// NextBotBehaviorEngine.h // Behavioral system constructed from Actions // Author: Michael Booth, April 2006 //========= Copyright Valve Corporation, All rights reserved. ============// #ifndef _BEHAVIOR_ENGINE_H_ #define _BEHAVIOR_ENGINE_H_ #include "fmtstr.h" #include "NextBotEventResponderInterface.h" #include "NextBotContextualQueryInterface.h" #include "NextBotDebug.h" #include "tier0/vprof.h" //#define DEBUG_BEHAVIOR_MEMORY extern ConVar NextBotDebugHistory; /** * Notes: * * By using return results to cause transitions, we ensure the atomic-ness * of these transitions. For instance, it is not possible to change to a * new Action and continue execution of code in the current Action. * * Creation and deletion of Actions during transitions allows passing of * type-safe arguments between Actions via constructors. * * Events are propagated to each Action in the hierarchy. If an * action is suspended for another action, it STILL RECEIVES EVENTS * that are not handled by the events "above it" in the suspend stack. * In other words, the active Action gets the first response, and if it * returns CONTINUE, the Action buried beneath it can process it, * and so on deeper into the stack of suspended Actions. * * About events: * It is not possible to have event handlers instantaneously change * state upon return due to out-of-order and recurrence issues, not * to mention deleting the state out from under itself. Therefore, * events return DESIRED results, and the highest priority result * is executed at the next Update(). * * About buried Actions causing SUSPEND_FOR results: * If a buried Action reacts to an event by returning a SUSPEND_FOR, * the new interrupting Action is put at the TOP of the stack, burying * whatever Action was there. * */ // forward declaration template < typename Actor > class Action; /** * The possible consequences of an Action */ enum ActionResultType { CONTINUE, // continue executing this action next frame - nothing has changed CHANGE_TO, // change actions next frame SUSPEND_FOR, // put the current action on hold for the new action DONE, // this action has finished, resume suspended action SUSTAIN, // for use with event handlers - a way to say "It's important to keep doing what I'm doing" }; //---------------------------------------------------------------------------------------------- /** * Actions and Event processors return results derived from this class. * Do not assemble this yourself - use the Continue(), ChangeTo(), Done(), and SuspendFor() * methods within Action. */ template < typename Actor > struct IActionResult { IActionResult( ActionResultType type = CONTINUE, Action< Actor > *action = NULL, const char *reason = NULL ) { m_type = type; m_action = action; m_reason = reason; } bool IsDone( void ) const { return ( m_type == DONE ); } bool IsContinue( void ) const { return ( m_type == CONTINUE ); } bool IsRequestingChange( void ) const { return ( m_type == CHANGE_TO || m_type == SUSPEND_FOR || m_type == DONE ); } const char *GetTypeName( void ) const { switch ( m_type ) { case CHANGE_TO: return "CHANGE_TO"; case SUSPEND_FOR: return "SUSPEND_FOR"; case DONE: return "DONE"; case SUSTAIN: return "SUSTAIN"; default: case CONTINUE: return "CONTINUE"; } } ActionResultType m_type; Action< Actor > *m_action; const char *m_reason; }; //---------------------------------------------------------------------------------------------- /** * When an Action is executed it returns this result. * Do not assemble this yourself - use the Continue(), ChangeTo(), Done(), and SuspendFor() * methods within Action. */ template < typename Actor > struct ActionResult : public IActionResult< Actor > { // this is derived from IActionResult to ensure that ActionResult and EventDesiredResult cannot be silently converted ActionResult( ActionResultType type = CONTINUE, Action< Actor > *action = NULL, const char *reason = NULL ) : IActionResult< Actor >( type, action, reason ) { } }; //---------------------------------------------------------------------------------------------- /** * When an event is processed, it returns this DESIRED result, * which may or MAY NOT happen, depending on other event results * that occur simultaneously. * Do not assemble this yourself - use the TryContinue(), TryChangeTo(), TryDone(), TrySustain(), * and TrySuspendFor() methods within Action. */ enum EventResultPriorityType { RESULT_NONE, // no result RESULT_TRY, // use this result, or toss it out, either is ok RESULT_IMPORTANT, // try extra-hard to use this result RESULT_CRITICAL // this result must be used - emit an error if it can't be }; template < typename Actor > struct EventDesiredResult : public IActionResult< Actor > { EventDesiredResult( ActionResultType type = CONTINUE, Action< Actor > *action = NULL, EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) : IActionResult< Actor >( type, action, reason ) { m_priority = priority; } EventResultPriorityType m_priority; }; //------------------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------------------- /** * A Behavior is the root of an Action hierarchy as well as its container/manager. * Instantiate a Behavior with the root Action of your behavioral system, and * call Behavior::Update() to drive it. */ template < typename Actor > class Behavior : public INextBotEventResponder, public IContextualQuery { public: DECLARE_CLASS( Behavior, INextBotEventResponder ); Behavior( Action< Actor > *initialAction, const char *name = "" ) : m_name( "%s", name ) { m_action = initialAction; m_me = NULL; } virtual ~Behavior() { if ( m_me && m_action ) { // allow all currently active Actions to end m_action->InvokeOnEnd( m_me, this, NULL ); m_me = NULL; } // dig down to the bottom of the action stack and delete // that, so we don't leak action memory since action // destructors intentionally don't delete actions // "buried" underneath them. Action< Actor > *bottomAction; for( bottomAction = m_action; bottomAction && bottomAction->m_buriedUnderMe; bottomAction = bottomAction->m_buriedUnderMe ) ; if ( bottomAction ) { delete bottomAction; } // delete any dead Actions m_deadActionVector.PurgeAndDeleteElements(); } /** * Reset this Behavior with the given Action. If this Behavior * was already running, this will delete all current Actions and * restart the Behavior with the new one. */ void Reset( Action< Actor > *action ) { if ( m_me && m_action ) { // allow all currently active Actions to end m_action->InvokeOnEnd( m_me, this, NULL ); m_me = NULL; } // find "bottom" action (see comment in destructor) Action< Actor > *bottomAction; for( bottomAction = m_action; bottomAction && bottomAction->m_buriedUnderMe; bottomAction = bottomAction->m_buriedUnderMe ) ; if ( bottomAction ) { delete bottomAction; } // delete any dead Actions m_deadActionVector.PurgeAndDeleteElements(); m_action = action; } /** * Return true if this Behavior contains no actions */ bool IsEmpty( void ) const { return m_action == NULL; } /** * Execute this Behavior */ void Update( Actor *me, float interval ) { if ( me == NULL || IsEmpty() ) { return; } m_me = me; m_action = m_action->ApplyResult( me, this, m_action->InvokeUpdate( me, this, interval ) ); if ( m_action && me->IsDebugging( NEXTBOT_BEHAVIOR ) ) { CFmtStr msg; me->DisplayDebugText( msg.sprintf( "%s: %s", GetName(), m_action->DebugString() ) ); } // delete any dead Actions m_deadActionVector.PurgeAndDeleteElements(); } /** * If this Behavior has not been Update'd in a long time, * call Resume() to let the system know its internal state may * be out of date. */ void Resume( Actor *me ) { if ( me == NULL || IsEmpty() ) { return; } m_action = m_action->ApplyResult( me, this, m_action->OnResume( me, NULL ) ); if ( m_action && me->IsDebugging( NEXTBOT_BEHAVIOR ) ) { CFmtStr msg; me->DisplayDebugText( msg.sprintf( "%s: %s", GetName(), m_action->DebugString() ) ); } } /** * Use this method to destroy Actions used by this Behavior. * We cannot delete Actions in-line since Action updates can potentially * invoke event responders which will then use potentially deleted * Action pointers, causing memory corruption. * Instead, we will collect the dead Actions and delete them at the * end of Update(). */ void DestroyAction( Action< Actor > *dead ) { m_deadActionVector.AddToTail( dead ); } const char *GetName( void ) const { return m_name; } // INextBotEventResponder propagation ---------------------------------------------------------------------- virtual INextBotEventResponder *FirstContainedResponder( void ) const { return m_action; } virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const { return NULL; } // IContextualQuery propagation ---------------------------------------------------------------------------- virtual QueryResultType ShouldPickUp( const INextBot *me, CBaseEntity *item ) const // if the desired item was available right now, should we pick it up? { QueryResultType result = ANSWER_UNDEFINED; if ( m_action ) { // find innermost child action Action< Actor > *action; for( action = m_action; action->m_child; action = action->m_child ) ; // work our way through our containers while( action && result == ANSWER_UNDEFINED ) { Action< Actor > *containingAction = action->m_parent; // work our way up the stack while( action && result == ANSWER_UNDEFINED ) { result = action->ShouldPickUp( me, item ); action = action->GetActionBuriedUnderMe(); } action = containingAction; } } return result; } virtual QueryResultType ShouldHurry( const INextBot *me ) const // are we in a hurry? { QueryResultType result = ANSWER_UNDEFINED; if ( m_action ) { // find innermost child action Action< Actor > *action; for( action = m_action; action->m_child; action = action->m_child ) ; // work our way through our containers while( action && result == ANSWER_UNDEFINED ) { Action< Actor > *containingAction = action->m_parent; // work our way up the stack while( action && result == ANSWER_UNDEFINED ) { result = action->ShouldHurry( me ); action = action->GetActionBuriedUnderMe(); } action = containingAction; } } return result; } virtual QueryResultType ShouldRetreat( const INextBot *me ) const // is it time to retreat? { QueryResultType result = ANSWER_UNDEFINED; if ( m_action ) { // find innermost child action Action< Actor > *action; for( action = m_action; action->m_child; action = action->m_child ) ; // work our way through our containers while( action && result == ANSWER_UNDEFINED ) { Action< Actor > *containingAction = action->m_parent; // work our way up the stack while( action && result == ANSWER_UNDEFINED ) { result = action->ShouldRetreat( me ); action = action->GetActionBuriedUnderMe(); } action = containingAction; } } return result; } virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const // should we attack "them"? { QueryResultType result = ANSWER_UNDEFINED; if ( m_action ) { // find innermost child action Action< Actor > *action; for( action = m_action; action->m_child; action = action->m_child ) ; // work our way through our containers while( action && result == ANSWER_UNDEFINED ) { Action< Actor > *containingAction = action->m_parent; // work our way up the stack while( action && result == ANSWER_UNDEFINED ) { result = action->ShouldAttack( me, them ); action = action->GetActionBuriedUnderMe(); } action = containingAction; } } return result; } 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. { QueryResultType result = ANSWER_UNDEFINED; if ( m_action ) { // find innermost child action Action< Actor > *action; for( action = m_action; action->m_child; action = action->m_child ) ; // work our way through our containers while( action && result == ANSWER_UNDEFINED ) { Action< Actor > *containingAction = action->m_parent; // work our way up the stack while( action && result == ANSWER_UNDEFINED ) { result = action->IsHindrance( me, blocker ); action = action->GetActionBuriedUnderMe(); } action = containingAction; } } return result; } virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const // given a subject, return the world space position we should aim at { Vector result = vec3_origin; if ( m_action ) { // find innermost child action Action< Actor > *action; for( action = m_action; action->m_child; action = action->m_child ) ; // work our way through our containers while( action && result == vec3_origin ) { Action< Actor > *containingAction = action->m_parent; // work our way up the stack while( action && result == vec3_origin ) { result = action->SelectTargetPoint( me, subject ); action = action->GetActionBuriedUnderMe(); } action = containingAction; } } return result; } /** * 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 { QueryResultType result = ANSWER_UNDEFINED; if ( m_action ) { // find innermost child action Action< Actor > *action; for( action = m_action; action->m_child; action = action->m_child ) ; // work our way through our containers while( action && result == ANSWER_UNDEFINED ) { Action< Actor > *containingAction = action->m_parent; // work our way up the stack while( action && result == ANSWER_UNDEFINED ) { result = action->IsPositionAllowed( me, pos ); action = action->GetActionBuriedUnderMe(); } action = containingAction; } } return result; } 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, or NULL if we have no opinion { const CKnownEntity *result = NULL; if ( m_action ) { // find innermost child action Action< Actor > *action; for( action = m_action; action->m_child; action = action->m_child ) ; // work our way through our containers while( action && result == NULL ) { Action< Actor > *containingAction = action->m_parent; // work our way up the stack while( action && result == NULL ) { result = action->SelectMoreDangerousThreat( me, subject, threat1, threat2 ); action = action->GetActionBuriedUnderMe(); } action = containingAction; } } return result; } private: Action< Actor > *m_action; #define MAX_NAME_LENGTH 32 CFmtStrN< MAX_NAME_LENGTH > m_name; Actor *m_me; CUtlVector< Action< Actor > * > m_deadActionVector; // completed Actions pending deletion }; //---------------------------------------------------------------------------------------------- /** * Something an Actor does. * Actions can contain Actions, representing the precise context of the Actor's behavior. * A system of Actions is contained within a Behavior, which acts as the manager * of the Action system. */ template < typename Actor > class Action : public INextBotEventResponder, public IContextualQuery { public: DECLARE_CLASS( Action, INextBotEventResponder ); Action( void ); virtual ~Action(); virtual const char *GetName( void ) const = 0; // return name of this action virtual bool IsNamed( const char *name ) const; // return true if given name matches the name of this Action virtual const char *GetFullName( void ) const; // return a temporary string showing the full lineage of this one action Actor *GetActor( void ) const; // return the Actor performing this Action (valid just before OnStart() is invoked) //----------------------------------------------------------------------------------------- /** * Try to start the Action. Result is immediately processed, * which can cause an immediate transition, another OnStart(), etc. * An Action can count on each OnStart() being followed (eventually) with an OnEnd(). */ virtual ActionResult< Actor > OnStart( Actor *me, Action< Actor > *priorAction ) { return