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383 lines
9.9 KiB
383 lines
9.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#ifndef AI_BEHAVIOR_FOLLOW_H |
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#define AI_BEHAVIOR_FOLLOW_H |
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#include "simtimer.h" |
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#include "ai_behavior.h" |
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#include "ai_goalentity.h" |
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#include "ai_utils.h" |
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#include "ai_moveshoot.h" |
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#ifdef HL2_EPISODIC |
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#include "hl2_gamerules.h" |
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#endif |
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#if defined( _WIN32 ) |
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#pragma once |
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#endif |
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//----------------------------------------------------------------------------- |
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// NOTE: these must correspond with the AI_FollowFormation_t array in AI_Behavior_Follow.cpp!! |
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//----------------------------------------------------------------------------- |
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enum AI_Formations_t |
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{ |
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AIF_SIMPLE, |
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AIF_WIDE, |
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AIF_ANTLION, |
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AIF_COMMANDER, |
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AIF_TIGHT, |
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AIF_MEDIUM, |
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AIF_SIDEKICK, |
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AIF_HUNTER, |
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AIF_VORTIGAUNT, |
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}; |
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enum AI_FollowFormationFlags_t |
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{ |
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AIFF_DEFAULT = 0, |
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AIFF_USE_FOLLOW_POINTS = 0x01, |
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AIFF_REQUIRE_LOS_OUTSIDE_COMBAT = 0x02, |
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}; |
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//----------------------------------------------------------------------------- |
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// |
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// CAI_FollowGoal |
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// |
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// Purpose: A level tool to control the follow behavior. Use is not required |
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// in order to use behavior. |
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// |
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//----------------------------------------------------------------------------- |
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class CAI_FollowGoal : public CAI_GoalEntity |
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{ |
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DECLARE_CLASS( CAI_FollowGoal, CAI_GoalEntity ); |
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public: |
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virtual void EnableGoal( CAI_BaseNPC *pAI ); |
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virtual void DisableGoal( CAI_BaseNPC *pAI ); |
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#ifdef HL2_EPISODIC |
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virtual void InputOutsideTransition( inputdata_t &inputdata ); |
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#endif |
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int m_iFormation; |
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DECLARE_DATADESC(); |
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}; |
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//----------------------------------------------------------------------------- |
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int AIGetNumFollowers( CBaseEntity *pEntity, string_t iszClassname = NULL_STRING ); |
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//----------------------------------------------------------------------------- |
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struct AI_FollowNavInfo_t |
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{ |
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int flags; |
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Vector position; |
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float range; |
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float Zrange; |
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float tolerance; |
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float followPointTolerance; |
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float targetMoveTolerance; |
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float repathOnRouteTolerance; |
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float walkTolerance; |
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float coverTolerance; |
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float enemyLOSTolerance; |
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float chaseEnemyTolerance; |
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DECLARE_SIMPLE_DATADESC(); |
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}; |
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struct AI_FollowGroup_t; |
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struct AI_FollowManagerInfoHandle_t |
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{ |
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AI_FollowGroup_t *m_pGroup; |
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int m_hFollower; |
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}; |
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//------------------------------------- |
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struct AI_FollowParams_t |
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{ |
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AI_FollowParams_t( AI_Formations_t formation = AIF_SIMPLE, bool bNormalMemoryDiscard = false ) |
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: formation(formation), |
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bNormalMemoryDiscard( bNormalMemoryDiscard ) |
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{ |
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} |
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AI_Formations_t formation; |
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bool bNormalMemoryDiscard; |
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DECLARE_SIMPLE_DATADESC(); |
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}; |
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//------------------------------------- |
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class CAI_FollowBehavior : public CAI_SimpleBehavior |
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{ |
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DECLARE_CLASS( CAI_FollowBehavior, CAI_SimpleBehavior ); |
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public: |
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CAI_FollowBehavior( const AI_FollowParams_t ¶ms = AIF_SIMPLE ); |
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~CAI_FollowBehavior(); |
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virtual int DrawDebugTextOverlays( int text_offset ); |
