mirror of
https://github.com/nillerusr/source-engine.git
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752 lines
24 KiB
C++
752 lines
24 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_NAVIGATOR_H
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#define AI_NAVIGATOR_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_navgoaltype.h"
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#include "ai_navtype.h"
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#include "ai_motor.h"
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class CAI_BaseNPC;
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class CAI_Motor;
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class CAI_Route;
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class CAI_Path;
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class CAI_Pathfinder;
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class CAI_LocalNavigator;
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struct AI_Waypoint_t;
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class CAI_WaypointList;
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class CAI_Network;
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struct AIMoveTrace_t;
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struct AILocalMoveGoal_t;
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typedef int AI_TaskFailureCode_t;
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//-----------------------------------------------------------------------------
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// Debugging tools
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//-----------------------------------------------------------------------------
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#define DEBUG_AI_NAVIGATION 1
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#ifdef DEBUG_AI_NAVIGATION
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extern ConVar ai_debug_nav;
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#define DbgNav() ai_debug_nav.GetBool()
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#define DbgNavMsg( pAI, pszMsg ) \
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do \
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{ \
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if (DbgNav()) \
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DevMsg( pAI, CFmtStr( "[Nav] %s", static_cast<const char *>(pszMsg) ) ); \
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} while (0)
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#define DbgNavMsg1( pAI, pszMsg, a ) DbgNavMsg( pAI, CFmtStr(static_cast<const char *>(pszMsg), (a) ) )
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#define DbgNavMsg2( pAI, pszMsg, a, b ) DbgNavMsg( pAI, CFmtStr(static_cast<const char *>(pszMsg), (a), (b) ) )
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#else
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#define DbgNav() false
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#define DbgNavMsg( pAI, pszMsg ) ((void)0)
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#define DbgNavMsg1( pAI, pszMsg, a ) ((void)0)
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#define DbgNavMsg2( pAI, pszMsg, a, b ) ((void)0)
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#endif
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//-----------------------------------------------------------------------------
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// STRUCTURES & ENUMERATIONS
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//-----------------------------------------------------------------------------
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DECLARE_POINTER_HANDLE( AI_PathNode_t );
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//-------------------------------------
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// Purpose: Constants used to specify the properties of a requested navigation
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// goal.
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//-------------------------------------
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// Navigator should use the default or previously set tolerance
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const float AIN_DEF_TOLERANCE = -1.0;
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// Navigator should use the hull size as the tolerance
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const float AIN_HULL_TOLERANCE = -2.0;
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// Goal does not specify a new activity
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const Activity AIN_DEF_ACTIVITY = ACT_INVALID;
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// Goal has no target
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CBaseEntity * const AIN_NO_TARGET = NULL;
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// Goal does not specify a new target, use the existing one, if any
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CBaseEntity * const AIN_DEF_TARGET = (AIN_NO_TARGET + 1);
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// Goal does not specify a vector location
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extern const Vector AIN_NO_DEST;
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// Goal does not specify a node location
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#define AIN_NO_NODE ((AI_PathNode_t)-1)
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//-------------------------------------
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enum AI_NavGoalFlags_t
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{
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// While navigating, try to face the destination point
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AIN_YAW_TO_DEST = 0x01,
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// If I'm a goal of type GOALTYPE_TARGETENT, update my goal position every time I think
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AIN_UPDATE_TARGET_POS = 0x02,
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// If navigating on a designer placed path, don't use pathfinder between waypoints, just do it
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AIN_NO_PATHCORNER_PATHFINDING = 0x04,
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AIN_DEF_FLAGS = 0,
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};
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//-------------------------------------
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enum AI_NavSetGoalFlags_t
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{
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// Reset the navigator's navigation to the default state
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AIN_CLEAR_PREVIOUS_STATE = 0x01,
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// Clear out the target entity, while retaining other settings
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AIN_CLEAR_TARGET = 0x02,
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// If the navigate fails, return navigation to the default state
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AIN_DISCARD_IF_FAIL = 0x04,
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// Don't signal TaskFail() if the pathfind fails, just return the result
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AIN_NO_PATH_TASK_FAIL = 0x08,
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};
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//-------------------------------------
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enum AI_NpcBlockHandling_t
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{
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AISF_BLOCK,
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AISF_AVOID,
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AISF_IGNORE,
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};
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//-------------------------------------
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enum AI_NavPathProgress_t
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{
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AINPP_NO_CHANGE,
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AINPP_ADVANCED,
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AINPP_COMPLETE,
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AINPP_BLOCKED,
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};
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//-------------------------------------
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// Purpose: Describes a navigation request. The various constructors simply
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// allow ease of use in the common cases.