Continue(); } /** * Do the work of the Action. It is possible for Update to not be * called between a given OnStart/OnEnd pair due to immediate transitions. */ virtual ActionResult< Actor > Update( Actor *me, float interval ) { return Continue(); } // Invoked when an Action is ended for any reason virtual void OnEnd( Actor *me, Action< Actor > *nextAction ) { } /* * When an Action is suspended by a new action. * Note that only CONTINUE and DONE are valid results. All other results will * be considered as a CONTINUE. */ virtual ActionResult< Actor > OnSuspend( Actor *me, Action< Actor > *interruptingAction ) { return Continue(); } // When an Action is resumed after being suspended virtual ActionResult< Actor > OnResume( Actor *me, Action< Actor > *interruptingAction ) { return Continue(); } /** * To cause a state change, use these methods to create an ActionResult to * return from OnStart, Update, or OnResume. */ ActionResult< Actor > Continue( void ) const; ActionResult< Actor > ChangeTo( Action< Actor > *action, const char *reason = NULL ) const; ActionResult< Actor > SuspendFor( Action< Actor > *action, const char *reason = NULL ) const; ActionResult< Actor > Done( const char *reason = NULL ) const; // create and return an Action to start as sub-action within this Action when it starts virtual Action< Actor > *InitialContainedAction( Actor *me ) { return NULL; } //----------------------------------------------------------------------------------------- /** * Override the event handler methods below to respond to events that occur during this Action * NOTE: These are identical to the events in INextBotEventResponder with the addition * of an actor argument and a return result. Their translators are located in the private area * below. */ virtual EventDesiredResult< Actor > OnLeaveGround( Actor *me, CBaseEntity *ground ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnLandOnGround( Actor *me, CBaseEntity *ground ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnContact( Actor *me, CBaseEntity *other, CGameTrace *result = NULL ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnMoveToSuccess( Actor *me, const Path *path ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnMoveToFailure( Actor *me, const Path *path, MoveToFailureType reason ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnStuck( Actor *me ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnUnStuck( Actor *me ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnPostureChanged( Actor *me ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnAnimationActivityComplete( Actor *me, int activity ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnAnimationActivityInterrupted( Actor *me, int activity ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnAnimationEvent( Actor *me, animevent_t *event ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnIgnite( Actor *me ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnInjured( Actor *me, const CTakeDamageInfo &info ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnKilled( Actor *me, const CTakeDamageInfo &info ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnOtherKilled( Actor *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnSight( Actor *me, CBaseEntity *subject ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnLostSight( Actor *me, CBaseEntity *subject ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnSound( Actor *me, CBaseEntity *source, const Vector &pos, KeyValues *keys ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnSpokeConcept( Actor *me, CBaseCombatCharacter *who, AIConcept_t concept, AI_Response *response ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnWeaponFired( Actor *me, CBaseCombatCharacter *whoFired, CBaseCombatWeapon *weapon ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnNavAreaChanged( Actor *me, CNavArea *newArea, CNavArea *oldArea ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnModelChanged( Actor *me ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnPickUp( Actor *me, CBaseEntity *item, CBaseCombatCharacter *giver ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnDrop( Actor *me, CBaseEntity *item ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnActorEmoted( Actor *me, CBaseCombatCharacter *emoter, int emote ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnCommandAttack( Actor *me, CBaseEntity *victim ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnCommandApproach( Actor *me, const Vector &pos, float range ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnCommandApproach( Actor *me, CBaseEntity *goal ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnCommandRetreat( Actor *me, CBaseEntity *threat, float range ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnCommandPause( Actor *me, float duration ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnCommandResume( Actor *me ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnCommandString( Actor *me, const char *command ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnShoved( Actor *me, CBaseEntity *pusher ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnBlinded( Actor *me, CBaseEntity *blinder ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnTerritoryContested( Actor *me, int territoryID ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnTerritoryCaptured( Actor *me, int territoryID ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnTerritoryLost( Actor *me, int territoryID ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnWin( Actor *me ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnLose( Actor *me ) { return TryContinue(); } #ifdef DOTA_SERVER_DLL virtual EventDesiredResult< Actor > OnCommandMoveTo( Actor *me, const Vector &pos ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnCommandMoveToAggressive( Actor *me, const Vector &pos ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnCommandAttack( Actor *me, CBaseEntity *victim, bool bDeny ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnCastAbilityNoTarget( Actor *me, CDOTABaseAbility *ability ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnCastAbilityOnPosition( Actor *me, CDOTABaseAbility *ability, const Vector &pos ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnCastAbilityOnTarget( Actor *me, CDOTABaseAbility *ability, CBaseEntity *target ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnDropItem( Actor *me, const Vector &pos, CBaseEntity *item ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnPickupItem( Actor *me, CBaseEntity *item ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnPickupRune( Actor *me, CBaseEntity *item ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnStop( Actor *me ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnFriendThreatened( Actor *me, CBaseEntity *friendly, CBaseEntity *threat ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnCancelAttack( Actor *me, CBaseEntity *pTarget ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnDominated( Actor *me ) { return TryContinue(); } virtual EventDesiredResult< Actor > OnWarped( Actor *me, Vector vStartPos ) { return TryContinue(); } #endif /** * Event handlers must return one of these. */ EventDesiredResult< Actor > TryContinue( EventResultPriorityType priority = RESULT_TRY ) const; EventDesiredResult< Actor > TryChangeTo( Action< Actor > *action, EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) const; EventDesiredResult< Actor > TrySuspendFor( Action< Actor > *action, EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) const; EventDesiredResult< Actor > TryDone( EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) const; EventDesiredResult< Actor > TryToSustain( EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) const; //----------------------------------------------------------------------------------------- Action< Actor > *GetActiveChildAction( void ) const; Action< Actor > *GetParentAction( void ) const; // the Action that I'm running inside of bool IsSuspended( void ) const; // return true if we are currently suspended for another Action const char *DebugString( void ) const; // return a temporary string describing the current action stack for debugging /** * Sometimes we want to pass through other NextBots. OnContact() will always * be invoked, but collision resolution can be skipped if this * method returns false. */ virtual bool IsAbleToBlockMovementOf( const INextBot *botInMotion ) const { return true; } // INextBotEventResponder propagation ---------------------------------------------------------------------- virtual INextBotEventResponder *FirstContainedResponder( void ) const; virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const; private: /** * These macros are used below to translate INextBotEventResponder event methods * into Action event handler methods */ #define PROCESS_EVENT( METHOD ) \ { \ if ( !m_isStarted ) \ return; \ \ Action< Actor > *_action = this; \ EventDesiredResult< Actor > _result; \ \ while( _action ) \ { \ if ( m_actor && (m_actor->IsDebugging(NEXTBOT_EVENTS) || NextBotDebugHistory.GetBool())) \ { \ m_actor->DebugConColorMsg( NEXTBOT_EVENTS, Color( 100, 100, 100, 255 ), "%3.2f: %s:%s: %s received EVENT %s\n", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName(), _action->GetFullName(), #METHOD ); \ } \ _result = _action->METHOD( m_actor ); \ if ( !_result.IsContinue() ) \ break; \ _action = _action->GetActionBuriedUnderMe(); \ } \ \ if ( _action ) \ { \ if ( m_actor && _result.IsRequestingChange() && (m_actor->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) ) \ { \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName() ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "%s ", _action->GetFullName() ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "reponded to EVENT %s with ", #METHOD ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "%s %s ", _result.GetTypeName(), _result.m_action ? _result.m_action->GetName() : "" ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), "%s\n", _result.m_reason ? _result.m_reason : "" ); \ } \ \ _action->StorePendingEventResult( _result, #METHOD ); \ } \ \ INextBotEventResponder::METHOD(); \ } #define PROCESS_EVENT_WITH_1_ARG( METHOD, ARG1 ) \ { \ if ( !m_isStarted ) \ return; \ \ Action< Actor > *_action = this; \ EventDesiredResult< Actor > _result; \ \ while( _action ) \ { \ if ( m_actor && (m_actor->IsDebugging(NEXTBOT_EVENTS) || NextBotDebugHistory.GetBool()) ) \ { \ m_actor->DebugConColorMsg( NEXTBOT_EVENTS, Color( 100, 100, 100, 255 ), "%3.2f: %s:%s: %s received EVENT %s\n", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName(), _action->GetFullName(), #METHOD ); \ } \ _result = _action->METHOD( m_actor, ARG1 ); \ if ( !_result.IsContinue() ) \ break; \ _action = _action->GetActionBuriedUnderMe(); \ } \ \ if ( _action ) \ { \ if ( m_actor && (m_actor->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) && _result.IsRequestingChange() && _action ) \ { \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName() ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "%s ", _action->GetFullName() ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "reponded to EVENT %s with ", #METHOD ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "%s %s ", _result.GetTypeName(), _result.m_action ? _result.m_action->GetName() : "" ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), "%s\n", _result.m_reason ? _result.m_reason : "" ); \ } \ \ _action->StorePendingEventResult( _result, #METHOD ); \ } \ \ INextBotEventResponder::METHOD( ARG1 ); \ } #define PROCESS_EVENT_WITH_2_ARGS( METHOD, ARG1, ARG2 ) \ { \ if ( !m_isStarted ) \ return; \ \ Action< Actor > *_action = this; \ EventDesiredResult< Actor > _result; \ \ while( _action ) \ { \ if ( m_actor && (m_actor->IsDebugging(NEXTBOT_EVENTS) || NextBotDebugHistory.GetBool()) ) \ { \ m_actor->DebugConColorMsg( NEXTBOT_EVENTS, Color( 100, 100, 100, 255 ), "%3.2f: %s:%s: %s received EVENT %s\n", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName(), _action->GetFullName(), #METHOD ); \ } \ _result = _action->METHOD( m_actor, ARG1, ARG2 ); \ if ( !_result.IsContinue() ) \ break; \ _action = _action->GetActionBuriedUnderMe(); \ } \ \ if ( _action ) \ { \ if ( m_actor && (m_actor->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) && _result.IsRequestingChange() && _action ) \ { \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName() ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "%s ", _action->GetFullName() ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "reponded to EVENT %s with ", #METHOD ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "%s %s ", _result.GetTypeName(), _result.m_action ? _result.m_action->GetName() : "" ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), "%s\n", _result.m_reason ? _result.m_reason : "" ); \ } \ \ _action->StorePendingEventResult( _result, #METHOD ); \ } \ \ INextBotEventResponder::METHOD( ARG1, ARG2 ); \ } #define PROCESS_EVENT_WITH_3_ARGS( METHOD, ARG1, ARG2, ARG3 ) \ { \ if ( !m_isStarted ) \ return; \ \ Action< Actor > *_action = this; \ EventDesiredResult< Actor > _result; \ \ while( _action ) \ { \ if ( m_actor && (m_actor->IsDebugging(NEXTBOT_EVENTS) || NextBotDebugHistory.GetBool()) ) \ { \ m_actor->DebugConColorMsg( NEXTBOT_EVENTS, Color( 100, 100, 100, 255 ), "%3.2f: %s:%s: %s received EVENT %s\n", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName(), _action->GetFullName(), #METHOD ); \ } \ _result = _action->METHOD( m_actor, ARG1, ARG2, ARG3 ); \ if ( !_result.IsContinue() ) \ break; \ _action = _action->GetActionBuriedUnderMe(); \ } \ \ if ( _action ) \ { \ if ( m_actor && (m_actor->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) && _result.IsRequestingChange() && _action ) \ { \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName() ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "%s ", _action->GetFullName() ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "reponded to EVENT %s with ", #METHOD ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "%s %s ", _result.GetTypeName(), _result.m_action ? _result.m_action->GetName() : "" ); \ m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), "%s\n", _result.m_reason ? _result.m_reason : "" ); \ } \ \ _action->StorePendingEventResult( _result, #METHOD ); \ } \ \ INextBotEventResponder::METHOD( ARG1, ARG2, ARG3 ); \ } /** * Translate incoming events into Action events * DO NOT OVERRIDE THESE METHODS */ virtual void OnLeaveGround( CBaseEntity *ground ) { PROCESS_EVENT_WITH_1_ARG( OnLeaveGround, ground ); } virtual void OnLandOnGround( CBaseEntity *ground ) { PROCESS_EVENT_WITH_1_ARG( OnLandOnGround, ground ); } virtual void OnContact( CBaseEntity *other, CGameTrace *result ) { PROCESS_EVENT_WITH_2_ARGS( OnContact, other, result ); } virtual void OnMoveToSuccess( const Path *path ) { PROCESS_EVENT_WITH_1_ARG( OnMoveToSuccess, path ); } virtual void OnMoveToFailure( const Path *path, MoveToFailureType reason ) { PROCESS_EVENT_WITH_2_ARGS( OnMoveToFailure, path, reason ); } virtual void OnStuck( void ) { PROCESS_EVENT( OnStuck ); } virtual void OnUnStuck( void ) { PROCESS_EVENT( OnUnStuck ); } virtual void OnPostureChanged( void ) { PROCESS_EVENT( OnPostureChanged ); } virtual void OnAnimationActivityComplete( int activity ) { PROCESS_EVENT_WITH_1_ARG( OnAnimationActivityComplete, activity ); } virtual void OnAnimationActivityInterrupted( int activity ) { PROCESS_EVENT_WITH_1_ARG( OnAnimationActivityInterrupted, activity ); } virtual void OnAnimationEvent( animevent_t *event ) { PROCESS_EVENT_WITH_1_ARG( OnAnimationEvent, event ); } virtual void OnIgnite( void ) { PROCESS_EVENT( OnIgnite ); } virtual void OnInjured( const CTakeDamageInfo &info ) { PROCESS_EVENT_WITH_1_ARG( OnInjured, info ); } virtual void OnKilled( const CTakeDamageInfo &info ) { PROCESS_EVENT_WITH_1_ARG( OnKilled, info ); } virtual void OnOtherKilled( CBaseCombatCharacter *victim, const CTakeDamageInfo &info ) { PROCESS_EVENT_WITH_2_ARGS( OnOtherKilled, victim, info ); } virtual void OnSight( CBaseEntity *subject ) { PROCESS_EVENT_WITH_1_ARG( OnSight, subject ); } virtual void OnLostSight( CBaseEntity *subject ) { PROCESS_EVENT_WITH_1_ARG( OnLostSight, subject ); } virtual void OnSound( CBaseEntity *source, const Vector &pos, KeyValues *keys ) { PROCESS_EVENT_WITH_3_ARGS( OnSound, source, pos, keys ); } virtual void OnSpokeConcept( CBaseCombatCharacter *who, AIConcept_t concept, AI_Response *response ) { PROCESS_EVENT_WITH_3_ARGS( OnSpokeConcept, who, concept, response ); } virtual void OnWeaponFired( CBaseCombatCharacter *whoFired, CBaseCombatWeapon *weapon ) { PROCESS_EVENT_WITH_2_ARGS( OnWeaponFired, whoFired, weapon ); } virtual void OnNavAreaChanged( CNavArea *newArea, CNavArea *oldArea ) { PROCESS_EVENT_WITH_2_ARGS( OnNavAreaChanged, newArea, oldArea ); } virtual void OnModelChanged( void ) { PROCESS_EVENT( OnModelChanged ); } virtual void OnPickUp( CBaseEntity *item, CBaseCombatCharacter *giver ) { PROCESS_EVENT_WITH_2_ARGS( OnPickUp, item, giver ); } virtual void OnDrop( CBaseEntity *item ) { PROCESS_EVENT_WITH_1_ARG( OnDrop, item ); } virtual void OnActorEmoted( CBaseCombatCharacter *emoter, int emote ) { PROCESS_EVENT_WITH_2_ARGS( OnActorEmoted, emoter, emote ); } virtual void OnCommandAttack( CBaseEntity *victim ) { PROCESS_EVENT_WITH_1_ARG( OnCommandAttack, victim ); } virtual void OnCommandApproach( const Vector &pos, float range ) { PROCESS_EVENT_WITH_2_ARGS( OnCommandApproach, pos, range ); } virtual void OnCommandApproach( CBaseEntity *goal ) { PROCESS_EVENT_WITH_1_ARG( OnCommandApproach, goal ); } virtual void OnCommandRetreat( CBaseEntity *threat, float range ) { PROCESS_EVENT_WITH_2_ARGS( OnCommandRetreat, threat, range ); } virtual void OnCommandPause( float duration ) { PROCESS_EVENT_WITH_1_ARG( OnCommandPause, duration ); } virtual void OnCommandResume( void ) { PROCESS_EVENT( OnCommandResume ); } virtual void OnCommandString( const char *command ) { PROCESS_EVENT_WITH_1_ARG( OnCommandString, command ); } virtual void OnShoved( CBaseEntity *pusher ) { PROCESS_EVENT_WITH_1_ARG( OnShoved, pusher ); } virtual void OnBlinded( CBaseEntity *blinder ) { PROCESS_EVENT_WITH_1_ARG( OnBlinded, blinder ); } virtual void OnTerritoryContested( int territoryID ) { PROCESS_EVENT_WITH_1_ARG( OnTerritoryContested, territoryID ); } virtual void OnTerritoryCaptured( int territoryID ) { PROCESS_EVENT_WITH_1_ARG( OnTerritoryCaptured, territoryID ); } virtual void OnTerritoryLost( int territoryID ) { PROCESS_EVENT_WITH_1_ARG( OnTerritoryLost, territoryID ); } virtual void OnWin( void ) { PROCESS_EVENT( OnWin ); } virtual void OnLose( void ) { PROCESS_EVENT( OnLose ); } #ifdef DOTA_SERVER_DLL virtual void OnCommandMoveTo( const Vector &pos ) { PROCESS_EVENT_WITH_1_ARG( OnCommandMoveTo, pos ); } virtual void OnCommandMoveToAggressive( const Vector &pos ) { PROCESS_EVENT_WITH_1_ARG( OnCommandMoveToAggressive, pos ); } virtual void OnCommandAttack( CBaseEntity *victim, bool bDeny ) { PROCESS_EVENT_WITH_2_ARGS( OnCommandAttack, victim, bDeny ); } virtual void OnCastAbilityNoTarget( CDOTABaseAbility *ability ) { PROCESS_EVENT_WITH_1_ARG( OnCastAbilityNoTarget, ability ); } virtual void OnCastAbilityOnPosition( CDOTABaseAbility *ability, const Vector &pos ) { PROCESS_EVENT_WITH_2_ARGS( OnCastAbilityOnPosition, ability, pos ); } virtual void OnCastAbilityOnTarget( CDOTABaseAbility *ability, CBaseEntity *target ) { PROCESS_EVENT_WITH_2_ARGS( OnCastAbilityOnTarget, ability, target ); } virtual void OnDropItem( const Vector &pos, CBaseEntity *item ) { PROCESS_EVENT_WITH_2_ARGS( OnDropItem, pos, item ); } virtual void OnPickupItem( CBaseEntity *item ) { PROCESS_EVENT_WITH_1_ARG( OnPickupItem, item ); } virtual void OnPickupRune( CBaseEntity *item ) { PROCESS_EVENT_WITH_1_ARG( OnPickupRune, item ); } virtual void OnStop() { PROCESS_EVENT( OnStop ); } virtual void OnFriendThreatened( CBaseEntity *friendly, CBaseEntity *threat ) { PROCESS_EVENT_WITH_2_ARGS( OnFriendThreatened, friendly, threat ); } virtual void OnCancelAttack( CBaseEntity *pTarget ) { PROCESS_EVENT_WITH_1_ARG( OnCancelAttack, pTarget ); } virtual void OnDominated() { PROCESS_EVENT( OnDominated ); } virtual void OnWarped( Vector vStartPos ) { PROCESS_EVENT_WITH_1_ARG( OnWarped, vStartPos ); } #endif friend class Behavior< Actor>; // the containing Behavior class Behavior< Actor > *m_behavior; // the Behavior this Action is part of Action< Actor > *m_parent; // the Action that contains us Action< Actor > *m_child; // the ACTIVE Action we contain, top of the stack. Use m_buriedUnderMe, m_coveringMe on the child to traverse to other suspended children Action< Actor > *m_buriedUnderMe; // the Action just "under" us in the stack that we will resume to when we finish Action< Actor > *m_coveringMe; // the Action just "above" us in the stack that will resume to us when it finishes Actor *m_actor; // only valid after OnStart() mutable EventDesiredResult< Actor > m_eventResult; // set by event handlers bool m_isStarted; // Action doesn't start until OnStart() is invoked bool m_isSuspended; // are we suspended for another Action Action< Actor > *GetActionBuriedUnderMe( void ) const // return Action just "under" us that we will resume to when we finish { return m_buriedUnderMe; } Action< Actor > *GetActionCoveringMe( void ) const // return Action just "above" us that will resume to us when it finishes { return m_coveringMe; } /** * If any Action buried underneath me has either exited * or is changing to a different Action, we're "out of scope" */ bool IsOutOfScope( void ) const { for( Action< Actor > *under = GetActionBuriedUnderMe(); under; under = under->GetActionBuriedUnderMe() ) { if ( under->m_eventResult.m_type == CHANGE_TO || under->m_eventResult.m_type == DONE ) { return true; } } return false; } /** * Process any pending events with the stack. This is called * by the active Action on the top of the stack, and walks * through any buried Actions checking for pending event results. */ ActionResult< Actor > ProcessPendingEvents( void ) const { // if an event has requested a change, honor it if ( m_eventResult.IsRequestingChange() ) { ActionResult< Actor > result( m_eventResult.m_type, m_eventResult.m_action, m_eventResult.m_reason ); // clear event result in case this change is a suspend and we later resume this action m_eventResult = TryContinue( RESULT_NONE ); return result; } // check for pending event changes buried in the stack Action< Actor > *under = GetActionBuriedUnderMe(); while( under ) { if ( under->m_eventResult.m_type == SUSPEND_FOR ) { // process this pending event in-place and push new Action on the top of the stack ActionResult< Actor > result( under->m_eventResult.m_type, under->m_eventResult.m_action, under->m_eventResult.m_reason ); // clear event result in case this change is a suspend and we later resume this action under->m_eventResult = TryContinue( RESULT_NONE ); return result; } under = under->GetActionBuriedUnderMe(); } return