNodePosition( Hull_t hull, int nodeID ); float GetNodeYaw( int nodeID ); static int FindBSSmallest(CVarBitVec *bitString, float *float_array, int array_size); int NumNodes() const { return m_iNumNodes; } CAI_Node* GetNode( int id, bool bHandleError = true ) const { if ( id >= 0 && id < m_iNumNodes ) { return m_pAInode[id]; } if ( bHandleError ) { static int warningCount = 0; if ( ++warningCount < 10 ) { AssertMsg2( 0, "Node (%i) out of range (%i total)\n", id, m_iNumNodes ); } } return NULL; } CAI_Node** AccessNodes() const { return m_pAInode; } ////////////////////////////////// // Tools and utility functions int NearestNodeToPoint( CAI_BaseNPC* pNPC, const Vector &vecOrigin, bool bCheckVisiblity, INearestNodeFilter *pFilter ); int NearestNodeToPoint( CAI_BaseNPC* pNPC, const Vector &vecOrigin, bool bCheckVisiblity = true ) { return NearestNodeToPoint( pNPC, vecOrigin, bCheckVisiblity, NULL ); } int NearestNodeToPoint(const Vector &vPosition, bool bCheckVisiblity = true ); /** @brief Callback lets you customize FindNodeDistanceAwayFromStart to accept or reject specific nodes based on other criteria To use, inherit from this and override Validate(). It's like a closure. */ class IPathingNodeValidator { public: /// FindNodeDistanceAwayFromStart will pass each node it considers acceptable into this function and will reject ones that return false. /// NOTE: this must be const! virtual bool Validate( const CAI_Node *pNode, const CAI_Network * const pNetwork ) const { return true; } /// < default impl accepts everything }; /// Experimental: starting at a given nav-node, walk the network to try to find a node at least /// mindist away from a point yet no more than maxdist. Returns NULL on failure. Recursive. /// supply squares of min, max distance. CAI_Node * FindNodeDistanceAwayFromStart( CAI_Node *pStartNode, const Vector &point, float minDistSq, float maxDistSq, const Hull_t hulltype, const Capability_t movetype, const IPathingNodeValidator &validator = IPathingNodeValidator() ); private: friend class CAI_NetworkManager; virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ); int GetCachedNearestNode(const Vector &checkPos, CAI_BaseNPC *pNPC, int *pCachePos ); void SetCachedNearestNode(const Vector &checkPos, int nodeID, Hull_t nHull); int GetCachedNode(const Vector &checkPos, Hull_t nHull, int *pCachePos); int ListNodesInBox( CNodeList &list, int maxListCount, const Vector &mins, const Vector &maxs, INodeListFilter *pFilter ); //--------------------------------- enum { NEARNODE_CACHE_SIZE = 32, NEARNODE_CACHE_LIFE = 10, }; struct NearNodeCache_T { Vector vTestPosition; float expiration; // Time tested int node; // Nearest Node to position int hull; // Hull type tested (or HULL_NONE is only visibility tested) }; int m_iNumNodes; // Number of nodes in this network CAI_Node** m_pAInode; // Array of all nodes in this network enum { PARTITION_NODE = ( 1 << 0 ) }; NearNodeCache_T m_NearestCache[NEARNODE_CACHE_SIZE]; // Cache of nearest nodes int m_iNearestCacheNext; // Oldest record in the cache #ifdef AI_NODE_TREE ISpatialPartition * m_pNodeTree; CUtlVector m_GatheredNodes; #endif }; //----------------------------------------------------------------------------- // CAI_NetworkEditTools // // Purpose: Provides the operations used when building levels, whether in-game // debugging tools or editor related items. // //----------------------------------------------------------------------------- // ------------------------------------ // Debug overlay bits enum DebugNetOverlayBits_e { bits_debugOverlayNodes = 0x00000001, // show node bits_debugOverlayNodesLev2 = 0x00000002, // show nodes and text bits_debugOverlayHulls = 0x00000004, // show hulls bits_debugOverlayConnections = 0x00000008, // show connections bits_debugOverlayVisibility = 0x00000010, // show visibility bits_debugOverlayGraphConnect = 0x00000020, // show graph connectivity bits_debugOverlayGrid = 0x00000040, // show grid bits_debugOverlayHints = 0x00000080, // show hints bits_debugOverlayJumpConnections= 0x00000100, // show jump connections bits_debugOverlayFlyConnections = 0x00000200, // show fly connections bits_debugOverlayCrawlConnections = 0x00000400, // show crawl connections bits_debugNeedRebuild = 0x10000000, // network needs rebuilding }; // ------------------------------------ // ---------------- //----------------------------------------------------------------------------- // Useful utility function defined by AI_network.cpp Vector PointOnLineNearestPoint(const Vector& vStartPos, const Vector& vEndPos, const Vector& vPoint); //----------------------------------------------------------------------------- // For now just using one big AI network extern CAI_NetworkManager * g_pAINetworkManager; extern CAI_Network * g_pBigAINet; //============================================================================= #endif // AI_NETWORK_H