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1937 lines
68 KiB
C++
1937 lines
68 KiB
C++
// NextBotBehaviorEngine.h
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// Behavioral system constructed from Actions
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// Author: Michael Booth, April 2006
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef _BEHAVIOR_ENGINE_H_
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#define _BEHAVIOR_ENGINE_H_
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#include "fmtstr.h"
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#include "NextBotEventResponderInterface.h"
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#include "NextBotContextualQueryInterface.h"
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#include "NextBotDebug.h"
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#include "tier0/vprof.h"
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//#define DEBUG_BEHAVIOR_MEMORY
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extern ConVar NextBotDebugHistory;
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/**
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* Notes:
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*
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* By using return results to cause transitions, we ensure the atomic-ness
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* of these transitions. For instance, it is not possible to change to a
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* new Action and continue execution of code in the current Action.
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*
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* Creation and deletion of Actions during transitions allows passing of
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* type-safe arguments between Actions via constructors.
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*
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* Events are propagated to each Action in the hierarchy. If an
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* action is suspended for another action, it STILL RECEIVES EVENTS
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* that are not handled by the events "above it" in the suspend stack.
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* In other words, the active Action gets the first response, and if it
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* returns CONTINUE, the Action buried beneath it can process it,
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* and so on deeper into the stack of suspended Actions.
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*
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* About events:
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* It is not possible to have event handlers instantaneously change
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* state upon return due to out-of-order and recurrence issues, not
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* to mention deleting the state out from under itself. Therefore,
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* events return DESIRED results, and the highest priority result
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* is executed at the next Update().
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*
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* About buried Actions causing SUSPEND_FOR results:
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* If a buried Action reacts to an event by returning a SUSPEND_FOR,
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* the new interrupting Action is put at the TOP of the stack, burying
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* whatever Action was there.
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*
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*/
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// forward declaration
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template < typename Actor > class Action;
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/**
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* The possible consequences of an Action
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*/
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enum ActionResultType
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{
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CONTINUE, // continue executing this action next frame - nothing has changed
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CHANGE_TO, // change actions next frame
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SUSPEND_FOR, // put the current action on hold for the new action
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DONE, // this action has finished, resume suspended action
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SUSTAIN, // for use with event handlers - a way to say "It's important to keep doing what I'm doing"
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};
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//----------------------------------------------------------------------------------------------
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/**
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* Actions and Event processors return results derived from this class.
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* Do not assemble this yourself - use the Continue(), ChangeTo(), Done(), and SuspendFor()
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* methods within Action.
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*/
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template < typename Actor >
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struct IActionResult
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{
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IActionResult( ActionResultType type = CONTINUE, Action< Actor > *action = NULL, const char *reason = NULL )
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{
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m_type = type;
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m_action = action;
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m_reason = reason;
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}
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bool IsDone( void ) const
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{
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return ( m_type == DONE );
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}
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bool IsContinue( void ) const
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{
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return ( m_type == CONTINUE );
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}
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bool IsRequestingChange( void ) const
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{
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return ( m_type == CHANGE_TO || m_type == SUSPEND_FOR || m_type == DONE );
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}
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const char *GetTypeName( void ) const
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{
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switch ( m_type )
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{
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case CHANGE_TO: return "CHANGE_TO";
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case SUSPEND_FOR: return "SUSPEND_FOR";
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case DONE: return "DONE";
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case SUSTAIN: return "SUSTAIN";
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default:
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case CONTINUE: return "CONTINUE";
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}
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}
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ActionResultType m_type;
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Action< Actor > *m_action;
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const char *m_reason;
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};
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//----------------------------------------------------------------------------------------------
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/**
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* When an Action is executed it returns this result.
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* Do not assemble this yourself - use the Continue(), ChangeTo(), Done(), and SuspendFor()
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* methods within Action.
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*/
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template < typename Actor >
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struct ActionResult : public IActionResult< Actor >
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{
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// this is derived from IActionResult to ensure that ActionResult and EventDesiredResult cannot be silently converted
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ActionResult( ActionResultType type = CONTINUE, Action< Actor > *action = NULL, const char *reason = NULL ) : IActionResult< Actor >( type, action, reason ) { }
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};
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//----------------------------------------------------------------------------------------------
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/**
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* When an event is processed, it returns this DESIRED result,
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* which may or MAY NOT happen, depending on other event results
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* that occur simultaneously.