Continue(); } // given the result of this Action's work, apply the result to potentially cause a state transition Action< Actor > * ApplyResult( Actor *me, Behavior< Actor > *behavior, ActionResult< Actor > result ); /** * The methods below do the bookkeeping of each event, propagate the activity through the hierarchy, * and invoke the virtual event for each. */ ActionResult< Actor > InvokeOnStart( Actor *me, Behavior< Actor > *behavior, Action< Actor > *priorAction, Action< Actor > *buriedUnderMeAction ); ActionResult< Actor > InvokeUpdate( Actor *me, Behavior< Actor > *behavior, float interval ); void InvokeOnEnd( Actor *me, Behavior< Actor > *behavior, Action< Actor > *nextAction ); Action< Actor > * InvokeOnSuspend( Actor *me, Behavior< Actor > *behavior, Action< Actor > *interruptingAction ); ActionResult< Actor > InvokeOnResume( Actor *me, Behavior< Actor > *behavior, Action< Actor > *interruptingAction ); /** * Store the given event result, attending to priorities */ void StorePendingEventResult( const EventDesiredResult< Actor > &result, const char *eventName ) { if ( result.IsContinue() ) { return; } if ( result.m_priority >= m_eventResult.m_priority ) { if ( m_eventResult.m_priority == RESULT_CRITICAL ) { if ( developer.GetBool() ) { DevMsg( "%3.2f: WARNING: %s::%s() RESULT_CRITICAL collision\n", gpGlobals->curtime, GetName(), eventName ); } } // new result as important or more so - destroy the replaced action if ( m_eventResult.m_action ) { delete m_eventResult.m_action; } // We keep the most recently processed event because this allows code to check history/state to // do custom event collision handling. If we keep the first event at this priority and discard // subsequent events (original behavior) there is no way to predict future collision resolutions (MSB). m_eventResult = result; } else { // new result is lower priority than previously stored result - discard it if ( result.m_action ) { // destroy the unused action delete result.m_action; } } } char *BuildDecoratedName( char *name, const Action< Actor > *action ) const; // recursive name outMsg for DebugString() void PrintStateToConsole( void ) const; }; //------------------------------------------------------------------------------------------- template < typename Actor > Action< Actor >::Action( void ) { m_parent = NULL; m_child = NULL; m_buriedUnderMe = NULL; m_coveringMe = NULL; m_actor = NULL; m_behavior = NULL; m_isStarted = false; m_isSuspended = false; m_eventResult = TryContinue( RESULT_NONE ); #ifdef DEBUG_BEHAVIOR_MEMORY ConColorMsg( Color( 255, 0, 255, 255 ), "%3.2f: NEW %0X\n", gpGlobals->curtime, this ); #endif } //------------------------------------------------------------------------------------------- template < typename Actor > Action< Actor >::~Action() { #ifdef DEBUG_BEHAVIOR_MEMORY ConColorMsg( Color( 255, 0, 255, 255 ), "%3.2f: DELETE %0X\n", gpGlobals->curtime, this ); #endif if ( m_parent ) { // if I'm my parent's active child, update parent's pointer if ( m_parent->m_child == this ) { m_parent->m_child = m_buriedUnderMe; } } // delete all my children. // our m_child pointer always points to the topmost // child in the stack, so work our way back thru the // 'buried' children and delete them. Action< Actor > *child, *next = NULL; for( child = m_child; child; child = next ) { next = child->m_buriedUnderMe; delete child; } if ( m_buriedUnderMe ) { // we're going away, so my buried sibling is now on top m_buriedUnderMe->m_coveringMe = NULL; } // delete any actions stacked on top of me if ( m_coveringMe ) { // recursion will march down the chain delete m_coveringMe; } // delete any pending event result if ( m_eventResult.m_action ) { delete m_eventResult.m_action; } } template < typename Actor > bool Action< Actor >::IsNamed( const char *name ) const { return FStrEq( GetName(), name ); } template < typename Actor > Actor *Action< Actor >::GetActor( void ) const { return m_actor; } template < typename Actor > ActionResult< Actor > Action< Actor >::Continue( void ) const { return ActionResult< Actor >( CONTINUE, NULL, NULL ); } template < typename Actor > ActionResult< Actor > Action< Actor >::ChangeTo( Action< Actor > *action, const char *reason ) const { return ActionResult< Actor >( CHANGE_TO, action, reason ); } template < typename Actor > ActionResult< Actor > Action< Actor >::SuspendFor( Action< Actor > *action, const char *reason ) const { // clear any pending transitions requested by events, or this SuspendFor will // immediately be out of scope m_eventResult = TryContinue( RESULT_NONE ); return ActionResult< Actor >( SUSPEND_FOR, action, reason ); } template < typename Actor > ActionResult< Actor > Action< Actor >::Done( const char *reason ) const { return ActionResult< Actor >( DONE, NULL, reason ); } //------------------------------------------------------------------------------------------- template < typename Actor > EventDesiredResult< Actor > Action< Actor >::TryContinue( EventResultPriorityType priority ) const { return EventDesiredResult< Actor >( CONTINUE, NULL, priority ); } template < typename Actor > EventDesiredResult< Actor > Action< Actor >::TryChangeTo( Action< Actor > *action, EventResultPriorityType priority, const char *reason ) const { return EventDesiredResult< Actor >( CHANGE_TO, action, priority, reason ); } template < typename Actor > EventDesiredResult< Actor > Action< Actor >::TrySuspendFor( Action< Actor > *action, EventResultPriorityType priority, const char *reason ) const { return EventDesiredResult< Actor >( SUSPEND_FOR, action, priority, reason ); } template < typename Actor > EventDesiredResult< Actor > Action< Actor >::TryDone( EventResultPriorityType priority, const char *reason /*= NULL*/ ) const { return EventDesiredResult< Actor >( DONE, NULL, priority, reason ); } template < typename Actor > EventDesiredResult< Actor > Action< Actor >::TryToSustain( EventResultPriorityType priority, const char *reason /*= NULL*/ ) const { return EventDesiredResult< Actor >( SUSTAIN, NULL, priority, reason ); } //------------------------------------------------------------------------------------------- template < typename Actor > Action< Actor > *Action< Actor >::GetActiveChildAction( void ) const { return m_child; } //------------------------------------------------------------------------------------------- // the Action that I'm running inside of template < typename Actor > Action< Actor > *Action< Actor >::GetParentAction( void ) const { return m_parent; } //------------------------------------------------------------------------------------------- /** * Return true if we are currently suspended for another Action */ template < typename Actor > bool Action< Actor >::IsSuspended( void ) const { return m_isSuspended; } //------------------------------------------------------------------------------------------- /** * Start this Action. * The act of calling InvokeOnStart is the edge case that 'enters' a state. */ template < typename Actor > ActionResult< Actor > Action< Actor >::InvokeOnStart( Actor *me, Behavior< Actor > *behavior, Action< Actor > *priorAction, Action< Actor > *buriedUnderMeAction ) { // debug display if ( (me->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) ) { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), " STARTING " ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), GetName() ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" ); } // these value must be valid before invoking OnStart, in case an OnSuspend happens m_isStarted = true; m_actor = me; m_behavior = behavior; // maintain parent/child relationship during transitions if ( priorAction ) { m_parent = priorAction->m_parent; } if ( m_parent ) { // child pointer of an Action always points to the ACTIVE child // parent pointers are set when child Actions are instantiated m_parent->m_child = this; } // maintain stack pointers m_buriedUnderMe = buriedUnderMeAction; if ( buriedUnderMeAction ) { buriedUnderMeAction->m_coveringMe = this; } // we are always on top of the stack. if our priorAction was buried, it cleared // everything covering it when it ended (which happens before we start) m_coveringMe = NULL; // start the optional child action m_child = InitialContainedAction( me ); if ( m_child ) { // define initial parent/child relationship m_child->m_parent = this; m_child = m_child->ApplyResult( me, behavior, ChangeTo( m_child, "Starting child Action" ) ); } // start ourselves ActionResult< Actor > result = OnStart( me, priorAction ); return result; } //------------------------------------------------------------------------------------------- template < typename Actor > ActionResult< Actor > Action< Actor >::InvokeUpdate( Actor *me, Behavior< Actor > *behavior, float interval ) { // an explicit "out of scope" check is needed here to prevent any // pending events causing an out of scope action to linger if ( IsOutOfScope() ) { // exit self to make this Action active and allow result to take effect on its next Update return Done( "Out of scope" ); } if ( !m_isStarted ) { // this Action has not yet begun - start it return ChangeTo( this, "Starting Action" ); } // honor any pending event results ActionResult< Actor > eventResult = ProcessPendingEvents(); if ( !eventResult.IsContinue() ) { return eventResult; } // update our child action first, since it has the most specific behavior if ( m_child ) { m_child = m_child->ApplyResult( me, behavior, m_child->InvokeUpdate( me, behavior, interval ) ); } // update ourselves ActionResult< Actor > result; { VPROF_BUDGET( GetName(), "NextBot" ); result = Update( me, interval ); } return result; } //------------------------------------------------------------------------------------------- /** * This method calls the virtual OnEnd() method for the Action, its children, and Actions * stacked on top of it. * It does NOT delete resources, or disturb pointer relationships, because this Action * needs to remain valid for a short while as an argument to OnStart(), OnSuspend(), etc for * the next Action. * The destructor for the Action frees memory for this Action, its children, etc. */ template < typename Actor > void Action< Actor >::InvokeOnEnd( Actor *me, Behavior< Actor > *behavior, Action< Actor > *nextAction ) { if ( !m_isStarted ) { // we are not started (or never were) return; } if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() ) { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), " ENDING " ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), GetName() ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" ); } // we are no longer started m_isStarted = false; // tell child Action(s) to leave (but don't disturb the list itself) Action< Actor > *child, *next = NULL; for( child = m_child; child; child = next ) { next = child->m_buriedUnderMe; child->InvokeOnEnd( me, behavior, nextAction ); } // leave ourself OnEnd( me, nextAction ); // leave any Actions stacked on top of me if ( m_coveringMe ) { m_coveringMe->InvokeOnEnd( me, behavior, nextAction ); } } //------------------------------------------------------------------------------------------- /** * Just invoke OnSuspend - when the interrupting Action is started it will * update our buried/covered pointers. * OnSuspend may cause this Action to exit. */ template < typename Actor > Action< Actor > * Action< Actor >::InvokeOnSuspend( Actor *me, Behavior< Actor > *behavior, Action< Actor > *interruptingAction ) { if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() ) { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 255, 255 ), " SUSPENDING " ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), GetName() ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" ); } // suspend child Action if ( m_child ) { m_child = m_child->InvokeOnSuspend( me, behavior, interruptingAction ); } // suspend ourselves m_isSuspended = true; ActionResult< Actor > result = OnSuspend( me, interruptingAction ); if ( result.IsDone() ) { // we want to be replaced instead of suspended InvokeOnEnd( me, behavior, NULL ); Action< Actor > * buried = GetActionBuriedUnderMe(); behavior->DestroyAction( this ); // new Action on top of the stack return buried; } // we are still on top of the stack at this moment return this; } //------------------------------------------------------------------------------------------- template < typename Actor > ActionResult< Actor > Action< Actor >::InvokeOnResume( Actor *me, Behavior< Actor > *behavior, Action< Actor > *interruptingAction ) { if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() ) { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 255, 255 ), " RESUMING " ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), GetName() ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" ); } if ( !m_isSuspended ) { // we were never suspended return Continue(); } if ( m_eventResult.IsRequestingChange() ) { // this Action is not actually being Resumed, because a change // is already pending from a prior event return Continue(); } // resume ourselves m_isSuspended = false; m_coveringMe = NULL; if ( m_parent ) { // we are once again our parent's active child m_parent->m_child = this; } // resume child Action if ( m_child ) { m_child = m_child->ApplyResult( me, behavior, m_child->InvokeOnResume( me, behavior, interruptingAction ) ); } // actually resume ourselves ActionResult< Actor > result = OnResume( me, interruptingAction ); return result; } //------------------------------------------------------------------------------------------- /** * Given the result of this Action's work, apply the result to potentially create a new Action */ template < typename Actor > Action< Actor > *Action< Actor >::ApplyResult( Actor *me, Behavior< Actor > *behavior, ActionResult< Actor > result ) { Action< Actor > *newAction = result.m_action; switch( result.m_type ) { //----------------------------------------------------------------------------------------------------- // transition to new Action case CHANGE_TO: { if ( newAction == NULL ) { DevMsg( "Error: Attempted CHANGE_TO to a NULL Action\n" ); AssertMsg( false, "Action: Attempted CHANGE_TO to a NULL Action" ); return this; } // debug display if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() ) { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() ); if ( this == newAction ) { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "START " ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), newAction->GetName() ); } else { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), this->GetName() ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), " CHANGE_TO " ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), newAction->GetName() ); } if ( result.m_reason ) { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 150, 255, 150, 255 ), " (%s)\n", result.m_reason ); } else { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" ); } } // we are done this->InvokeOnEnd( me, behavior, newAction ); // start the new Action ActionResult< Actor > startResult = newAction->InvokeOnStart( me, behavior, this, this->m_buriedUnderMe ); // discard ended action if ( this != newAction ) { behavior->DestroyAction( this ); } // debug display if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) ) { newAction->PrintStateToConsole(); } // apply result of starting the Action return