mirror of
https://github.com/nillerusr/source-engine.git
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256 lines
6.5 KiB
C++
256 lines
6.5 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_SCRIPTCONDITIONS_H
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#define AI_SCRIPTCONDITIONS_H
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#include "baseentity.h"
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#include "entityoutput.h"
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#include "simtimer.h"
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#include "ai_npcstate.h"
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#if defined( _WIN32 )
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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class CAI_ProxTester
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{
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public:
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CAI_ProxTester()
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: m_distSq( 0 ),
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m_fInside( false )
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{
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}
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void Init( float dist )
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{
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m_fInside = ( dist > 0 );
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m_distSq = dist * dist;
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}
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bool Check( CBaseEntity *pEntity1, CBaseEntity *pEntity2 )
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{
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if ( m_distSq != 0 )
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{
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float distSq = ( pEntity1->GetAbsOrigin() - pEntity2->GetAbsOrigin() ).LengthSqr();
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bool fInside = ( distSq < m_distSq );
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return ( m_fInside == fInside );
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}
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return true;
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}
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DECLARE_SIMPLE_DATADESC();
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private:
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float m_distSq;
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bool m_fInside;
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};
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//-----------------------------------------------------------------------------
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class CAI_ScriptConditionsElement
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{
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public:
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DECLARE_SIMPLE_DATADESC();
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void SetActor( CBaseEntity *pEntity ) { m_hActor = pEntity; }
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CBaseEntity *GetActor( void ){ return m_hActor.Get(); }
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void SetTimer( CSimTimer timer ) { m_Timer = timer; }
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CSimTimer *GetTimer( void ) { return &m_Timer; }
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void SetTimeOut( CSimTimer timeout) { m_Timeout = timeout; }
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CSimTimer *GetTimeOut( void ) { return &m_Timeout; }
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private:
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EHANDLE m_hActor;
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CSimTimer m_Timer;
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CSimTimer m_Timeout;
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};
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//-----------------------------------------------------------------------------
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// class CAI_ScriptConditions
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//
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// Purpose: Watches a set of conditions relative to a given NPC, and when they
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// are all satisfied, fires the relevant output
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//-----------------------------------------------------------------------------
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class CAI_ScriptConditions : public CBaseEntity, public IEntityListener
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{
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DECLARE_CLASS( CAI_ScriptConditions, CBaseEntity );
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public:
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CAI_ScriptConditions()
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: m_fDisabled( true ),
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m_flRequiredTime( 0 ),
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m_fMinState( NPC_STATE_IDLE ),
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m_fMaxState( NPC_STATE_IDLE ),
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m_fScriptStatus( TRS_NONE ),
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m_fActorSeePlayer( TRS_NONE ),
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m_flPlayerActorProximity( 0 ),
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m_flPlayerActorFOV( -1 ),
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m_fPlayerActorLOS( TRS_NONE ),
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m_fActorSeeTarget( TRS_NONE ),
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m_flActorTargetProximity( 0 ),
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m_flPlayerTargetProximity( 0 ),
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m_flPlayerTargetFOV( 0 ),
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m_fPlayerTargetLOS( TRS_NONE ),
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m_fPlayerBlockingActor( TRS_NONE ),
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m_flMinTimeout( 0 ),
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m_flMaxTimeout( 0 ),
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m_fActorInPVS( TRS_NONE ),
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m_fActorInVehicle( TRS_NONE ),
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m_fPlayerInVehicle( TRS_NONE )
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{
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#ifndef HL2_EPISODIC
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m_hActor = NULL;
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#endif
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}
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private:
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void Spawn();
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void Activate();
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void EvaluationThink();
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void Enable();
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void Disable();
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void SetThinkTime() { SetNextThink( gpGlobals->curtime + 0.250 ); }
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// Evaluators
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struct EvalArgs_t
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{
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CBaseEntity *pActor;
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CBasePlayer *pPlayer;
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CBaseEntity *pTarget;
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};