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//-------------------------------------
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struct AI_NavGoal_t
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{
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// Goal is unspecifed, or not a specific location
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AI_NavGoal_t( GoalType_t type = GOALTYPE_INVALID,
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Activity activity = AIN_DEF_ACTIVITY,
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float tolerance = AIN_DEF_TOLERANCE,
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unsigned flags = AIN_DEF_FLAGS,
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CBaseEntity * pTarget = AIN_DEF_TARGET);
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// Goal is a specific location, and GOALTYPE_LOCATION
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AI_NavGoal_t( const Vector &dest,
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Activity activity = AIN_DEF_ACTIVITY,
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float tolerance = AIN_DEF_TOLERANCE,
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unsigned flags = AIN_DEF_FLAGS,
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CBaseEntity * pTarget = AIN_DEF_TARGET);
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// Goal is a specific location and goal type
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AI_NavGoal_t( GoalType_t type,
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const Vector &dest,
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Activity activity = AIN_DEF_ACTIVITY,
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float tolerance = AIN_DEF_TOLERANCE,
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unsigned flags = AIN_DEF_FLAGS,
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CBaseEntity * pTarget = AIN_DEF_TARGET);
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// Goal is a specific node, and GOALTYPE_LOCATION
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AI_NavGoal_t( AI_PathNode_t destNode,
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Activity activity = AIN_DEF_ACTIVITY,
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float tolerance = AIN_DEF_TOLERANCE,
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unsigned flags = AIN_DEF_FLAGS,
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CBaseEntity * pTarget = AIN_DEF_TARGET);
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// Goal is a specific location and goal type
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AI_NavGoal_t( GoalType_t type,
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AI_PathNode_t destNode,
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Activity activity = AIN_DEF_ACTIVITY,
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float tolerance = AIN_DEF_TOLERANCE,
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unsigned flags = AIN_DEF_FLAGS,
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CBaseEntity * pTarget = AIN_DEF_TARGET);
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//----------------------------------
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// What type of goal is this
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GoalType_t type;
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// The destination, either as a vector, or as a path node
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Vector dest;
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AI_PathNode_t destNode;
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// The activity to use, or none if a previosly set activity should be used
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Activity activity;
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// The predicted activity used after arrival
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Activity arrivalActivity;
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int arrivalSequence;
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// The tolerance of success, or none if a previosly set tolerance should be used
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float tolerance;
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// How far to permit an initial simplification of path
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// (will use default if this value is less than the default)
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float maxInitialSimplificationDist;
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// Optional flags specifying
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unsigned flags;
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// The target of the navigation, primarily used to ignore the entity in hull and line traces
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CBaseEntity * pTarget;
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};
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//-------------------------------------
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// Purpose: Used to describe rules for advance on a (fly) path. There's nothing
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// specifically "flying" about it, other than it came from an attempte
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// to consolodate duplicated code in the various fliers. It may serve
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// a more general purpose in the future. The constructor takes those
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// arguments that can usually be specified just once (as in a
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// local static constructor)
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//-------------------------------------
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struct AI_ProgressFlyPathParams_t
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{
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AI_ProgressFlyPathParams_t( unsigned _collisionMask,
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float _strictPointTolerance = 32.0, float _blockTolerance = 0.0,