newAction->ApplyResult( me, behavior, startResult ); } //----------------------------------------------------------------------------------------------------- // temporarily suspend ourselves for the newAction, covering it on the stack case SUSPEND_FOR: { // interrupting Action always goes on the TOP of the stack - find it Action< Actor > *topAction = this; while ( topAction->m_coveringMe ) { topAction = topAction->m_coveringMe; } // debug display if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() ) { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), this->GetName() ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 255, 255 ), " caused " ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), topAction->GetName() ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 255, 255 ), " to SUSPEND_FOR " ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), newAction->GetName() ); if ( result.m_reason ) { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 150, 255, 150, 255 ), " (%s)\n", result.m_reason ); } else { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" ); } } // suspend the Action we just covered up topAction = topAction->InvokeOnSuspend( me, behavior, newAction ); // begin the interrupting Action. ActionResult< Actor > startResult = newAction->InvokeOnStart( me, behavior, topAction, topAction ); // debug display if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) ) { newAction->PrintStateToConsole(); } return newAction->ApplyResult( me, behavior, startResult ); } //----------------------------------------------------------------------------------------------------- case DONE: { // resume buried action Action< Actor > *resumedAction = this->m_buriedUnderMe; // we are finished this->InvokeOnEnd( me, behavior, resumedAction ); // debug display if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() ) { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), this->GetName() ); if ( resumedAction ) { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), " DONE, RESUME " ); me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), resumedAction->GetName() ); } else { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), " DONE." ); } if ( result.m_reason ) { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 150, 255, 150, 255 ), " (%s)\n", result.m_reason ); } else { me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" ); } } if ( resumedAction == NULL ) { // all Actions complete behavior->DestroyAction( this ); return NULL; } // resume uncovered action ActionResult< Actor > resumeResult = resumedAction->InvokeOnResume( me, behavior, this ); // debug display if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) ) { resumedAction->PrintStateToConsole(); } // discard ended action behavior->DestroyAction( this ); // apply result of OnResume() return resumedAction->ApplyResult( me, behavior, resumeResult ); } case CONTINUE: case SUSTAIN: default: { // no change, continue the current action next frame return this; } } } //------------------------------------------------------------------------------------------- /** * Propagate events to sub actions */ template < typename Actor > INextBotEventResponder *Action< Actor >::FirstContainedResponder( void ) const { return GetActiveChildAction(); } template < typename Actor > INextBotEventResponder *Action< Actor >::NextContainedResponder( INextBotEventResponder *current ) const { return NULL; } //------------------------------------------------------------------------------------------- /** * Return a temporary string describing the current action stack for debugging */ template < typename Actor > const char *Action< Actor >::DebugString( void ) const { static char str[ 256 ]; str[0] = '\000'; // find root const Action< Actor > *root = this; while ( root->m_parent ) { root = root->m_parent; } return BuildDecoratedName( str, root ); } //------------------------------------------------------------------------------------------- template < typename Actor > char *Action< Actor >::BuildDecoratedName( char *name, const Action< Actor > *action ) const { const int fudge = 256; // add the name of the given action Q_strcat( name, action->GetName(), fudge ); // add any contained actions const Action< Actor > *child = action->GetActiveChildAction(); if ( child ) { Q_strcat( name, "( ", fudge ); BuildDecoratedName( name, child ); Q_strcat( name, " )", fudge ); } // append buried actions const Action< Actor > *buried = action->GetActionBuriedUnderMe(); if ( buried ) { Q_strcat( name, "<<", fudge ); BuildDecoratedName( name, buried ); } return name; } //------------------------------------------------------------------------------------------- /** * Return a temporary string showing the full lineage of this one action */ template < typename Actor > const char *Action< Actor >::GetFullName( void ) const { const int fudge = 256; static char str[ fudge ]; str[0] = '\000'; const int maxStack = 64; const char *nameStack[ maxStack ]; int stackIndex = 0; for( const Action< Actor > *action = this; stackIndex < maxStack && action; action = action->m_parent ) { nameStack[ stackIndex++ ] = action->GetName(); } // assemble name for( int i = stackIndex-1; i > 0; --i ) { Q_strcat( str, nameStack[ i ], fudge ); Q_strcat( str, "/", fudge ); } Q_strcat( str, nameStack[ 0 ], fudge ); /* for( int i = 0; i < stackIndex-1; ++i ) { Q_strcat( str, " )", fudge ); } */ return str; } //------------------------------------------------------------------------------------------- template < typename Actor > void Action< Actor >::PrintStateToConsole( void ) const { // emit the Behavior name //ConColorMsg( Color( 255, 255, 255, 255 ), "%s: ", m_behavior->GetName() ); // build the state string const char *msg = DebugString(); const int colorCount = 6; Color colorTable[ colorCount ]; colorTable[ 0 ].SetColor( 255, 150, 150, 255 ); colorTable[ 1 ].SetColor( 150, 255, 150, 255 ); colorTable[ 2 ].SetColor( 150, 150, 255, 255 ); colorTable[ 3 ].SetColor( 255, 255, 150, 255 ); colorTable[ 4 ].SetColor( 50, 255, 255, 255 ); colorTable[ 5 ].SetColor( 255, 150, 255, 255 ); // output the color-coded state string const int maxBufferSize = 256; char buffer[ maxBufferSize ]; int colorIndex = 0; int buriedLevel = 0; char *outMsg = buffer; for( const char *c = msg; *c != '\000'; ++c ) { *outMsg = *c; ++outMsg; if ( *c == '(' ) { *outMsg = '\000'; Color color = colorTable[ colorIndex ]; if ( buriedLevel ) { // draw buried labels darkly color.SetColor( color.r() * 0.5, color.g() * 0.5, color.b() * 0.5, 255 ); ++buriedLevel; } //ConColorMsg( color, "%s", buffer ); DevMsg( "%s", buffer ); colorIndex = ( colorIndex + 1 ) % colorCount; outMsg = buffer; } else if ( *c == ')' ) { // emit the closing paren with next batch --outMsg; *outMsg = '\000'; Color color = colorTable[ colorIndex ]; if ( buriedLevel ) { // draw buried labels darkly color.SetColor( color.r() * 0.5, color.g() * 0.5, color.b() * 0.5, 255 ); --buriedLevel; } //ConColorMsg( color, "%s", buffer ); DevMsg( "%s", buffer ); --colorIndex; if ( colorIndex < 0 ) colorIndex = colorCount-1; outMsg = buffer; *outMsg = ')'; ++outMsg; } else if ( *c == '<' && buriedLevel == 0 ) { // caught a "<<" stack push ++c; *outMsg = '<'; ++outMsg; *outMsg = '\000'; // output active substring at full brightness //ConColorMsg( colorTable[ colorIndex ], "%s", buffer ); DevMsg( "%s", buffer ); outMsg = buffer; // from here until end of Action, use dim colors buriedLevel = 1; } } *outMsg = '\000'; //ConColorMsg( colorTable[ colorIndex ], "%s", buffer ); DevMsg( "%s", buffer ); //ConColorMsg( colorTable[ colorIndex ], "\n\n" ); DevMsg( "\n\n" ); } #endif // _BEHAVIOR_ENGINE_H_