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* Do not assemble this yourself - use the TryContinue(), TryChangeTo(), TryDone(), TrySustain(),
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* and TrySuspendFor() methods within Action.
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*/
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enum EventResultPriorityType
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{
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RESULT_NONE, // no result
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RESULT_TRY, // use this result, or toss it out, either is ok
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RESULT_IMPORTANT, // try extra-hard to use this result
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RESULT_CRITICAL // this result must be used - emit an error if it can't be
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};
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template < typename Actor >
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struct EventDesiredResult : public IActionResult< Actor >
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{
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EventDesiredResult( ActionResultType type = CONTINUE, Action< Actor > *action = NULL, EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) : IActionResult< Actor >( type, action, reason )
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{
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m_priority = priority;
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}
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EventResultPriorityType m_priority;
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};
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//-------------------------------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------------------------------
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/**
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* A Behavior is the root of an Action hierarchy as well as its container/manager.
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* Instantiate a Behavior with the root Action of your behavioral system, and
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* call Behavior::Update() to drive it.
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*/
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template < typename Actor >
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class Behavior : public INextBotEventResponder, public IContextualQuery
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{
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public:
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DECLARE_CLASS( Behavior, INextBotEventResponder );
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Behavior( Action< Actor > *initialAction, const char *name = "" ) : m_name( "%s", name )
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{
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m_action = initialAction;
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m_me = NULL;
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}
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virtual ~Behavior()
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{
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if ( m_me && m_action )
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{
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// allow all currently active Actions to end
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m_action->InvokeOnEnd( m_me, this, NULL );
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m_me = NULL;
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}
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// dig down to the bottom of the action stack and delete
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// that, so we don't leak action memory since action
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// destructors intentionally don't delete actions
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// "buried" underneath them.
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Action< Actor > *bottomAction;
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for( bottomAction = m_action; bottomAction && bottomAction->m_buriedUnderMe; bottomAction = bottomAction->m_buriedUnderMe )
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;
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if ( bottomAction )
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{
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delete bottomAction;
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}
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// delete any dead Actions
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m_deadActionVector.PurgeAndDeleteElements();
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}
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/**
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* Reset this Behavior with the given Action. If this Behavior
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* was already running, this will delete all current Actions and
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* restart the Behavior with the new one.
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*/
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void Reset( Action< Actor > *action )
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{
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if ( m_me && m_action )
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{
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// allow all currently active Actions to end
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m_action->InvokeOnEnd( m_me, this, NULL );
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m_me = NULL;
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}
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// find "bottom" action (see comment in destructor)
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Action< Actor > *bottomAction;
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for( bottomAction = m_action; bottomAction && bottomAction->m_buriedUnderMe; bottomAction = bottomAction->m_buriedUnderMe )
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;
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if ( bottomAction )
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{
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delete bottomAction;
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}
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// delete any dead Actions
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m_deadActionVector.PurgeAndDeleteElements();
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m_action = action;
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}
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/**
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* Return true if this Behavior contains no actions
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*/
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bool IsEmpty( void ) const
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{
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return m_action == NULL;
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}
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/**
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* Execute this Behavior
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*/
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void Update( Actor *me, float interval )
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{
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if ( me == NULL || IsEmpty() )
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{
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return;
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}
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m_me = me;
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m_action = m_action->ApplyResult( me, this, m_action->InvokeUpdate( me, this, interval ) );
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if ( m_action && me->IsDebugging( NEXTBOT_BEHAVIOR ) )
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{
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CFmtStr msg;
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me->DisplayDebugText( msg.sprintf( "%s: %s", GetName(), m_action->DebugString() ) );
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}
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// delete any dead Actions
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m_deadActionVector.PurgeAndDeleteElements();
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}
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/**
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* If this Behavior has not been Update'd in a long time,
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* call Resume() to let the system know its internal state may
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* be out of date.
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*/
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void Resume( Actor *me )
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{
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if ( me == NULL || IsEmpty() )
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{
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return;
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}
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m_action = m_action->ApplyResult( me, this, m_action->OnResume( me, NULL ) );
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if ( m_action && me->IsDebugging( NEXTBOT_BEHAVIOR ) )
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{
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CFmtStr msg;
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me->DisplayDebugText( msg.sprintf( "%s: %s", GetName(), m_action->DebugString() ) );
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}
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}
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/**
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* Use this method to destroy Actions used by this Behavior.