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float _waypointTolerance = 100, float _goalTolerance = 12,
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AI_NpcBlockHandling_t _blockHandling = AISF_BLOCK )
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: collisionMask( _collisionMask ),
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strictPointTolerance( _strictPointTolerance ),
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blockTolerance( _blockTolerance ),
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waypointTolerance( _waypointTolerance ),
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goalTolerance( _goalTolerance ),
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blockHandling( _blockHandling ),
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pTarget( NULL ),
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bTrySimplify( true )
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{
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}
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void SetCurrent( const CBaseEntity *pNewTarget, bool bNewTrySimplify = true )
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{
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pTarget = pNewTarget;
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bTrySimplify = bNewTrySimplify;
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}
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//----------------------------------
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// Fields that tend to stay constant
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unsigned collisionMask;
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float strictPointTolerance;
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float blockTolerance; // @TODO (toml 07-03-02): rename "blockTolerance". This is specifically the "simplify" block tolerance. See SimplifyFlyPath()
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float waypointTolerance;
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float goalTolerance; // @TODO (toml 07-03-02): goalTolerance appears to have come into existence because
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// noone had set a good tolerance in the path itself. It is therefore redundant,
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// and more than likely should be excised
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AI_NpcBlockHandling_t blockHandling; // @TODO (toml 07-03-02): rename "blockHandling". This is specifically the "simplify" block handling. See SimplifyFlyPath()
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// Fields that tend to change
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const CBaseEntity * pTarget;
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bool bTrySimplify;
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};
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//-----------------------------------------------------------------------------
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// CAI_Navigator
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//
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// Purpose: Implements pathing and path navigaton logic
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//-----------------------------------------------------------------------------
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class CAI_Navigator : public CAI_Component,
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public CAI_DefMovementSink
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{
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typedef CAI_Component BaseClass;
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public:
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// --------------------------------
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CAI_Navigator(CAI_BaseNPC *pOuter);
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virtual ~CAI_Navigator();
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virtual void Init( CAI_Network *pNetwork );
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// --------------------------------
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void SetPathcornerPathfinding( bool fNewVal) { m_bNoPathcornerPathfinds = !fNewVal; }
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void SetRememberStaleNodes( bool fNewVal) { m_fRememberStaleNodes = fNewVal; }
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void SetValidateActivitySpeed( bool bValidateActivitySpeed ) { m_bValidateActivitySpeed = bValidateActivitySpeed; }
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void SetLocalSucceedOnWithinTolerance( bool fNewVal ) { m_bLocalSucceedOnWithinTolerance = fNewVal; }
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// --------------------------------
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void Save( ISave &save );
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void Restore( IRestore &restore );
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// --------------------------------
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// Methods to issue movement directives
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// --------------------------------
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// Simple pathfind
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virtual bool SetGoal( const AI_NavGoal_t &goal, unsigned flags = 0 );
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// Change the target of the path
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virtual bool SetGoalTarget( CBaseEntity *pEntity, const Vector &offset );
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// Fancy pathing
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bool SetRadialGoal( const Vector &destination, const Vector ¢er, float radius, float arc, float stepDist, bool bClockwise, bool bAirRoute = false );
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bool SetRandomGoal( float minPathLength, const Vector &dir = vec3_origin );
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bool SetRandomGoal( const Vector &from, float minPathLength, const Vector &dir = vec3_origin );
