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348 lines
11 KiB
348 lines
11 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: AI Utility classes for building the initial AI Networks |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// |
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//----------------------------------------------------------------------------- |
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// $Log: $ |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "ai_node.h" |
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#include "ai_hull.h" |
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#include "ai_hint.h" |
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#include "ai_initutils.h" |
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#include "ai_networkmanager.h" |
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// to help eliminate node clutter by level designers, this is used to cap how many other nodes |
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// any given node is allowed to 'see' in the first stage of graph creation "LinkVisibleNodes()". |
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#include "ai_network.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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LINK_ENTITY_TO_CLASS( info_hint, CNodeEnt ); |
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LINK_ENTITY_TO_CLASS( info_node, CNodeEnt ); |
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LINK_ENTITY_TO_CLASS( info_node_hint, CNodeEnt ); |
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LINK_ENTITY_TO_CLASS( info_node_air, CNodeEnt ); |
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LINK_ENTITY_TO_CLASS( info_node_air_hint, CNodeEnt ); |
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LINK_ENTITY_TO_CLASS( info_node_climb, CNodeEnt ); |
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LINK_ENTITY_TO_CLASS( aitesthull, CAI_TestHull ); |
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//----------------------------------------------------------------------------- |
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// Init static variables |
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//----------------------------------------------------------------------------- |
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CAI_TestHull* CAI_TestHull::pTestHull = NULL; |
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#define PLAYER_MODEL "models/player.mdl" |
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//----------------------------------------------------------------------------- |
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// Purpose: Make sure we have a "player.mdl" hull to test with |
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//----------------------------------------------------------------------------- |
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void CAI_TestHull::Precache() |
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{ |
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BaseClass::Precache(); |
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PrecacheModel( PLAYER_MODEL ); |
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} |
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//========================================================= |
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// CAI_TestHull::Spawn |
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//========================================================= |
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void CAI_TestHull::Spawn(void) |
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{ |
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Precache(); |
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SetModel( PLAYER_MODEL ); |
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// Set an initial hull size (this will change later) |
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SetHullType(HULL_HUMAN); |
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SetHullSizeNormal(); |
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SetSolid( SOLID_BBOX ); |
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AddSolidFlags( FSOLID_NOT_SOLID ); |
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SetMoveType( MOVETYPE_STEP ); |
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m_iHealth = 50; |
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bInUse = false; |
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// Make this invisible |
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AddEffects( EF_NODRAW ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Get the test hull (create if none) |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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CAI_TestHull* CAI_TestHull::GetTestHull(void) |
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{ |
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if (!CAI_TestHull::pTestHull) |
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{ |
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CAI_TestHull::pTestHull = CREATE_ENTITY( CAI_TestHull, "aitesthull" ); |
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CAI_TestHull::pTestHull->Spawn(); |
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CAI_TestHull::pTestHull->AddFlag( FL_NPC ); |
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} |
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if (CAI_TestHull::pTestHull->bInUse == true) |
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{ |
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DevMsg("WARNING: TestHull used and never returned!\n"); |
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Assert( 0 ); |
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} |
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CAI_TestHull::pTestHull->RemoveSolidFlags( FSOLID_NOT_SOLID ); |
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CAI_TestHull::pTestHull->bInUse = true; |
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return CAI_TestHull::pTestHull; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Get the test hull (create if none) |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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void CAI_TestHull::ReturnTestHull(void) |
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{ |
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CAI_TestHull::pTestHull->bInUse = false; |
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CAI_TestHull::pTestHull->AddSolidFlags( FSOLID_NOT_SOLID ); |
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UTIL_SetSize(CAI_TestHull::pTestHull, vec3_origin, vec3_origin); |
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UTIL_RemoveImmediate( pTestHull ); |
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pTestHull = NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &startPos - |
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// &endPos - |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CAI_TestHull::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const |
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{ |
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const float MAX_JUMP_RISE = 1024.0f; |
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const float MAX_JUMP_DISTANCE = 1024.0f; |
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const float MAX_JUMP_DROP = 1024.0f; |
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return BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DISTANCE, MAX_JUMP_DROP ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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CAI_TestHull::~CAI_TestHull(void) |