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* We cannot delete Actions in-line since Action updates can potentially
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* invoke event responders which will then use potentially deleted
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* Action pointers, causing memory corruption.
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* Instead, we will collect the dead Actions and delete them at the
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* end of Update().
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*/
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void DestroyAction( Action< Actor > *dead )
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{
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m_deadActionVector.AddToTail( dead );
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}
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const char *GetName( void ) const
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{
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return m_name;
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}
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// INextBotEventResponder propagation ----------------------------------------------------------------------
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virtual INextBotEventResponder *FirstContainedResponder( void ) const
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{
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return m_action;
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}
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virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const
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{
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return NULL;
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}
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// IContextualQuery propagation ----------------------------------------------------------------------------
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virtual QueryResultType ShouldPickUp( const INextBot *me, CBaseEntity *item ) const // if the desired item was available right now, should we pick it up?
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{
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QueryResultType result = ANSWER_UNDEFINED;
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if ( m_action )
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{
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// find innermost child action
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Action< Actor > *action;
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for( action = m_action; action->m_child; action = action->m_child )
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;
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// work our way through our containers
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while( action && result == ANSWER_UNDEFINED )
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{
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Action< Actor > *containingAction = action->m_parent;
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// work our way up the stack
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while( action && result == ANSWER_UNDEFINED )
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{
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result = action->ShouldPickUp( me, item );
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action = action->GetActionBuriedUnderMe();
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}
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action = containingAction;
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}
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}
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return result;
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}
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virtual QueryResultType ShouldHurry( const INextBot *me ) const // are we in a hurry?
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{
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QueryResultType result = ANSWER_UNDEFINED;
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if ( m_action )
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{
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// find innermost child action
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Action< Actor > *action;
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for( action = m_action; action->m_child; action = action->m_child )
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;
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// work our way through our containers
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while( action && result == ANSWER_UNDEFINED )
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{
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Action< Actor > *containingAction = action->m_parent;
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// work our way up the stack
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while( action && result == ANSWER_UNDEFINED )
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{
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result = action->ShouldHurry( me );
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action = action->GetActionBuriedUnderMe();
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}
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action = containingAction;
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}
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}
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return result;
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}
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virtual QueryResultType ShouldRetreat( const INextBot *me ) const // is it time to retreat?
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{
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QueryResultType result = ANSWER_UNDEFINED;
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if ( m_action )
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{
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// find innermost child action
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Action< Actor > *action;
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for( action = m_action; action->m_child; action = action->m_child )
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;
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// work our way through our containers
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while( action && result == ANSWER_UNDEFINED )
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{
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Action< Actor > *containingAction = action->m_parent;
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// work our way up the stack
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while( action && result == ANSWER_UNDEFINED )
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{
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result = action->ShouldRetreat( me );
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action = action->GetActionBuriedUnderMe();
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}
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action = containingAction;
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}
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}
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return result;
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}
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virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const // should we attack "them"?
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{
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QueryResultType result = ANSWER_UNDEFINED;
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if ( m_action )
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{
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// find innermost child action
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Action< Actor > *action;
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for( action = m_action; action->m_child; action = action->m_child )
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;
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// work our way through our containers
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while( action && result == ANSWER_UNDEFINED )
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{
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Action< Actor > *containingAction = action->m_parent;
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// work our way up the stack
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while( action && result == ANSWER_UNDEFINED )
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{
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result = action->ShouldAttack( me, them );
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action = action->GetActionBuriedUnderMe();
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}
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action = containingAction;
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}
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}
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return result;
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}
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virtual QueryResultType IsHindrance( const INextBot *me, CBaseEntity *blocker ) const // return true if we should wait for 'blocker' that is across our path somewhere up ahead.
