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102 lines
3.6 KiB
102 lines
3.6 KiB
// NextBotContextualQueryInterface.h |
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// Queries within the context of the bot's current behavior state |
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// Author: Michael Booth, June 2007 |
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//========= Copyright Valve Corporation, All rights reserved. ============// |
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#ifndef _NEXT_BOT_CONTEXTUAL_QUERY_H_ |
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#define _NEXT_BOT_CONTEXTUAL_QUERY_H_ |
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class INextBot; |
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class CBaseEntity; |
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class CBaseCombatCharacter; |
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class Path; |
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class CKnownEntity; |
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/** |
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* Since behaviors can have several concurrent actions active, we ask |
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* the topmost child action first, and if it defers, its parent, and so |
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* on, until we get a definitive answer. |
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*/ |
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enum QueryResultType |
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{ |
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ANSWER_NO, |
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ANSWER_YES, |
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ANSWER_UNDEFINED |
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}; |
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// Can pass this into IContextualQuery::IsHindrance to see if any hindrance is ever possible |
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#define IS_ANY_HINDRANCE_POSSIBLE ( (CBaseEntity*)0xFFFFFFFF ) |
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//---------------------------------------------------------------------------------------------------------------- |
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/** |
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* The interface for queries that are dependent on the bot's current behavior state |
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*/ |
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class IContextualQuery |
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{ |
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public: |
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virtual ~IContextualQuery() { } |
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virtual QueryResultType ShouldPickUp( const INextBot *me, CBaseEntity *item ) const; // if the desired item was available right now, should we pick it up? |
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virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry? |
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virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat? |
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virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"? |
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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. |
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virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const; // given a subject, return the world space position we should aim at |
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/** |
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* Allow bot to approve of positions game movement tries to put him into. |
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* This is most useful for bots derived from CBasePlayer that go through |
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* the player movement system. |
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*/ |
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virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const; |
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virtual const CKnownEntity * SelectMoreDangerousThreat( const INextBot *me, |
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const CBaseCombatCharacter *subject, |
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const CKnownEntity *threat1, |
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const CKnownEntity *threat2 ) const; // return the more dangerous of the two threats to 'subject', or NULL if we have no opinion |
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}; |
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inline QueryResultType IContextualQuery::ShouldPickUp( const INextBot *me, CBaseEntity *item ) const |
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{ |
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return ANSWER_UNDEFINED; |
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} |
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inline QueryResultType IContextualQuery::ShouldHurry( const INextBot *me ) const |
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{ |
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return ANSWER_UNDEFINED; |
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} |
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inline QueryResultType IContextualQuery::ShouldRetreat( const INextBot *me ) const |
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{ |
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return ANSWER_UNDEFINED; |
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} |
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inline QueryResultType IContextualQuery::ShouldAttack( const INextBot *me, const CKnownEntity *them ) const |
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{ |
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return ANSWER_UNDEFINED; |
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} |
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inline QueryResultType IContextualQuery::IsHindrance( const INextBot *me, CBaseEntity *blocker ) const |
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{ |
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return ANSWER_UNDEFINED; |
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} |
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inline Vector IContextualQuery::SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const |
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{ |
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return vec3_origin; |
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} |
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inline QueryResultType IContextualQuery::IsPositionAllowed( const INextBot *me, const Vector &pos ) const |
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{ |
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return ANSWER_UNDEFINED; |
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} |
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inline const CKnownEntity *IContextualQuery::SelectMoreDangerousThreat( const INextBot *me, const CBaseCombatCharacter *subject, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const |
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{ |
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return NULL; |
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} |
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#endif // _NEXT_BOT_CONTEXTUAL_QUERY_H_
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