mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 17:43:01 +00:00
82 lines
3.0 KiB
C++
82 lines
3.0 KiB
C++
// NextBotAttentionInterface.h
|
|
// Manage what this bot pays attention to
|
|
// Author: Michael Booth, April 2007
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
|
|
#ifndef _NEXT_BOT_ATTENTION_INTERFACE_H_
|
|
#define _NEXT_BOT_ATTENTION_INTERFACE_H_
|
|
|
|
#include "NextBotComponentInterface.h"
|
|
|
|
class INextBot;
|
|
class IBody;
|
|
|
|
|
|
//----------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* The interface for managing what a bot pays attention to.
|
|
* Vision determines what see see and notice -> Attention determines which of those things we look at -> Low level head/aiming simulation actually moves our head/eyes
|
|
*/
|
|
class IAttention : public INextBotComponent
|
|
{
|
|
public:
|
|
IAttention( INextBot *bot ) : INextBotComponent( bot ) { }
|
|
virtual ~IAttention() { }
|
|
|
|
virtual void Reset( void ) { } // reset to initial state
|
|
virtual void Update( void ) { } // update internal state
|
|
|
|
enum SignificanceLevel
|
|
{
|
|
BORING, // background noise
|
|
INTERESTING, // notably interesting
|
|
COMPELLING, // very hard to pay attention to anything else
|
|
IRRESISTIBLE, // can't look away
|
|
};
|
|
|
|
// override these to control the significance of entities in a context-specific way
|
|
virtual int CompareSignificance( const CBaseEntity *a, const CBaseEntity *b ) const; // returns <0 if a < b, 0 if a==b, or >0 if a>b
|
|
|
|
// bring things to our attention
|
|
virtual void AttendTo( CBaseEntity *what, const char *reason = NULL );
|
|
virtual void AttendTo( const Vector &where, SignificanceLevel significance, const char *reason = NULL );
|
|
|
|
// remove things from our attention
|
|
virtual void Disregard( CBaseEntity *what, const char *reason = NULL );
|
|
|
|
virtual bool IsAwareOf( CBaseEntity *what ) const; // return true if given object is in our attending set
|
|
virtual float GetAwareDuration( CBaseEntity *what ) const; // return how long we've been aware of this entity
|
|
|
|
// INextBotEventResponder ------------------------------------------------------------------
|
|
virtual void OnInjured( const CTakeDamageInfo &info ); // when bot is damaged by something
|
|
virtual void OnContact( CBaseEntity *other, CGameTrace *result = NULL ); // invoked when bot touches 'other'
|
|
virtual void OnSight( CBaseEntity *subject ); // when subject initially enters bot's visual awareness
|
|
virtual void OnLostSight( CBaseEntity *subject ); // when subject leaves enters bot's visual awareness
|
|
virtual void OnSound( CBaseEntity *source, const CSoundParameters ¶ms ); // when an entity emits a sound
|
|
|
|
|
|
private:
|
|
IBody *m_body; // to access head aiming
|
|
|
|
struct PointOfInterest
|
|
{
|
|
enum { ENTITY, POSITION } m_type;
|
|
CHandle< CBaseEntity > m_entity;
|
|
Vector m_position;
|
|
|
|
IntervalTimer m_duration; // how long has this PoI been in our attention set
|
|
};
|
|
|
|
CUtlVector< PointOfInterest > m_attentionSet; // the set of things we are attending to
|
|
|
|
|
|
};
|
|
|
|
inline int IAttention::CompareSignificance( const CBaseEntity *a, const CBaseEntity *b ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
#endif // _NEXT_BOT_ATTENTION_INTERFACE_H_
|
|
|