You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
221 lines
6.6 KiB
221 lines
6.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
#ifndef AI_NETWORK_H |
|
#define AI_NETWORK_H |
|
|
|
#ifdef _WIN32 |
|
#pragma once |
|
#endif |
|
|
|
#include "ispatialpartition.h" |
|
#include "utlpriorityqueue.h" |
|
|
|
// ------------------------------------ |
|
|
|
class CAI_Node; |
|
class CVarBitVec; |
|
class INodeListFilter; |
|
|
|
struct AI_Waypoint_t; |
|
class CAI_BaseNPC; |
|
class CAI_Link; |
|
class CAI_DynamicLink; |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
class CAI_NetworkManager; |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
#define AI_MAX_NODE_LINKS 30 |
|
#define MAX_NODES 1500 |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
// Utility classes used by CAI_Network |
|
// |
|
//----------------------------------------------------------------------------- |
|
|
|
abstract_class INearestNodeFilter |
|
{ |
|
public: |
|
virtual bool IsValid( CAI_Node *pNode ) = 0; |
|
virtual bool ShouldContinue() = 0; |
|
}; |
|
|
|
//------------------------------------- |
|
|
|
struct AI_NearNode_t |
|
{ |
|
AI_NearNode_t() {} |
|
AI_NearNode_t( int index, float nodedist ) { dist = nodedist; nodeIndex = index; } |
|
float dist; |
|
int nodeIndex; |
|
}; |
|
|
|
//------------------------------------- |
|
|
|
class CNodeList : public CUtlPriorityQueue<AI_NearNode_t> |
|
{ |
|
public: |
|
static bool IsLowerPriority( const AI_NearNode_t &node1, const AI_NearNode_t &node2 ) |
|
{ |
|
// nodes with greater distance are lower priority |
|
return node1.dist > node2.dist; |
|
} |
|
static bool RevIsLowerPriority( const AI_NearNode_t &node1, const AI_NearNode_t &node2 ) |
|
{ |
|
// nodes with lower distance are lower priority |
|
return node2.dist > node1.dist; |
|
} |
|
|
|
CNodeList( int growSize = 0, int initSize = 0 ) : CUtlPriorityQueue<AI_NearNode_t>( growSize, initSize, IsLowerPriority ) {} |
|
CNodeList( AI_NearNode_t *pMemory, int count ) : CUtlPriorityQueue<AI_NearNode_t>( pMemory, count, IsLowerPriority ) {} |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// CAI_Network |
|
// |
|
// Purpose: Stores a node graph through which an AI may pathfind |
|
//----------------------------------------------------------------------------- |
|
|
|
class CAI_Network : public IPartitionEnumerator |
|
{ |
|
public: |
|
CAI_Network(); |
|
~CAI_Network(); |
|
|
|
CAI_Node * AddNode( const Vector &origin, float yaw ); // Returns a new node in the network |
|
CAI_Link * CreateLink( int srcID, int destID, CAI_DynamicLink *pDynamicLink = NULL ); |
|
|
|
bool IsConnected(int srcID, int destID); // Use during run time |
|
void TestIsConnected(int startID, int endID); // Use only for initialization! |
|
|
|
Vector GetNodePosition( CBaseCombatCharacter *pNPC, int nodeID ); |
|
Vector GetNodePosition( Hull_t hull, int nodeID ); |
|
float GetNodeYaw( int nodeID ); |
|
|
|
static int FindBSSmallest(CVarBitVec *bitString, float *float_array, int array_size); |
|
|
|
int NearestNodeToPoint( CAI_BaseNPC* pNPC, const Vector &vecOrigin, bool bCheckVisiblity, INearestNodeFilter *pFilter ); |
|
int NearestNodeToPoint( CAI_BaseNPC* pNPC, const Vector &vecOrigin, bool bCheckVisiblity = true ) { return NearestNodeToPoint( pNPC, vecOrigin, bCheckVisiblity, NULL ); } |
|
int NearestNodeToPoint(const Vector &vPosition, bool bCheckVisiblity = true ); |
|
|
|
int NumNodes() const { return m_iNumNodes; } |
|