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virtual void DrawDebugGeometryOverlays(); |
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// Returns true if the NPC is actively following a target. |
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bool IsActive( void ); |
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void SetParameters( const AI_FollowParams_t ¶ms ); |
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virtual const char *GetName() { return "Follow"; } |
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AI_Formations_t GetFormation() const { return m_params.formation; } |
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virtual bool CanSelectSchedule(); |
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const AI_FollowNavInfo_t &GetFollowGoalInfo(); |
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CBaseEntity * GetFollowTarget(); |
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void SetFollowTarget( CBaseEntity *pLeader, bool fFinishCurSchedule = false ); |
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CAI_FollowGoal *GetFollowGoal() { return m_hFollowGoalEnt; } // if any |
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bool SetFollowGoal( CAI_FollowGoal *pGoal, bool fFinishCurSchedule = false ); |
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void ClearFollowGoal( CAI_FollowGoal *pGoal ); |
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void SetFollowGoalDirect( CAI_FollowGoal *pGoal ); |
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virtual bool FarFromFollowTarget() { return ( m_hFollowTarget && (GetAbsOrigin() - m_hFollowTarget->GetAbsOrigin()).LengthSqr() > (75*12)*(75*12) ); } |
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virtual bool TargetIsUnreachable() { return m_bTargetUnreachable; } |
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int GetNumFailedFollowAttempts() { return m_nFailedFollowAttempts; } |
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float GetTimeFailFollowStarted() { return m_flTimeFailFollowStarted; } |
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bool FollowTargetVisible() { return HasCondition( COND_FOLLOW_TARGET_VISIBLE ); }; |
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bool IsMovingToFollowTarget(); |
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float GetGoalRange(); |
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float GetGoalZRange(); |
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virtual Activity NPC_TranslateActivity( Activity activity ); |
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virtual int TranslateSchedule( int scheduleType ); |
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virtual void StartTask( const Task_t *pTask ); |
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virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ); |
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virtual void TaskComplete( bool fIgnoreSetFailedCondition = false ); |
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virtual void GatherConditions(); |
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protected: |
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const Vector &GetGoalPosition(); |
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virtual bool ShouldFollow(); |
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friend class CAI_FollowManager; |
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virtual void BeginScheduleSelection(); |
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virtual void EndScheduleSelection(); |
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virtual void CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput ); |
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virtual void Precache(); |
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virtual int SelectSchedule(); |
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virtual int FollowCallBaseSelectSchedule() { return BaseClass::SelectSchedule(); } |
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virtual void OnStartSchedule( int scheduleType ); |
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virtual void RunTask( const Task_t *pTask ); |
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void BuildScheduleTestBits(); |
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bool IsCurScheduleFollowSchedule(); |
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virtual bool IsCurTaskContinuousMove(); |
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virtual void OnMovementFailed(); |
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virtual void OnMovementComplete(); |
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virtual bool FValidateHintType( CAI_Hint *pHint ); |
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bool IsValidCover( const Vector &vLocation, CAI_Hint const *pHint ); |
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bool IsValidShootPosition( const Vector &vLocation, CAI_Node *pNode, CAI_Hint const *pHint ); |
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bool FindCoverFromEnemyAtFollowTarget( float coverRadius, Vector *pResult ); |
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bool ShouldAlwaysThink(); |
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bool ShouldMoveToFollowTarget(); |
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int SelectScheduleManagePosition(); |
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int SelectScheduleFollowPoints(); |
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int SelectScheduleMoveToFormation(); |
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void GetFollowTargetViewLoc( Vector *pResult); |
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bool ValidateFaceTarget( Vector *pFaceTarget ); |
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//---------------------------- |
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bool ShouldUseFollowPoints(); |
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bool HasFollowPoint(); |
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void SetFollowPoint( CAI_Hint *pHintNode ); |
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void ClearFollowPoint(); |
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const Vector & GetFollowPoint(); |
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CAI_Hint * FindFollowPoint(); |
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bool IsFollowPointInRange(); |
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bool ShouldIgnoreFollowPointFacing(); |
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//---------------------------- |
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bool UpdateFollowPosition(); |
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const int GetGoalFlags(); |
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float GetGoalTolerance(); |
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bool PlayerIsPushing(); |
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bool IsFollowTargetInRange( float rangeMultiplier = 1.0 ); |
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bool IsFollowGoalInRange( float tolerance, float zTolerance, int flags ); |
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virtual bool IsChaseGoalInRange(); |
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void NoteFailedFollow(); |
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void NoteSuccessfulFollow(); |
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//---------------------------- |
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protected: |
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enum |
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{ |
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SCHED_FOLLOWER_MOVE_AWAY_FAIL = BaseClass::NEXT_SCHEDULE, // Turn back toward player |
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SCHED_FOLLOWER_MOVE_AWAY_END, |
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SCHED_FOLLOW, |
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SCHED_FOLLOWER_IDLE_STAND, |
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SCHED_MOVE_TO_FACE_FOLLOW_TARGET, |
