// NextBotContextualQueryInterface.h // Queries within the context of the bot's current behavior state // Author: Michael Booth, June 2007 //========= Copyright Valve Corporation, All rights reserved. ============// #ifndef _NEXT_BOT_CONTEXTUAL_QUERY_H_ #define _NEXT_BOT_CONTEXTUAL_QUERY_H_ class INextBot; class CBaseEntity; class CBaseCombatCharacter; class Path; class CKnownEntity; /** * Since behaviors can have several concurrent actions active, we ask * the topmost child action first, and if it defers, its parent, and so * on, until we get a definitive answer. */ enum QueryResultType { ANSWER_NO, ANSWER_YES, ANSWER_UNDEFINED }; // Can pass this into IContextualQuery::IsHindrance to see if any hindrance is ever possible #define IS_ANY_HINDRANCE_POSSIBLE ( (CBaseEntity*)-1 ) //---------------------------------------------------------------------------------------------------------------- /** * The interface for queries that are dependent on the bot's current behavior state */ class IContextualQuery { public: virtual ~IContextualQuery() { } virtual QueryResultType ShouldPickUp( const INextBot *me, CBaseEntity *item ) const; // if the desired item was available right now, should we pick it up? virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry? virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat? virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"? 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. virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const; // given a subject, return the world space position we should aim at /** * Allow bot to approve of positions game movement tries to put him into. * This is most useful for bots derived from CBasePlayer that go through * the player movement system. */ virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const; virtual const CKnownEntity * SelectMoreDangerousThreat( const INextBot *me, const CBaseCombatCharacter *subject, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const; // return the more dangerous of the two threats to 'subject', or NULL if we have no opinion }; inline QueryResultType IContextualQuery::ShouldPickUp( const INextBot *me, CBaseEntity *item ) const { return ANSWER_UNDEFINED; } inline QueryResultType IContextualQuery::ShouldHurry( const INextBot *me ) const { return ANSWER_UNDEFINED; } inline QueryResultType IContextualQuery::ShouldRetreat( const INextBot *me ) const { return ANSWER_UNDEFINED; } inline QueryResultType IContextualQuery::ShouldAttack( const INextBot *me, const CKnownEntity *them ) const { return ANSWER_UNDEFINED; } inline QueryResultType IContextualQuery::IsHindrance( const INextBot *me, CBaseEntity *blocker ) const { return ANSWER_UNDEFINED; } inline Vector IContextualQuery::SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const { return vec3_origin; } inline QueryResultType IContextualQuery::IsPositionAllowed( const INextBot *me, const Vector &pos ) const { return ANSWER_UNDEFINED; } inline const CKnownEntity *IContextualQuery::SelectMoreDangerousThreat( const INextBot *me, const CBaseCombatCharacter *subject, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const { return NULL; } #endif // _NEXT_BOT_CONTEXTUAL_QUERY_H_