mirror of
https://github.com/nillerusr/source-engine.git
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226 lines
8.1 KiB
C++
226 lines
8.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef AI_MOTOR_H
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#define AI_MOTOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "simtimer.h"
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#include "ai_component.h"
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#include "ai_navtype.h"
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#include "ai_movetypes.h"
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#include "AI_Interest_Target.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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enum Navigation_t;
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class CAI_PlaneSolver;
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class CAI_MoveProbe;
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class CAI_Navigator;
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#define AI_CALC_YAW_SPEED -1
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#define AI_KEEP_YAW_SPEED -2
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//-----------------------------------------------------------------------------
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float AI_ClampYaw( float yawSpeedPerSec, float current, float target, float time );
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//-----------------------------------------------------------------------------
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// CAI_Motor
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//
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// Purpose: Implements the primitive locomotion of AIs.
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//-----------------------------------------------------------------------------
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class CAI_Motor : public CAI_Component,
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public CAI_ProxyMovementSink
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{
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public:
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CAI_Motor(CAI_BaseNPC *pOuter);
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virtual ~CAI_Motor();
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void Init( IAI_MovementSink *pMovementServices );
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// --------------------------------
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// The current timestep the motor is working on
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// --------------------------------
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float GetMoveInterval() { return m_flMoveInterval; }
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float SetMoveInterval( float flInterval ) { return (m_flMoveInterval = flInterval); }
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// ----------------------------------------------------
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// Translational movement
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// ----------------------------------------------------
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AIMoveResult_t MoveNormalExecute( const AILocalMoveGoal_t &move );
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virtual void MoveClimbStart( const Vector &climbDest, const Vector &climbDir, float climbDist, float yaw );
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virtual AIMoveResult_t MoveClimbExecute( const Vector &climbDest, const Vector &climbDir, float climbDist, float yaw, int climbNodesLeft );
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virtual void MoveClimbStop();
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//---------------------------------
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virtual void MoveJumpStart( const Vector &velocity );
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virtual int MoveJumpExecute();
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virtual AIMoveResult_t MoveJumpStop();
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virtual void ResetMoveCalculations();
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virtual void MoveStart();
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virtual void MoveStop();
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virtual void MovePaused();
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//---------------------------------
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float GetIdealSpeed() const;
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float GetIdealAccel() const;
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float GetCurSpeed() const { return m_vecVelocity.Length(); }
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const Vector & GetCurVel() const { return m_vecVelocity; }
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virtual float OverrideMaxYawSpeed( Activity activity ) { return -1; }
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bool IsDeceleratingToGoal() const { return false; }
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//---------------------------------
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// Raw ground step forward to the specifed position
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//
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AIMotorMoveResult_t MoveGroundStep( const Vector &newPos, CBaseEntity *pMoveTarget = NULL, float yaw = -1, bool bAsFarAsCan = true, bool bTestZ = true, AIMoveTrace_t *pTraceResult = NULL );
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// ----------------------------------------------------
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// Rotational movement (yaw); goal and speed
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// ----------------------------------------------------
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void SetYawSpeed( float yawSpeed ) { m_YawSpeed = yawSpeed; }
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float GetYawSpeed() const { return m_YawSpeed; }
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float GetIdealYaw() const { return m_IdealYaw; }
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void SetIdealYaw( float idealYaw) { m_IdealYaw = idealYaw; }
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// Set ideal yaw specified as a vector
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void SetIdealYaw( const Vector &vecFacing) { SetIdealYaw( UTIL_VecToYaw( vecFacing )); }
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// Set ideal yaw based on a specified target
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void SetIdealYawToTarget( const Vector &target, float noise = 0.0, float offset = 0.0 );
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// Set the ideal yaw and run the current or specified timestep worth of rotation. Note
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// it is not correct to call any "update" variant of these methods more
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// than once per think cycle
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void SetIdealYawAndUpdate( float idealYaw, float yawSpeed = AI_CALC_YAW_SPEED );
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void SetIdealYawAndUpdate( const Vector &vecFacing, float yawSpeed = AI_CALC_YAW_SPEED ) { SetIdealYawAndUpdate( UTIL_VecToYaw( vecFacing ), yawSpeed ); }
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void SetIdealYawToTargetAndUpdate( const Vector &target, float yawSpeed = AI_CALC_YAW_SPEED );
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// Add multiple facing goals while moving/standing still.