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{
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QueryResultType result = ANSWER_UNDEFINED;
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if ( m_action )
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{
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// find innermost child action
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Action< Actor > *action;
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for( action = m_action; action->m_child; action = action->m_child )
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;
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// work our way through our containers
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while( action && result == ANSWER_UNDEFINED )
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{
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Action< Actor > *containingAction = action->m_parent;
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// work our way up the stack
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while( action && result == ANSWER_UNDEFINED )
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{
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result = action->IsHindrance( me, blocker );
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action = action->GetActionBuriedUnderMe();
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}
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action = containingAction;
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}
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}
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return result;
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}
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virtual Vector SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const // given a subject, return the world space position we should aim at
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{
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Vector result = vec3_origin;
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if ( m_action )
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{
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// find innermost child action
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Action< Actor > *action;
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for( action = m_action; action->m_child; action = action->m_child )
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;
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// work our way through our containers
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while( action && result == vec3_origin )
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{
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Action< Actor > *containingAction = action->m_parent;
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// work our way up the stack
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while( action && result == vec3_origin )
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{
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result = action->SelectTargetPoint( me, subject );
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action = action->GetActionBuriedUnderMe();
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}
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action = containingAction;
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}
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}
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return result;
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}
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/**
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* Allow bot to approve of positions game movement tries to put him into.
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* This is most useful for bots derived from CBasePlayer that go through
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* the player movement system.
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*/
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virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const
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{
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QueryResultType result = ANSWER_UNDEFINED;
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if ( m_action )
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{
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// find innermost child action
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Action< Actor > *action;
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for( action = m_action; action->m_child; action = action->m_child )
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;
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// work our way through our containers
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while( action && result == ANSWER_UNDEFINED )
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{
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Action< Actor > *containingAction = action->m_parent;
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// work our way up the stack
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while( action && result == ANSWER_UNDEFINED )
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{
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result = action->IsPositionAllowed( me, pos );
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action = action->GetActionBuriedUnderMe();
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}
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action = containingAction;
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}
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}
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return result;
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}
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virtual const CKnownEntity *SelectMoreDangerousThreat( const INextBot *me, const CBaseCombatCharacter *subject, const CKnownEntity *threat1, const CKnownEntity *threat2 ) const // return the more dangerous of the two threats, or NULL if we have no opinion
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{
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const CKnownEntity *result = NULL;
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if ( m_action )
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{
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// find innermost child action
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Action< Actor > *action;
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for( action = m_action; action->m_child; action = action->m_child )
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;
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// work our way through our containers
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while( action && result == NULL )
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{
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Action< Actor > *containingAction = action->m_parent;
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// work our way up the stack
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while( action && result == NULL )
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{
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result = action->SelectMoreDangerousThreat( me, subject, threat1, threat2 );
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action = action->GetActionBuriedUnderMe();
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}
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action = containingAction;
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}
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}
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return result;
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}
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private:
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Action< Actor > *m_action;
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#define MAX_NAME_LENGTH 32
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CFmtStrN< MAX_NAME_LENGTH > m_name;
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Actor *m_me;
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CUtlVector< Action< Actor > * > m_deadActionVector; // completed Actions pending deletion
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};
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//----------------------------------------------------------------------------------------------
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/**
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* Something an Actor does.
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* Actions can contain Actions, representing the precise context of the Actor's behavior.
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* A system of Actions is contained within a Behavior, which acts as the manager
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* of the Action system.
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*/
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template < typename Actor >
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class Action : public INextBotEventResponder, public IContextualQuery
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{
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public:
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DECLARE_CLASS( Action, INextBotEventResponder );
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Action( void );
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virtual ~Action();
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virtual const char *GetName( void ) const = 0; // return name of this action
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virtual bool IsNamed( const char *name ) const; // return true if given name matches the name of this Action
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virtual const char *GetFullName( void ) const; // return a temporary string showing the full lineage of this one action
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Actor *GetActor( void ) const; // return the Actor performing this Action (valid just before OnStart() is invoked)
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//-----------------------------------------------------------------------------------------
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/**
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* Try to start the Action. Result is immediately processed,
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* which can cause an immediate transition, another OnStart(), etc.
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* An Action can count on each OnStart() being followed (eventually) with an OnEnd().
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*/
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virtual ActionResult< Actor > OnStart( Actor *me, Action< Actor > *priorAction ) { return Continue(); }
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/**
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* Do the work of the Action. It is possible for Update to not be
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* called between a given OnStart/OnEnd pair due to immediate transitions.
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*/
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virtual ActionResult< Actor > Update( Actor *me, float interval ) { return Continue(); }
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// Invoked when an Action is ended for any reason
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virtual void OnEnd( Actor *me, Action< Actor > *nextAction ) { }
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/*
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* When an Action is suspended by a new action.
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* Note that only CONTINUE and DONE are valid results. All other results will
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* be considered as a CONTINUE.