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{ |
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CAI_TestHull::pTestHull = NULL; |
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} |
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//########################################################### |
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// > CNodeEnt |
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// |
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// nodes start out as ents in the world. As they are spawned, |
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// the node info is recorded then the ents are discarded. |
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//########################################################### |
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//---------------------------------------------------- |
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// Static vars |
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//---------------------------------------------------- |
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int CNodeEnt::m_nNodeCount = 0; |
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// ------------- |
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// Data table |
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// ------------- |
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BEGIN_SIMPLE_DATADESC( HintNodeData ) |
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DEFINE_FIELD( strEntityName, FIELD_STRING ), |
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// DEFINE_FIELD( vecPosition, FIELD_VECTOR ), // Don't save |
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DEFINE_KEYFIELD( nHintType, FIELD_SHORT, "hinttype" ), |
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DEFINE_KEYFIELD( strGroup, FIELD_STRING, "Group" ), |
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DEFINE_KEYFIELD( iDisabled, FIELD_INTEGER, "StartHintDisabled" ), |
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DEFINE_FIELD( nNodeID, FIELD_INTEGER ), |
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DEFINE_KEYFIELD( iszGenericType, FIELD_STRING, "generictype" ), |
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DEFINE_KEYFIELD( iszActivityName, FIELD_STRING, "hintactivity" ), |
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DEFINE_KEYFIELD( nTargetWCNodeID, FIELD_INTEGER, "TargetNode" ), |
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DEFINE_KEYFIELD( nWCNodeID, FIELD_INTEGER, "nodeid" ), |
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DEFINE_KEYFIELD( fIgnoreFacing, FIELD_INTEGER, "IgnoreFacing" ), |
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DEFINE_KEYFIELD( minState, FIELD_INTEGER, "MinimumState" ), |
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DEFINE_KEYFIELD( maxState, FIELD_INTEGER, "MaximumState" ), |
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DEFINE_KEYFIELD( nRadius, FIELD_INTEGER, "radius" ), |
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END_DATADESC() |
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// ------------- |
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// Data table |
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// ------------- |
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BEGIN_DATADESC( CNodeEnt ) |
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DEFINE_EMBEDDED( m_NodeData ), |
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END_DATADESC() |
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//========================================================= |
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//========================================================= |
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void CNodeEnt::Spawn( void ) |
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{ |
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Spawn( NULL ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pMapData - |
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//----------------------------------------------------------------------------- |
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int CNodeEnt::Spawn( const char *pMapData ) |
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{ |
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m_NodeData.strEntityName = GetEntityName(); |
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m_NodeData.vecPosition = GetAbsOrigin(); |
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m_NodeData.nNodeID = NO_NODE; |
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if ( m_NodeData.minState == NPC_STATE_NONE ) |
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m_NodeData.minState = NPC_STATE_IDLE; |
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if ( m_NodeData.maxState == NPC_STATE_NONE ) |
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m_NodeData.maxState = NPC_STATE_COMBAT; |
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// --------------------------------------------------------------------------------- |
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// If just a hint node (not used for navigation) just create a hint and bail |
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// --------------------------------------------------------------------------------- |
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if (FClassnameIs( this, "info_hint" )) |
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{ |
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if (m_NodeData.nHintType) |
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{ |
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CAI_HintManager::CreateHint( &m_NodeData, pMapData ); |
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} |
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else |
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{ |
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Warning("info_hint (HammerID: %d, position (%.2f, %.2f, %.2f)) with no hint type.\n", m_NodeData.nWCNodeID, m_NodeData.vecPosition.x, m_NodeData.vecPosition.y, m_NodeData.vecPosition.z ); |
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} |
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UTIL_RemoveImmediate( this ); |
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return -1; |
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} |
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// --------------------------------------------------------------------------------- |
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// First check if this node has a hint. If so create a hint entity |
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// --------------------------------------------------------------------------------- |
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CAI_Hint *pHint = NULL; |
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if ( ClassMatches( "info_node_hint" ) || ClassMatches( "info_node_air_hint" ) ) |
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{ |
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if ( m_NodeData.nHintType || m_NodeData.strGroup != NULL_STRING || m_NodeData.strEntityName != NULL_STRING ) |
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{ |
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m_NodeData.nNodeID = m_nNodeCount; |
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pHint = CAI_HintManager::CreateHint( &m_NodeData, pMapData ); |
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pHint->AddSpawnFlags( GetSpawnFlags() ); |
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} |
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} |