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bool SetDirectGoal( const Vector &goalPos, Navigation_t navType = NAV_GROUND );
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bool SetWanderGoal( float minRadius, float maxRadius );
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bool SetVectorGoal( const Vector &dir, float targetDist, float minDist = 0, bool fShouldDeflect = false );
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bool SetVectorGoalFromTarget( const Vector &goalPos, float minDist = 0, bool fShouldDeflect = false );
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bool FindVectorGoal( Vector *pResult, const Vector &dir, float targetDist, float minDist = 0, bool fShouldDeflect = false );
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// Path manipulation
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bool PrependLocalAvoidance( float distObstacle, const AIMoveTrace_t &directTrace );
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void PrependWaypoint( const Vector &newPoint, Navigation_t navType, unsigned waypointFlags = 0 );
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// Query or change the movement activity
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Activity GetMovementActivity() const;
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Activity SetMovementActivity(Activity activity);
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int GetMovementSequence();
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void SetMovementSequence( int sequence );
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// Query or change the Arrival activity
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Activity GetArrivalActivity() const;
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void SetArrivalActivity( Activity activity );
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int GetArrivalSequence( int curSequence );
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void SetArrivalSequence( int sequence );
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// Set the facing direction at arrival
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void SetArrivalDirection( const Vector &goalDirection );
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void SetArrivalDirection( const QAngle &goalAngle );
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void SetArrivalDirection( CBaseEntity *pTarget );
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Vector GetArrivalDirection( );
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// Set the speed to reach at arrival (
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void SetArrivalSpeed( float flSpeed );
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float GetArrivalSpeed();
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// Set the estimated distance to stop before the actual goal
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void SetArrivalDistance( float flDistance );
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float GetArrivalDistance( ) const;
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// Query or change the goal tolerance
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float GetGoalTolerance() const;
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void SetGoalTolerance(float tolerance);
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GoalType_t GetGoalType() const;
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const Vector & GetGoalPos() const;
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CBaseEntity * GetGoalTarget();
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int GetGoalFlags() const;
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const Vector & GetCurWaypointPos() const;
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int GetCurWaypointFlags() const;
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bool CurWaypointIsGoal() const;
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bool GetPointAlongPath( Vector *pResult, float distance, bool fReducibleOnly = false );
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float GetPathDistanceToGoal();
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float GetPathTimeToGoal();
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// Query if there is a current goal
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bool IsGoalSet() const;
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// Query if the current goal is active, meaning the navigator has a path in can progress on
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bool IsGoalActive() const;
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// Update the goal position to reflect current conditions
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bool RefindPathToGoal( bool fSignalTaskStatus = true, bool bDontIgnoreBadLinks = false );
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bool UpdateGoalPos( const Vector & );
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// Wrap up current locomotion
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void StopMoving( bool bImmediate = true );
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// Discard the current goal, use StopMoving() if just executing a normal stop
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bool ClearGoal();
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// --------------------------------
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void SetAllowBigStep( CBaseEntity *pEntToStepOff ) { if ( !pEntToStepOff || !pEntToStepOff->IsWorld() ) m_hBigStepGroundEnt = pEntToStepOff; }
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// --------------------------------
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bool SetGoalFromStoppingPath();
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void IgnoreStoppingPath();
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// --------------------------------
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// Navigation mode
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// --------------------------------
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Navigation_t GetNavType() const { return m_navType; }