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*/
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virtual ActionResult< Actor > OnSuspend( Actor *me, Action< Actor > *interruptingAction ) { return Continue(); }
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// When an Action is resumed after being suspended
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virtual ActionResult< Actor > OnResume( Actor *me, Action< Actor > *interruptingAction ) { return Continue(); }
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/**
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* To cause a state change, use these methods to create an ActionResult to
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* return from OnStart, Update, or OnResume.
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*/
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ActionResult< Actor > Continue( void ) const;
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ActionResult< Actor > ChangeTo( Action< Actor > *action, const char *reason = NULL ) const;
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ActionResult< Actor > SuspendFor( Action< Actor > *action, const char *reason = NULL ) const;
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ActionResult< Actor > Done( const char *reason = NULL ) const;
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// create and return an Action to start as sub-action within this Action when it starts
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virtual Action< Actor > *InitialContainedAction( Actor *me ) { return NULL; }
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//-----------------------------------------------------------------------------------------
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/**
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* Override the event handler methods below to respond to events that occur during this Action
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* NOTE: These are identical to the events in INextBotEventResponder with the addition
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* of an actor argument and a return result. Their translators are located in the private area
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* below.
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*/
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virtual EventDesiredResult< Actor > OnLeaveGround( Actor *me, CBaseEntity *ground ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnLandOnGround( Actor *me, CBaseEntity *ground ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnContact( Actor *me, CBaseEntity *other, CGameTrace *result = NULL ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnMoveToSuccess( Actor *me, const Path *path ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnMoveToFailure( Actor *me, const Path *path, MoveToFailureType reason ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnStuck( Actor *me ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnUnStuck( Actor *me ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnPostureChanged( Actor *me ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnAnimationActivityComplete( Actor *me, int activity ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnAnimationActivityInterrupted( Actor *me, int activity ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnAnimationEvent( Actor *me, animevent_t *event ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnIgnite( Actor *me ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnInjured( Actor *me, const CTakeDamageInfo &info ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnKilled( Actor *me, const CTakeDamageInfo &info ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnOtherKilled( Actor *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnSight( Actor *me, CBaseEntity *subject ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnLostSight( Actor *me, CBaseEntity *subject ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnSound( Actor *me, CBaseEntity *source, const Vector &pos, KeyValues *keys ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnSpokeConcept( Actor *me, CBaseCombatCharacter *who, AIConcept_t concept, AI_Response *response ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnWeaponFired( Actor *me, CBaseCombatCharacter *whoFired, CBaseCombatWeapon *weapon ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnNavAreaChanged( Actor *me, CNavArea *newArea, CNavArea *oldArea ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnModelChanged( Actor *me ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnPickUp( Actor *me, CBaseEntity *item, CBaseCombatCharacter *giver ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnDrop( Actor *me, CBaseEntity *item ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnActorEmoted( Actor *me, CBaseCombatCharacter *emoter, int emote ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnCommandAttack( Actor *me, CBaseEntity *victim ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnCommandApproach( Actor *me, const Vector &pos, float range ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnCommandApproach( Actor *me, CBaseEntity *goal ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnCommandRetreat( Actor *me, CBaseEntity *threat, float range ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnCommandPause( Actor *me, float duration ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnCommandResume( Actor *me ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnCommandString( Actor *me, const char *command ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnShoved( Actor *me, CBaseEntity *pusher ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnBlinded( Actor *me, CBaseEntity *blinder ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnTerritoryContested( Actor *me, int territoryID ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnTerritoryCaptured( Actor *me, int territoryID ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnTerritoryLost( Actor *me, int territoryID ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnWin( Actor *me ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnLose( Actor *me ) { return TryContinue(); }
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#ifdef DOTA_SERVER_DLL
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virtual EventDesiredResult< Actor > OnCommandMoveTo( Actor *me, const Vector &pos ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnCommandMoveToAggressive( Actor *me, const Vector &pos ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnCommandAttack( Actor *me, CBaseEntity *victim, bool bDeny ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnCastAbilityNoTarget( Actor *me, CDOTABaseAbility *ability ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnCastAbilityOnPosition( Actor *me, CDOTABaseAbility *ability, const Vector &pos ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnCastAbilityOnTarget( Actor *me, CDOTABaseAbility *ability, CBaseEntity *target ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnDropItem( Actor *me, const Vector &pos, CBaseEntity *item ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnPickupItem( Actor *me, CBaseEntity *item ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnPickupRune( Actor *me, CBaseEntity *item ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnStop( Actor *me ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnFriendThreatened( Actor *me, CBaseEntity *friendly, CBaseEntity *threat ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnCancelAttack( Actor *me, CBaseEntity *pTarget ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnDominated( Actor *me ) { return TryContinue(); }
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virtual EventDesiredResult< Actor > OnWarped( Actor *me, Vector vStartPos ) { return TryContinue(); }
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#endif
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/**
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* Event handlers must return one of these.