CAI_Node* GetNode( int id, bool bHandleError = true ) |
|
{ |
|
if ( id >= 0 && |
|
id < m_iNumNodes ) |
|
{ |
|
return m_pAInode[id]; |
|
} |
|
|
|
if ( bHandleError ) |
|
{ |
|
static int warningCount = 0; |
|
if ( ++warningCount < 10 ) |
|
{ |
|
AssertMsg2( 0, "Node (%i) out of range (%i total)\n", id, m_iNumNodes ); |
|
} |
|
} |
|
return NULL; |
|
} |
|
|
|
CAI_Node** AccessNodes() const { return m_pAInode; } |
|
|
|
private: |
|
friend class CAI_NetworkManager; |
|
|
|
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ); |
|
|
|
int GetCachedNearestNode(const Vector &checkPos, CAI_BaseNPC *pNPC, int *pCachePos ); |
|
void SetCachedNearestNode(const Vector &checkPos, int nodeID, Hull_t nHull); |
|
int GetCachedNode(const Vector &checkPos, Hull_t nHull, int *pCachePos); |
|
|
|
int ListNodesInBox( CNodeList &list, int maxListCount, const Vector &mins, const Vector &maxs, INodeListFilter *pFilter ); |
|
|
|
//--------------------------------- |
|
|
|
enum |
|
{ |
|
NEARNODE_CACHE_SIZE = 32, |
|
NEARNODE_CACHE_LIFE = 10, |
|
}; |
|
|
|
struct NearNodeCache_T |
|
{ |
|
Vector vTestPosition; |
|
float expiration; // Time tested |
|
int node; // Nearest Node to position |
|
int hull; // Hull type tested (or HULL_NONE is only visibility tested) |
|
|
|
}; |
|
|
|
int m_iNumNodes; // Number of nodes in this network |
|
CAI_Node** m_pAInode; // Array of all nodes in this network |
|
|
|
enum |
|
{ |
|
PARTITION_NODE = ( 1 << 0 ) |
|
}; |
|
|
|
NearNodeCache_T m_NearestCache[NEARNODE_CACHE_SIZE]; // Cache of nearest nodes |
|
int m_iNearestCacheNext; // Oldest record in the cache |
|
|
|
#ifdef AI_NODE_TREE |
|
ISpatialPartition * m_pNodeTree; |
|
CUtlVector<int> m_GatheredNodes; |
|
#endif |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// CAI_NetworkEditTools |
|
// |
|
// Purpose: Provides the operations used when building levels, whether in-game |
|
// debugging tools or editor related items. |
|
// |
|
//----------------------------------------------------------------------------- |
|
|
|
|
|
// ------------------------------------ |
|
// Debug overlay bits |
|
|
|
enum DebugNetOverlayBits_e |
|
{ |
|
bits_debugOverlayNodes = 0x00000001, // show node |
|
bits_debugOverlayNodesLev2 = 0x00000002, // show nodes and text |
|
|
|
bits_debugOverlayHulls = 0x00000004, // show hulls |
|
bits_debugOverlayConnections = 0x00000008, // show connections |
|
bits_debugOverlayVisibility = 0x00000010, // show visibility |
|
bits_debugOverlayGraphConnect = 0x00000020, // show graph connectivity |
|
bits_debugOverlayGrid = 0x00000040, // show grid |
|
bits_debugOverlayHints = 0x00000080, // show hints |
|
bits_debugOverlayJumpConnections= 0x00000100, // show jump connections |
|
bits_debugOverlayFlyConnections = 0x00000200, // show fly connections |
|
|
|
bits_debugNeedRebuild = 0x10000000, // network needs rebuilding |
|
}; |
|
|
|
// ------------------------------------ |
|
|
|
// ---------------- |
|
|
|
//----------------------------------------------------------------------------- |
|
// Useful utility function defined by AI_network.cpp |
|
Vector PointOnLineNearestPoint(const Vector& vStartPos, const Vector& vEndPos, const Vector& vPoint); |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
// For now just using one big AI network |
|
extern CAI_NetworkManager * g_pAINetworkManager; |
|
extern CAI_Network * g_pBigAINet; |
|
|
|
//============================================================================= |
|
|
|
#endif // AI_NETWORK_H
|
|
|