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void SetNavType( Navigation_t navType );
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bool IsInterruptable() const { return ( m_navType != NAV_CLIMB && m_navType != NAV_JUMP ); }
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// --------------------------------
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// Pathing
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// --------------------------------
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AI_NavPathProgress_t ProgressFlyPath( const AI_ProgressFlyPathParams_t ¶ms); // note: will not return "blocked"
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AI_PathNode_t GetNearestNode();
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Vector GetNodePos( AI_PathNode_t );
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CAI_Network * GetNetwork() { return m_pAINetwork; }
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const CAI_Network * GetNetwork() const { return m_pAINetwork; }
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void SetNetwork( CAI_Network *pNetwork ) { m_pAINetwork = pNetwork; }
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CAI_Path * GetPath() { return m_pPath; }
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const CAI_Path * GetPath() const { return m_pPath; }
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void AdvancePath();
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virtual bool SimplifyPath( bool bFirstForPath = false, float maxDist = -1 );
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void SimplifyFlyPath( unsigned collisionMask, const CBaseEntity *pTarget,
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float strictPointTolerance = 32.0, float blockTolerance = 0.0,
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AI_NpcBlockHandling_t blockHandling = AISF_BLOCK);
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bool SimplifyFlyPath( const AI_ProgressFlyPathParams_t ¶ms );
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bool CanFitAtNode(int nodeNum, unsigned int collisionMask = MASK_NPCSOLID_BRUSHONLY);
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float MovementCost( int moveType, Vector &vecStart, Vector &vecEnd );
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bool CanFitAtPosition( const Vector &vStartPos, unsigned int collisionMask, bool bIgnoreTransients = false, bool bAllowPlayerAvoid = true );
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bool IsOnNetwork() const { return !m_bNotOnNetwork; }
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void SetMaxRouteRebuildTime(float time) { m_timePathRebuildMax = time; }
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// --------------------------------
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void DrawDebugRouteOverlay( void );
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// --------------------------------
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// Miscellany
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// --------------------------------
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float CalcYawSpeed();
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float GetStepDownMultiplier();
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CBaseEntity * GetNextPathcorner( CBaseEntity *pPathCorner );
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virtual void OnScheduleChange();
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// --------------------------------
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// See comments at CAI_BaseNPC::Move()
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virtual bool Move( float flInterval = 0.1 );
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// --------------------------------
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CBaseEntity * GetBlockingEntity() { return m_hLastBlockingEnt; }
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protected:
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// --------------------------------
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//
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// Common services provided by CAI_BaseNPC
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//
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CBaseEntity * GetNavTargetEntity();
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void TaskMovementComplete();
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float MaxYawSpeed();
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void SetSpeed( float );
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// --------------------------------
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CAI_Motor * GetMotor() { return m_pMotor; }
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const CAI_Motor * GetMotor() const { return m_pMotor; }
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CAI_MoveProbe * GetMoveProbe() { return m_pMoveProbe; }
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const CAI_MoveProbe *GetMoveProbe() const { return m_pMoveProbe; }
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CAI_LocalNavigator *GetLocalNavigator() { return m_pLocalNavigator; }
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const CAI_LocalNavigator *GetLocalNavigator() const { return m_pLocalNavigator; }
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CAI_Pathfinder * GetPathfinder();
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const CAI_Pathfinder *GetPathfinder() const;
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virtual void OnClearPath(void);
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// --------------------------------
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virtual void OnNewGoal();
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virtual void OnNavComplete();
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void OnNavFailed( bool bMovement = false );
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void OnNavFailed( AI_TaskFailureCode_t code, bool bMovement = false );