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*/
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EventDesiredResult< Actor > TryContinue( EventResultPriorityType priority = RESULT_TRY ) const;
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EventDesiredResult< Actor > TryChangeTo( Action< Actor > *action, EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) const;
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EventDesiredResult< Actor > TrySuspendFor( Action< Actor > *action, EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) const;
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EventDesiredResult< Actor > TryDone( EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) const;
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EventDesiredResult< Actor > TryToSustain( EventResultPriorityType priority = RESULT_TRY, const char *reason = NULL ) const;
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//-----------------------------------------------------------------------------------------
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Action< Actor > *GetActiveChildAction( void ) const;
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Action< Actor > *GetParentAction( void ) const; // the Action that I'm running inside of
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bool IsSuspended( void ) const; // return true if we are currently suspended for another Action
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const char *DebugString( void ) const; // return a temporary string describing the current action stack for debugging
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/**
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* Sometimes we want to pass through other NextBots. OnContact() will always
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* be invoked, but collision resolution can be skipped if this
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* method returns false.
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*/
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virtual bool IsAbleToBlockMovementOf( const INextBot *botInMotion ) const { return true; }
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// INextBotEventResponder propagation ----------------------------------------------------------------------
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virtual INextBotEventResponder *FirstContainedResponder( void ) const;
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virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const;
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private:
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/**
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* These macros are used below to translate INextBotEventResponder event methods
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* into Action event handler methods
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*/
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#define PROCESS_EVENT( METHOD ) \
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{ \
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if ( !m_isStarted ) \
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return; \
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\
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Action< Actor > *_action = this; \
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EventDesiredResult< Actor > _result; \
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\
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while( _action ) \
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{ \
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if ( m_actor && (m_actor->IsDebugging(NEXTBOT_EVENTS) || NextBotDebugHistory.GetBool())) \
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{ \
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m_actor->DebugConColorMsg( NEXTBOT_EVENTS, Color( 100, 100, 100, 255 ), "%3.2f: %s:%s: %s received EVENT %s\n", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName(), _action->GetFullName(), #METHOD ); \
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} \
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_result = _action->METHOD( m_actor ); \
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if ( !_result.IsContinue() ) \
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break; \
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_action = _action->GetActionBuriedUnderMe(); \
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} \
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\
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if ( _action ) \
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{ \
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if ( m_actor && _result.IsRequestingChange() && (m_actor->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) ) \
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{ \
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m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName() ); \
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m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "%s ", _action->GetFullName() ); \
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m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "reponded to EVENT %s with ", #METHOD ); \
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m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "%s %s ", _result.GetTypeName(), _result.m_action ? _result.m_action->GetName() : "" ); \
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m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), "%s\n", _result.m_reason ? _result.m_reason : "" ); \
