source-engine/game/server/ai_utils.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Simple, small, free-standing tools for building AIs
//
//=============================================================================//
#ifndef AI_UTILS_H
#define AI_UTILS_H
#include "simtimer.h"
#include "ai_component.h"
#if defined( _WIN32 )
#pragma once
#endif
//-----------------------------------------------------------------------------
//
// Function to get the local player. AI does not want asserts or warnings,
// just NULL result
//
//-----------------------------------------------------------------------------
inline CBasePlayer *AI_GetSinglePlayer()
{
if ( gpGlobals->maxClients > 1 )
{
return NULL;
}
return UTIL_GetLocalPlayer();
}
inline bool AI_IsSinglePlayer()
{
return ( gpGlobals->maxClients == 1 );
}
//-----------------------------------------------------------------------------
//
// CAI_MoveMonitor
//
// Purpose: Watch an entity, trigger if moved more than a tolerance
//
//-----------------------------------------------------------------------------
class CAI_MoveMonitor
{
public:
CAI_MoveMonitor()
: m_vMark( 0, 0, 0 ),
m_flMarkTolerance( NO_MARK )
{
}
void SetMark( CBaseEntity *pEntity, float tolerance )
{
if ( pEntity )
{
m_vMark = pEntity->GetAbsOrigin();
m_flMarkTolerance = tolerance;
}
}
void ClearMark()
{
m_flMarkTolerance = NO_MARK;
}
bool IsMarkSet()
{
return ( m_flMarkTolerance != NO_MARK );
}
bool TargetMoved( CBaseEntity *pEntity )
{
if ( IsMarkSet() && pEntity != NULL )
{
float distance = ( m_vMark - pEntity->GetAbsOrigin() ).Length();
if ( distance > m_flMarkTolerance )
return true;
}
return false;
}
bool TargetMoved2D( CBaseEntity *pEntity )
{
if ( IsMarkSet() && pEntity != NULL )
{
float distance = ( m_vMark.AsVector2D() - pEntity->GetAbsOrigin().AsVector2D() ).Length();
if ( distance > m_flMarkTolerance )
return true;
}
return false;
}
Vector GetMarkPos() { return m_vMark; }
private:
enum
{
NO_MARK = -1
};
Vector m_vMark;
float m_flMarkTolerance;
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
//
// CAI_ShotRegulator
//
// Purpose: Assists in creating non-constant bursty shooting style
//
//-----------------------------------------------------------------------------
class CAI_ShotRegulator
{
public:
CAI_ShotRegulator();
// Sets the various parameters for burst (this one's for backwards compatibility)
// NOTE: This will modify the next shot time
void SetParameters( int minShotsPerBurst, int maxShotsPerBurst, float minRestTime, float maxRestTime = 0.0 );
// NOTE: The next 3 methods will *not* modify the next shot time
// Sets the number of shots to shoot in a single burst
void SetBurstShotCountRange( int minShotsPerBurst, int maxShotsPerBurst );
// How much time should I rest between bursts?
void SetRestInterval( float flMinRestInterval, float flMaxRestInterval );
// How much time should I wait in between shots in a single burst?
void SetBurstInterval( float flMinBurstInterval, float flMaxBurstInterval );
// Poll the current parameters
void GetBurstShotCountRange( int *pMinShotsPerBurst, int *pMaxShotsPerBurst ) const;
void GetRestInterval( float *pMinRestInterval, float *pMaxRestInterval ) const;
void GetBurstInterval( float *pMinBurstInterval, float *pMaxBurstInterval ) const;
// Reset the state. If true, the next burst time is set to now,
// otherwise it'll wait one rest interval before shooting
void Reset( bool bStartShooting = true );
// Should we shoot?
bool ShouldShoot() const;
// When will I shoot next?
float NextShotTime() const;
// Am I in the middle of a rest period?