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SCHED_FACE_FOLLOW_TARGET, |
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SCHED_FOLLOWER_GO_TO_WAIT_POINT, |
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SCHED_FOLLOWER_GO_TO_WAIT_POINT_FAIL, |
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SCHED_FOLLOWER_STAND_AT_WAIT_POINT, |
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SCHED_FOLLOWER_COMBAT_FACE, |
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NEXT_SCHEDULE, |
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TASK_CANT_FOLLOW = BaseClass::NEXT_TASK, |
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TASK_FACE_FOLLOW_TARGET, |
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TASK_MOVE_TO_FOLLOW_POSITION, |
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TASK_GET_PATH_TO_FOLLOW_POSITION, |
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TASK_SET_FOLLOW_TARGET_MARK, |
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TASK_FOLLOWER_FACE_TACTICAL, |
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TASK_SET_FOLLOW_DELAY, |
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TASK_GET_PATH_TO_FOLLOW_POINT, |
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TASK_ARRIVE_AT_FOLLOW_POINT, |
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TASK_SET_FOLLOW_POINT_STAND_SCHEDULE, |
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TASK_BEGIN_STAND_AT_WAIT_POINT, |
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NEXT_TASK, |
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COND_TARGET_MOVED_FROM_MARK = BaseClass::NEXT_CONDITION, |
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COND_FOUND_WAIT_POINT, |
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COND_FOLLOW_DELAY_EXPIRED, |
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COND_FOLLOW_TARGET_VISIBLE, |
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COND_FOLLOW_TARGET_NOT_VISIBLE, |
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COND_FOLLOW_WAIT_POINT_INVALID, |
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COND_FOLLOW_PLAYER_IS_LIT, |
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COND_FOLLOW_PLAYER_IS_NOT_LIT, |
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NEXT_CONDITION, |
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}; |
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DEFINE_CUSTOM_SCHEDULE_PROVIDER; |
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protected: |
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//---------------------------- |
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EHANDLE m_hFollowTarget; |
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AI_FollowNavInfo_t m_FollowNavGoal; |
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float m_flTimeUpdatedFollowPosition; |
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bool m_bFirstFacing; |
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float m_flTimeFollowTargetVisible; |
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CAI_MoveMonitor m_TargetMonitor; |
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bool m_bTargetUnreachable; |
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bool m_bFollowNavFailed; // Set when pathfinding fails to limit impact of m_FollowDelay on ShouldFollow |
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int m_nFailedFollowAttempts; |
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float m_flTimeFailFollowStarted; |
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Vector m_vFollowMoveAnchor; |
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bool m_bMovingToCover; |
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float m_flOriginalEnemyDiscardTime; |
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float m_SavedDistTooFar; |
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CRandStopwatch m_FollowDelay; |
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CSimpleSimTimer m_RepathOnFollowTimer; |
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//--------------------------------- |
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Activity m_CurrentFollowActivity; |
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//--------------------------------- |
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CRandSimTimer m_TimeBlockUseWaitPoint; |
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CSimTimer m_TimeCheckForWaitPoint; |
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CAI_Hint * m_pInterruptWaitPoint; |
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//--------------------------------- |
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CRandSimTimer m_TimeBeforeSpreadFacing; |
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CRandSimTimer m_TimeNextSpreadFacing; |
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//--------------------------------- |
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AI_FollowManagerInfoHandle_t m_hFollowManagerInfo; |
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AI_FollowParams_t m_params; |
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//--------------------------------- |
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CHandle<CAI_FollowGoal> m_hFollowGoalEnt; |
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//--------------------------------- |
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DECLARE_DATADESC(); |
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}; |
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//------------------------------------- |
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inline const AI_FollowNavInfo_t &CAI_FollowBehavior::GetFollowGoalInfo() |
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{ |
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return m_FollowNavGoal; |
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} |
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//------------------------------------- |
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inline const int CAI_FollowBehavior::GetGoalFlags() |
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{ |
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return m_FollowNavGoal.flags; |
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} |
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//------------------------------------- |
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inline const Vector &CAI_FollowBehavior::GetGoalPosition() |
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{ |
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return m_FollowNavGoal.position; |
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} |
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//------------------------------------- |
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inline float CAI_FollowBehavior::GetGoalTolerance() |
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{ |
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return m_FollowNavGoal.tolerance; |
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} |
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//------------------------------------- |
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inline float CAI_FollowBehavior::GetGoalRange() |
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{ |
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return m_FollowNavGoal.range; |
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} |
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//------------------------------------- |
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inline float CAI_FollowBehavior::GetGoalZRange() |
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{ |
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return m_FollowNavGoal.Zrange; |
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} |
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//----------------------------------------------------------------------------- |
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#endif // AI_BEHAVIOR_FOLLOW_H
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