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} \
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\
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_action->StorePendingEventResult( _result, #METHOD ); \
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} \
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\
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INextBotEventResponder::METHOD(); \
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}
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#define PROCESS_EVENT_WITH_1_ARG( METHOD, ARG1 ) \
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{ \
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if ( !m_isStarted ) \
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return; \
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\
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Action< Actor > *_action = this; \
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EventDesiredResult< Actor > _result; \
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\
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while( _action ) \
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{ \
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if ( m_actor && (m_actor->IsDebugging(NEXTBOT_EVENTS) || NextBotDebugHistory.GetBool()) ) \
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{ \
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m_actor->DebugConColorMsg( NEXTBOT_EVENTS, Color( 100, 100, 100, 255 ), "%3.2f: %s:%s: %s received EVENT %s\n", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName(), _action->GetFullName(), #METHOD ); \
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} \
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_result = _action->METHOD( m_actor, ARG1 ); \
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if ( !_result.IsContinue() ) \
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break; \
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_action = _action->GetActionBuriedUnderMe(); \
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} \
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\
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if ( _action ) \
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{ \
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if ( m_actor && (m_actor->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) && _result.IsRequestingChange() && _action ) \
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{ \
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m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName() ); \
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m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "%s ", _action->GetFullName() ); \
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m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "reponded to EVENT %s with ", #METHOD ); \
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m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "%s %s ", _result.GetTypeName(), _result.m_action ? _result.m_action->GetName() : "" ); \
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m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), "%s\n", _result.m_reason ? _result.m_reason : "" ); \
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} \
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\
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|
_action->StorePendingEventResult( _result, #METHOD ); \
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} \
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\
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|
INextBotEventResponder::METHOD( ARG1 ); \
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|
}
|
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|
|
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|
#define PROCESS_EVENT_WITH_2_ARGS( METHOD, ARG1, ARG2 ) \
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|
{ \
|
|
if ( !m_isStarted ) \
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|
return; \
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|
\
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|
Action< Actor > *_action = this; \
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EventDesiredResult< Actor > _result; \
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|
\
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|
while( _action ) \
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|
{ \
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|
if ( m_actor && (m_actor->IsDebugging(NEXTBOT_EVENTS) || NextBotDebugHistory.GetBool()) ) \
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|
{ \
|
|
m_actor->DebugConColorMsg( NEXTBOT_EVENTS, Color( 100, 100, 100, 255 ), "%3.2f: %s:%s: %s received EVENT %s\n", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName(), _action->GetFullName(), #METHOD ); \
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|
} \
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_result = _action->METHOD( m_actor, ARG1, ARG2 ); \
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if ( !_result.IsContinue() ) \
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break; \
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_action = _action->GetActionBuriedUnderMe(); \
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|
} \
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\
|
|
if ( _action ) \
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|
{ \
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|