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void OnNavFailed( const char *pszGeneralFailText, bool bMovement = false );
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// --------------------------------
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virtual AIMoveResult_t MoveNormal();
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// Navigation execution
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virtual AIMoveResult_t MoveClimb();
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virtual AIMoveResult_t MoveJump();
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// --------------------------------
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virtual AIMoveResult_t MoveEnact( const AILocalMoveGoal_t &baseMove );
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protected:
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// made this virtual so strider can implement hover behavior with a navigator
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virtual void MoveCalcBaseGoal( AILocalMoveGoal_t *pMoveGoal);
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private:
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virtual bool OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
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virtual bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
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virtual bool OnFailedSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
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virtual bool OnFailedLocalNavigation( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
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virtual bool OnInsufficientStopDist( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
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virtual bool OnMoveStalled( const AILocalMoveGoal_t &move );
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virtual bool OnMoveExecuteFailed( const AILocalMoveGoal_t &move, const AIMoveTrace_t &trace, AIMotorMoveResult_t fMotorResult, AIMoveResult_t *pResult );
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virtual bool OnMoveBlocked( AIMoveResult_t *pResult );
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void ResetCalculations();
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// Methods shared between ground and fly movement
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bool PreMove();
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virtual bool MoveUpdateWaypoint( AIMoveResult_t *pResult );
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bool IsMovingOutOfWay( const AILocalMoveGoal_t &moveGoal, float distClear );
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bool DelayNavigationFailure( const AIMoveTrace_t &trace );
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static void CalculateDeflection( const Vector &start, const Vector &dir, const Vector &normal, Vector *pResult );
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// --------------------------------
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// Pathfinding
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// --------------------------------
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public:
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float GetPathDistToCurWaypoint() const;
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float GetPathDistToGoal() const;
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float BuildAndGetPathDistToGoal();
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// --------------------------------
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int GetNavFailCounter() const;
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void ClearNavFailCounter();
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float GetLastNavFailTime() const;
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bool TeleportAlongPath();
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private:
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bool DoFindPath( void ); // Find a route
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bool DoFindPathToPathcorner( CBaseEntity *pPathCorner );
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protected:
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virtual bool DoFindPathToPos(void);
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virtual bool ShouldOptimizeInitialPathSegment( AI_Waypoint_t * ) { return true; }
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private:
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void ClearPath(void);
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void SaveStoppingPath( void );
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protected:
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virtual bool GetStoppingPath( CAI_WaypointList *pClippedWaypoints );
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private:
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bool FindPath( const AI_NavGoal_t &goal, unsigned flags );
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bool FindPath( bool fSignalTaskStatus = true, bool bDontIgnoreBadLinks = false );
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bool MarkCurWaypointFailedLink( void ); // Call when route fails
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|
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struct SimplifyForwardScanParams
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{
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float scanDist;
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float radius;
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float increment;
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int maxSamples;
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};
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bool ShouldAttemptSimplifyTo( const Vector &pos );
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bool ShouldSimplifyTo( bool passedDetour, const Vector &pos );
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bool SimplifyPathForwardScan( const CAI_Navigator::SimplifyForwardScanParams ¶ms );