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bool EvalState( const EvalArgs_t &args );
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bool EvalActorSeePlayer( const EvalArgs_t &args );
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bool EvalPlayerActorLook( const EvalArgs_t &args );
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bool EvalPlayerTargetLook( const EvalArgs_t &args );
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bool EvalPlayerActorProximity( const EvalArgs_t &args );
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bool EvalPlayerTargetProximity( const EvalArgs_t &args );
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bool EvalActorTargetProximity( const EvalArgs_t &args );
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bool EvalActorSeeTarget( const EvalArgs_t &args );
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bool EvalPlayerActorLOS( const EvalArgs_t &args );
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bool EvalPlayerTargetLOS( const EvalArgs_t &args );
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bool EvalPlayerBlockingActor( const EvalArgs_t &args );
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bool EvalActorInPVS( const EvalArgs_t &args );
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bool EvalPlayerInVehicle( const EvalArgs_t &args );
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bool EvalActorInVehicle( const EvalArgs_t &args );
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void OnEntitySpawned( CBaseEntity *pEntity );
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int AddNewElement( CBaseEntity *pActor );
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bool ActorInList( CBaseEntity *pActor );
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void UpdateOnRemove( void );
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// Input handlers
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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// Output handlers
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COutputEvent m_OnConditionsSatisfied;
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COutputEvent m_OnConditionsTimeout;
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COutputEvent m_NoValidActors;
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//---------------------------------
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#ifndef HL2_EPISODIC
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CBaseEntity *GetActor() { return m_hActor.Get(); }
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#endif
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CBasePlayer *GetPlayer() { return UTIL_GetLocalPlayer(); }
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//---------------------------------
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// @Note (toml 07-17-02): At some point, it may be desireable to switch to using function objects instead of functions. Probably
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// if support for NPCs addiing custom conditions becomes necessary
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typedef bool (CAI_ScriptConditions::*EvaluationFunc_t)( const EvalArgs_t &args );
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struct EvaluatorInfo_t
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{
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EvaluationFunc_t pfnEvaluator;
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const char *pszName;
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};
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static EvaluatorInfo_t gm_Evaluators[];
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//---------------------------------
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// Evaluation helpers
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static bool IsInFOV( CBaseEntity *pViewer, CBaseEntity *pViewed, float fov, bool bTrueCone );
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static bool PlayerHasLineOfSight( CBaseEntity *pViewer, CBaseEntity *pViewed, bool fNot );
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static bool ActorInPlayersPVS( CBaseEntity *pActor, bool bNot );
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virtual void OnRestore( void );
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//---------------------------------
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// General conditions info
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bool m_fDisabled;
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bool m_bLeaveAsleep;
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EHANDLE m_hTarget;
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float m_flRequiredTime; // How long should the conditions me true
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#ifndef HL2_EPISODIC
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EHANDLE m_hActor;
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CSimTimer m_Timer; // @TODO (toml 07-16-02): save/load of timer once Jay has save/load of contained objects
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CSimTimer m_Timeout;
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#endif
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//---------------------------------
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// Specific conditions data
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NPC_STATE m_fMinState;
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NPC_STATE m_fMaxState;
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ThreeState_t m_fScriptStatus;
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ThreeState_t m_fActorSeePlayer;
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string_t m_Actor;
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float m_flPlayerActorProximity;
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CAI_ProxTester m_PlayerActorProxTester;
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float m_flPlayerActorFOV;
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bool m_bPlayerActorFOVTrueCone;
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ThreeState_t m_fPlayerActorLOS;
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ThreeState_t m_fActorSeeTarget;
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float m_flActorTargetProximity;
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CAI_ProxTester m_ActorTargetProxTester;
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float m_flPlayerTargetProximity;
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CAI_ProxTester m_PlayerTargetProxTester;
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float m_flPlayerTargetFOV;
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bool m_bPlayerTargetFOVTrueCone;
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ThreeState_t m_fPlayerTargetLOS;
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ThreeState_t m_fPlayerBlockingActor;
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ThreeState_t m_fActorInPVS;
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float m_flMinTimeout;
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float m_flMaxTimeout;
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ThreeState_t m_fActorInVehicle;
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ThreeState_t m_fPlayerInVehicle;
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CUtlVector< CAI_ScriptConditionsElement > m_ElementList;
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//---------------------------------
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DECLARE_DATADESC();
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};
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//=============================================================================
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#endif // AI_SCRIPTCONDITIONS_H
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