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145 lines
3.1 KiB
C++
145 lines
3.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Operate consoles/machinery in the world.
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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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#ifndef AI_BEHAVIOR_OPERATOR_H
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#define AI_BEHAVIOR_OPERATOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_behavior.h"
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#include "ai_goalentity.h"
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enum
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{
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OPERATOR_STATE_NOT_READY = 0,
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OPERATOR_STATE_READY,
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OPERATOR_STATE_FINISHED,
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};
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enum
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{
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OPERATOR_MOVETO_RESERVED = 0,
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OPERATOR_MOVETO_WALK,
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OPERATOR_MOVETO_RUN,
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};
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//=========================================================
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//=========================================================
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class CAI_OperatorGoal : public CAI_GoalEntity
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{
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DECLARE_CLASS( CAI_OperatorGoal, CAI_GoalEntity );
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public:
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CAI_OperatorGoal()
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{
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}
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void EnableGoal( CAI_BaseNPC *pAI );
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int GetState() { return m_iState; }
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int GetMoveTo() { return m_iMoveTo; }
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// Inputs
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virtual void InputActivate( inputdata_t &inputdata );
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virtual void InputDeactivate( inputdata_t &inputdata );
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void InputSetStateReady( inputdata_t &inputdata );
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void InputSetStateFinished( inputdata_t &inputdata );
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COutputEvent m_OnBeginApproach;
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COutputEvent m_OnMakeReady;
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COutputEvent m_OnBeginOperating;
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COutputEvent m_OnFinished;
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DECLARE_DATADESC();
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protected:
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int m_iState;
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int m_iMoveTo;
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string_t m_iszContextTarget;
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};
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//=========================================================
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//=========================================================
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class CAI_OperatorBehavior : public CAI_SimpleBehavior
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{
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DECLARE_CLASS( CAI_OperatorBehavior, CAI_SimpleBehavior );
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public:
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CAI_OperatorBehavior();
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virtual const char *GetName() { return "Operator"; }
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virtual void SetParameters( CAI_OperatorGoal *pGoal, CBaseEntity *pPositionEnt, CBaseEntity *pContextTarget );
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virtual bool CanSelectSchedule();
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//virtual void BeginScheduleSelection();
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//virtual void EndScheduleSelection();
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bool CanSeePositionEntity();
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bool IsAtPositionEntity();
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void GatherConditionsNotActive();
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void GatherConditions( void );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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CAI_OperatorGoal *GetGoalEntity();
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bool IsGoalReady();
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//void BuildScheduleTestBits();
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//int TranslateSchedule( int scheduleType );
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//void OnStartSchedule( int scheduleType );
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//void InitializeBehavior();
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enum
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{
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SCHED_OPERATOR_APPROACH_POSITION = BaseClass::NEXT_SCHEDULE,
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SCHED_OPERATOR_MAKE_READY,
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SCHED_OPERATOR_OPERATE,
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SCHED_OPERATOR_WAIT_FOR_HOLSTER,
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NEXT_SCHEDULE,
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TASK_OPERATOR_GET_PATH_TO_POSITION = BaseClass::NEXT_TASK,
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TASK_OPERATOR_START_PATH,
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TASK_OPERATOR_OPERATE,
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NEXT_TASK,
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COND_OPERATOR_LOST_SIGHT_OF_POSITION = BaseClass::NEXT_CONDITION,
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NEXT_CONDITION,
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};
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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public:
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EHANDLE m_hGoalEntity;
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EHANDLE m_hPositionEnt;
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EHANDLE m_hContextTarget;
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CRandStopwatch m_WatchSeeEntity;
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private:
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virtual int SelectSchedule();
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//---------------------------------
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DECLARE_DATADESC();
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};
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#endif // AI_BEHAVIOR_OPERATOR_H
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