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// --------------------------------------------------------------------------------- |
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// If we loaded from disk, we can discard all these node ents as soon as they spawn |
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// unless we are in WC edited mode |
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// --------------------------------------------------------------------------------- |
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if ( g_pAINetworkManager->NetworksLoaded() && !engine->IsInEditMode()) |
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{ |
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// If hint exists for this node, set it |
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if (pHint) |
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{ |
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CAI_Node *pNode = g_pBigAINet->GetNode(m_nNodeCount); |
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if (pNode) |
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pNode->SetHint( pHint ); |
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else |
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{ |
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DevMsg("AI node graph corrupt\n"); |
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} |
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} |
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m_nNodeCount++; |
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UTIL_RemoveImmediate( this ); |
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return -1; |
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} |
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else |
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{ |
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m_nNodeCount++; |
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} |
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// --------------------------------------------------------------------------------- |
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// Add a new node to the network |
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// --------------------------------------------------------------------------------- |
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// For now just using one big AI network |
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CAI_Node *new_node = g_pBigAINet->AddNode( GetAbsOrigin(), GetAbsAngles().y ); |
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new_node->SetHint( pHint ); |
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// ------------------------------------------------------------------------- |
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// Update table of how each WC id relates to each engine ID |
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// ------------------------------------------------------------------------- |
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if (g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable) |
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{ |
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g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable[new_node->GetId()] = m_NodeData.nWCNodeID; |
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} |
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// Keep track of largest index used by WC |
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if (g_pAINetworkManager->GetEditOps()->m_nNextWCIndex <= m_NodeData.nWCNodeID) |
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{ |
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g_pAINetworkManager->GetEditOps()->m_nNextWCIndex = m_NodeData.nWCNodeID+1; |
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} |
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// ------------------------------------------------------------------------- |
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// If in WC edit mode: |
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// Remember the original positions of the nodes before |
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// they drop so we can send the undropped positions to wc. |
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// ------------------------------------------------------------------------- |
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if (engine->IsInEditMode()) |
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{ |
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if (g_pAINetworkManager->GetEditOps()->m_pWCPosition) |
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{ |
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g_pAINetworkManager->GetEditOps()->m_pWCPosition[new_node->GetId()] = new_node->GetOrigin(); |
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} |
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} |
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if (FClassnameIs( this, "info_node_air" ) || FClassnameIs( this, "info_node_air_hint" )) |
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{ |
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new_node->SetType( NODE_AIR ); |
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} |
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else if (FClassnameIs( this, "info_node_climb" )) |
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{ |
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new_node->SetType( NODE_CLIMB ); |
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} |
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else |
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{ |
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new_node->SetType( NODE_GROUND ); |
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} |
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new_node->m_eNodeInfo = ( m_spawnflags << NODE_ENT_FLAGS_SHIFT ); |
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// Fix up don't drop spawnflag |
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if ( new_node->m_eNodeInfo & bits_LEGACY_DONT_DROP ) |
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{ |
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new_node->m_eNodeInfo |= bits_DONT_DROP; |
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} |
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// If changed as part of WC editing process note that network must be rebuilt |
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if (m_debugOverlays & OVERLAY_WC_CHANGE_ENTITY) |
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{ |
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g_pAINetworkManager->GetEditOps()->SetRebuildFlags(); |
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new_node->m_eNodeInfo |= bits_NODE_WC_CHANGED; |
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// Initialize the new nodes position. The graph may not be rebuild |
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// right away but the node should at least be positioned correctly |
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g_AINetworkBuilder.InitNodePosition( g_pBigAINet, new_node ); |
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} |
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UTIL_RemoveImmediate( this ); |
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return -1; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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CNodeEnt::CNodeEnt( void ) |
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{ |
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m_debugOverlays = 0; |
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} |
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