bool IsInRestInterval() const;
// NOTE: These will not modify the next shot time
int GetBurstShotsRemaining() const;
void SetBurstShotsRemaining( int shots );
// Call this when the NPC fired the weapon;
void OnFiredWeapon();
// Causes us to potentially delay our shooting time
void FireNoEarlierThan( float flTime );
// Prevent/Allow shooting
void EnableShooting( void );
void DisableShooting( void );
private:
float m_flNextShotTime;
bool m_bInRestInterval;
unsigned short m_nBurstShotsRemaining;
unsigned short m_nMinBurstShots, m_nMaxBurstShots;
float m_flMinRestInterval, m_flMaxRestInterval;
float m_flMinBurstInterval, m_flMaxBurstInterval;
bool m_bDisabled;
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
//
// CAI_AccelDecay
//
// Purpose: Maintain a smooth acceleration, deceleration curve
//
//-----------------------------------------------------------------------------
class CAI_AccelDecay
{
public:
CAI_AccelDecay();
void SetParameters( float minVelocity, float maxVelocity, float accelPercent, float decelPercent );
float Update( float flCurrent, float flTarget, float flInterval );
void ResetVelocity( float flVelocity = 0.0f );
void SetMaxVelocity( float maxVelocity );
private:
float m_velocity;
float m_maxVelocity; // = 300;
float m_minVelocity; // = 10;
float m_invDecay; // 0.8 // maintain X percent of velocity when slowing down
float m_decayTime;// 0.4161 // Sum( 1..cycle, HEIGHTINVDECAY^cycle )
float m_accel; // 0.5 // accel toward maxVelocity by X percent each cycle
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
//
// Purpose: Utility to allow place grace in cover
//
//-----------------------------------------------------------------------------
struct AI_FreePassParams_t
{
float timeToTrigger; // How long after not detected to issue pass
float duration; // How long in the open pass before revoked
float moveTolerance; // How far in open needed to move to revoke pass
float refillRate; // After hiding again during pass, how quickly to reinstitute pass(seconds per second)
float coverDist; // When hiding, how far from an obstructing object needed to be considered in cover
float peekTime; // How long allowed to peek
float peekTimeAfterDamage; // How long allowed to peek after damaged by
float peekEyeDist; // how far spaced out the eyes are
float peekEyeDistZ; // how far below eye position to test eyes (handles peek up)
DECLARE_SIMPLE_DATADESC();
};
//-------------------------------------
class CAI_FreePass : public CAI_Component
{
public:
CAI_FreePass()
: m_FreePassTimeRemaining(0)
{
}
void Reset( float passTime = -1, float moveTolerance = -1 );
void SetPassTarget( CBaseEntity *pTarget ) { m_hTarget = pTarget; m_FreePassTimeRemaining = 0; }
CBaseEntity * GetPassTarget() { return m_hTarget; }
void SetParams( const AI_FreePassParams_t &params ) { m_Params = params; }
const AI_FreePassParams_t &GetParams() const { return m_Params; }
//---------------------------------
// Free pass
//---------------------------------
void Update();
bool HasPass();
void Revoke( bool bUpdateMemory = false );
float GetTimeRemaining() { return m_FreePassTimeRemaining; }
void SetTimeRemaining( float passTime ) { m_FreePassTimeRemaining = passTime; }
bool ShouldAllowFVisible( bool bBaseResult );
private:
EHANDLE m_hTarget;
float m_FreePassTimeRemaining;
CAI_MoveMonitor m_FreePassMoveMonitor;
AI_FreePassParams_t m_Params;
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
class CTraceFilterNav : public CTraceFilterSimple
{
public:
CTraceFilterNav( CAI_BaseNPC *pProber, bool bIgnoreTransientEntities, const IServerEntity *passedict, int collisionGroup, bool m_bAllowPlayerAvoid = true );
bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask );
private:
CAI_BaseNPC *m_pProber;
bool m_bIgnoreTransientEntities;
bool m_bCheckCollisionTable;
bool m_bAllowPlayerAvoid;
};
extern string_t g_iszFuncBrushClassname;
#endif // AI_UTILS_H