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bool SimplifyPathForwardScan( const SimplifyForwardScanParams ¶ms, AI_Waypoint_t *pCurWaypoint, const Vector &curPoint, float distRemaining, bool skip, bool passedDetour, int *pTestCount );
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bool SimplifyPathForward( float maxDist = -1 );
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bool SimplifyPathBacktrack();
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bool SimplifyPathQuick();
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void SimplifyPathInsertSimplification( AI_Waypoint_t *pSegmentStart, const Vector &point );
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|
|
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// ---------------------------------
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|
|
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static bool ActivityIsLocomotive( Activity );
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|
|
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// ---------------------------------
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|
|
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Navigation_t m_navType; // My current navigation type (walk,fly)
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bool m_fNavComplete;
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bool m_bLastNavFailed;
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|
|
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// Cached pointers to other components, for efficiency
|
|
CAI_Motor * m_pMotor;
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CAI_MoveProbe * m_pMoveProbe;
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|
CAI_LocalNavigator *m_pLocalNavigator;
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|
|
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// ---------------------------------
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|
|
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CAI_Network* m_pAINetwork; // My current AINetwork
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CAI_Path* m_pPath; // My current route
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|
|
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CAI_WaypointList * m_pClippedWaypoints;
|
|
float m_flTimeClipped;
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|
Activity m_PreviousMoveActivity;
|
|
Activity m_PreviousArrivalActivity;
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|
|
|
bool m_bValidateActivitySpeed;
|
|
bool m_bCalledStartMove;
|
|
|
|
bool m_bNotOnNetwork; // This NPC has no reachable nodes!
|
|
|
|
float m_flNextSimplifyTime; // next time we should try to simplify our route
|
|
bool m_bForcedSimplify;
|
|
float m_flLastSuccessfulSimplifyTime;
|
|
|
|
float m_flTimeLastAvoidanceTriangulate;
|
|
|
|
// --------------
|
|
|
|
float m_timePathRebuildMax; // How long to try rebuilding path before failing task
|
|
float m_timePathRebuildDelay; // How long to wait before trying to rebuild again
|
|
|
|
float m_timePathRebuildFail; // Current global time when should fail building path
|
|
float m_timePathRebuildNext; // Global time to try rebuilding again
|
|
|
|
// --------------
|
|
|
|
bool m_fRememberStaleNodes;
|
|
bool m_bNoPathcornerPathfinds;
|
|
bool m_bLocalSucceedOnWithinTolerance;
|
|
|
|
// --------------
|
|
|
|
bool m_fPeerMoveWait;
|
|
EHANDLE m_hPeerWaitingOn;
|
|
CSimTimer m_PeerWaitMoveTimer;
|
|
CSimTimer m_PeerWaitClearTimer;
|
|
|
|
CSimTimer m_NextSidestepTimer;
|
|
|
|
// --------------
|
|
|
|
EHANDLE m_hBigStepGroundEnt;
|
|
EHANDLE m_hLastBlockingEnt;
|
|
|
|
// --------------
|
|
|
|
Vector m_vPosBeginFailedSteer;
|
|
float m_timeBeginFailedSteer;
|
|
|
|
// --------------
|
|
|
|
int m_nNavFailCounter;
|
|
float m_flLastNavFailTime;
|
|
public:
|
|
DECLARE_SIMPLE_DATADESC();
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// AI_NavGoal_t inline methods
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline AI_NavGoal_t::AI_NavGoal_t( GoalType_t type,
|
|
Activity activity,
|
|
float tolerance,
|
|
unsigned flags,
|
|
CBaseEntity *pTarget)
|
|
: type(type),
|
|
dest(AIN_NO_DEST),
|
|
destNode(AIN_NO_NODE),
|
|
activity(activity),
|
|
tolerance(tolerance),
|
|
maxInitialSimplificationDist(-1),
|
|
flags(flags),
|
|
pTarget(pTarget),
|
|
arrivalActivity( AIN_DEF_ACTIVITY ),
|
|
arrivalSequence( ACT_INVALID )
|
|
{
|
|
}
|
|
|
|
inline AI_NavGoal_t::AI_NavGoal_t( const Vector &dest,
|
|
Activity activity,
|
|
float tolerance,
|
|
unsigned flags,
|
|
CBaseEntity *pTarget)
|
|
: type(GOALTYPE_LOCATION),
|
|
dest(dest),
|
|
destNode(AIN_NO_NODE),
|
|
activity(activity),
|
|
tolerance(tolerance),
|
|
maxInitialSimplificationDist(-1),
|
|
flags(flags),
|
|
pTarget(pTarget),
|
|
arrivalActivity( AIN_DEF_ACTIVITY ),
|
|
arrivalSequence( ACT_INVALID )
|
|
{
|
|
}
|
|
|
|
inline AI_NavGoal_t::AI_NavGoal_t( GoalType_t type,
|
|
const Vector &dest,
|
|
Activity activity,
|
|
float tolerance,
|
|
unsigned flags,
|
|
CBaseEntity *pTarget)
|
|
: type(type),
|
|
dest(dest),
|
|
destNode(AIN_NO_NODE),
|
|
activity(activity),
|
|
tolerance(tolerance),
|
|
maxInitialSimplificationDist(-1),
|
|
flags(flags),
|
|
pTarget(pTarget),
|
|
arrivalActivity( AIN_DEF_ACTIVITY ),
|
|
arrivalSequence( ACT_INVALID )
|
|
{
|
|
}
|
|
|
|
inline AI_NavGoal_t::AI_NavGoal_t( AI_PathNode_t destNode,
|
|
Activity activity,
|
|
float tolerance,
|
|
unsigned flags,
|
|
CBaseEntity * pTarget)
|
|
: type(GOALTYPE_LOCATION),
|
|
dest(AIN_NO_DEST),
|
|
destNode(destNode),
|
|
activity(activity),
|
|
tolerance(tolerance),
|
|
maxInitialSimplificationDist(-1),
|
|
flags(flags),
|
|
pTarget(pTarget),
|
|
arrivalActivity( AIN_DEF_ACTIVITY ),
|
|
arrivalSequence( ACT_INVALID )
|
|
{
|
|
}
|
|
|
|
inline AI_NavGoal_t::AI_NavGoal_t( GoalType_t type,
|
|
AI_PathNode_t destNode,
|
|
Activity activity,
|
|
float tolerance,
|
|
unsigned flags,
|
|
CBaseEntity * pTarget)
|
|
: type(type),
|
|
dest(AIN_NO_DEST),
|
|
destNode(destNode),
|
|
activity(activity),
|
|
tolerance(tolerance),
|
|
maxInitialSimplificationDist(-1),
|
|
flags(flags),
|
|
pTarget(pTarget),
|
|
arrivalActivity( AIN_DEF_ACTIVITY ),
|
|
arrivalSequence( ACT_INVALID )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#endif // AI_NAVIGATOR_H
|