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virtual void AddFacingTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 );
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virtual void AddFacingTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 );
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virtual void AddFacingTarget( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 );
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virtual float GetFacingDirection( Vector &vecDir );
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// Force the heading to the ideal yaw
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void SnapYaw() { UpdateYaw(360); }
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// Run the current or specified timestep worth of rotation
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virtual void UpdateYaw( int speed = -1 );
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//
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virtual void RecalculateYawSpeed();
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// Returns the difference ( in degrees ) between npc's current yaw and ideal_yaw
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float DeltaIdealYaw();
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// Issues turn gestures when needed due to turning
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virtual void MaintainTurnActivity( void ) { };
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virtual bool AddTurnGesture( float flYD ) { return false; };
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// --------------------------------
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// Move primitives
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// --------------------------------
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virtual float MinStoppingDist( float flMinResult = 10.0 ); // how far before I can come to a complete stop?
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virtual float MinCheckDist(); // how far should I look ahead in my route?
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//---------------------------------
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CAI_Navigator *GetNavigator( void );
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int SelectWeightedSequence( Activity activity );
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float GetSequenceGroundSpeed( int iSequence );
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float CalcIntervalMove();
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// Yaw locking
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bool IsYawLocked( void ) const { return m_bYawLocked; }
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void SetYawLocked( bool state ) { m_bYawLocked = state; }
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protected:
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//
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// Common services provided by CAI_BaseNPC, Convenience methods to simplify derived code
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//
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CAI_MoveProbe * GetMoveProbe() { return m_pMoveProbe; }
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void SetSmoothedVelocity(const Vector &vecVelocity);
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Vector GetSmoothedVelocity();
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float CalcIdealYaw( const Vector &vecTarget );
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float SetBoneController ( int iController, float flValue );
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float GetSequenceMoveYaw( int iSequence );
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void SetPlaybackRate( float flRate );
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float GetPlaybackRate(); //get
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float SetPoseParameter( const char *szName, float flValue );
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float SetPoseParameter( int iParameter, float flValue );
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float GetPoseParameter( const char *szName );
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bool HasPoseParameter( int iSequence, const char *szName );
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bool HasPoseParameter( int iSequence, int iParameter );
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void SetMoveType( MoveType_t val, MoveCollide_t moveCollide = MOVECOLLIDE_DEFAULT );
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float StepHeight() const;
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bool CanStandOn( CBaseEntity *pSurface ) const;
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// ----------------------------------------------------
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// Primitives
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// ----------------------------------------------------
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virtual void MoveFacing( const AILocalMoveGoal_t &move );
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virtual AIMotorMoveResult_t MoveGroundExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult );
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AIMotorMoveResult_t MoveGroundExecuteWalk( const AILocalMoveGoal_t &move, float speed, float dist, AIMoveTrace_t *pTraceResult );
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virtual AIMotorMoveResult_t MoveFlyExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult );
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protected: // made protected while animation transition details worked out, private:
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// --------------------------------
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void SetMoveVel(const Vector &velocity) { m_vecVelocity = velocity; }
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float IdealVelocity(); // how fast should I be moving in an ideal state?
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// --------------------------------
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float m_flMoveInterval;
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float m_IdealYaw;
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float m_YawSpeed;
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Vector m_vecVelocity;
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Vector m_vecAngularVelocity;
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// --------------------------------
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int m_nDismountSequence;
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Vector m_vecDismount;
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// --------------------------------
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CAI_InterestTarget m_facingQueue;
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// --------------------------------
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CAI_MoveProbe * m_pMoveProbe;
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bool m_bYawLocked;
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//---------------------------------
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public:
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DECLARE_SIMPLE_DATADESC();
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};
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//=============================================================================
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#endif // AI_MOTOR_H
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