if ( m_actor && (m_actor->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) && _result.IsRequestingChange() && _action ) \
|
|
{ \
|
|
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName() ); \
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|
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "%s ", _action->GetFullName() ); \
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|
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "reponded to EVENT %s with ", #METHOD ); \
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|
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "%s %s ", _result.GetTypeName(), _result.m_action ? _result.m_action->GetName() : "" ); \
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|
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), "%s\n", _result.m_reason ? _result.m_reason : "" ); \
|
|
} \
|
|
\
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|
_action->StorePendingEventResult( _result, #METHOD ); \
|
|
} \
|
|
\
|
|
INextBotEventResponder::METHOD( ARG1, ARG2 ); \
|
|
}
|
|
|
|
|
|
#define PROCESS_EVENT_WITH_3_ARGS( METHOD, ARG1, ARG2, ARG3 ) \
|
|
{ \
|
|
if ( !m_isStarted ) \
|
|
return; \
|
|
\
|
|
Action< Actor > *_action = this; \
|
|
EventDesiredResult< Actor > _result; \
|
|
\
|
|
while( _action ) \
|
|
{ \
|
|
if ( m_actor && (m_actor->IsDebugging(NEXTBOT_EVENTS) || NextBotDebugHistory.GetBool()) ) \
|
|
{ \
|
|
m_actor->DebugConColorMsg( NEXTBOT_EVENTS, Color( 100, 100, 100, 255 ), "%3.2f: %s:%s: %s received EVENT %s\n", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName(), _action->GetFullName(), #METHOD ); \
|
|
} \
|
|
_result = _action->METHOD( m_actor, ARG1, ARG2, ARG3 ); \
|
|
if ( !_result.IsContinue() ) \
|
|
break; \
|
|
_action = _action->GetActionBuriedUnderMe(); \
|
|
} \
|
|
\
|
|
if ( _action ) \
|
|
{ \
|
|
if ( m_actor && (m_actor->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) && _result.IsRequestingChange() && _action ) \
|
|
{ \
|
|
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, m_actor->GetDebugIdentifier(), m_behavior->GetName() ); \
|
|
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "%s ", _action->GetFullName() ); \
|
|
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 0, 255 ), "reponded to EVENT %s with ", #METHOD ); \
|
|
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "%s %s ", _result.GetTypeName(), _result.m_action ? _result.m_action->GetName() : "" ); \
|
|
m_actor->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), "%s\n", _result.m_reason ? _result.m_reason : "" ); \
|
|
} \
|
|
\
|
|
_action->StorePendingEventResult( _result, #METHOD ); \
|
|
} \
|
|
\
|
|
INextBotEventResponder::METHOD( ARG1, ARG2, ARG3 ); \
|
|
}
|
|
|
|
|
|
/**
|
|
* Translate incoming events into Action events
|
|
* DO NOT OVERRIDE THESE METHODS
|
|
*/
|
|
virtual void OnLeaveGround( CBaseEntity *ground ) { PROCESS_EVENT_WITH_1_ARG( OnLeaveGround, ground ); }
|
|
virtual void OnLandOnGround( CBaseEntity *ground ) { PROCESS_EVENT_WITH_1_ARG( OnLandOnGround, ground ); }
|
|
virtual void OnContact( CBaseEntity *other, CGameTrace *result ) { PROCESS_EVENT_WITH_2_ARGS( OnContact, other, result ); }
|
|
virtual void OnMoveToSuccess( const Path *path ) { PROCESS_EVENT_WITH_1_ARG( OnMoveToSuccess, path ); }
|
|
virtual void OnMoveToFailure( const Path *path, MoveToFailureType reason ) { PROCESS_EVENT_WITH_2_ARGS( OnMoveToFailure, path, reason ); }
|
|
virtual void OnStuck( void ) { PROCESS_EVENT( OnStuck ); }
|
|
virtual void OnUnStuck( void ) { PROCESS_EVENT( OnUnStuck ); }
|
|
virtual void OnPostureChanged( void ) { PROCESS_EVENT( OnPostureChanged ); }
|
|
virtual void OnAnimationActivityComplete( int activity ) { PROCESS_EVENT_WITH_1_ARG( OnAnimationActivityComplete, activity ); }
|
|
virtual void OnAnimationActivityInterrupted( int activity ) { PROCESS_EVENT_WITH_1_ARG( OnAnimationActivityInterrupted, activity ); }
|
|
virtual void OnAnimationEvent( animevent_t *event ) { PROCESS_EVENT_WITH_1_ARG( OnAnimationEvent, event ); }
|
|
virtual void OnIgnite( void ) { PROCESS_EVENT( OnIgnite ); }
|
|
virtual void OnInjured( const CTakeDamageInfo &info ) { PROCESS_EVENT_WITH_1_ARG( OnInjured, info ); }
|
|
virtual void OnKilled( const CTakeDamageInfo &info ) { PROCESS_EVENT_WITH_1_ARG( OnKilled, info ); }
|
|
virtual void OnOtherKilled( CBaseCombatCharacter *victim, const CTakeDamageInfo &info ) { PROCESS_EVENT_WITH_2_ARGS( OnOtherKilled, victim, info ); }
|
|
virtual void OnSight( CBaseEntity *subject ) { PROCESS_EVENT_WITH_1_ARG( OnSight, subject ); }
|
|
virtual void OnLostSight( CBaseEntity *subject ) { PROCESS_EVENT_WITH_1_ARG( OnLostSight, subject ); }
|
|
virtual void OnSound( CBaseEntity *source, const Vector &pos, KeyValues *keys ) { PROCESS_EVENT_WITH_3_ARGS( OnSound, source, pos, keys ); }
|
|
virtual void OnSpokeConcept( CBaseCombatCharacter *who, AIConcept_t concept, AI_Response *response ) { PROCESS_EVENT_WITH_3_ARGS( OnSpokeConcept, who, concept, response ); }
|
|
virtual void OnWeaponFired( CBaseCombatCharacter *whoFired, CBaseCombatWeapon *weapon ) { PROCESS_EVENT_WITH_2_ARGS( OnWeaponFired, whoFired, weapon ); }
|
|
virtual void OnNavAreaChanged( CNavArea *newArea, CNavArea *oldArea ) { PROCESS_EVENT_WITH_2_ARGS( OnNavAreaChanged, newArea, oldArea ); }
|
|
virtual void OnModelChanged( void ) { PROCESS_EVENT( OnModelChanged ); }
|
|
virtual void OnPickUp( CBaseEntity *item, CBaseCombatCharacter *giver ) { PROCESS_EVENT_WITH_2_ARGS( OnPickUp, item, giver ); }
|
|
virtual void OnDrop( CBaseEntity *item ) { PROCESS_EVENT_WITH_1_ARG( OnDrop, item ); }
|
|
virtual void OnActorEmoted( CBaseCombatCharacter *emoter, int emote ) { PROCESS_EVENT_WITH_2_ARGS( OnActorEmoted, emoter, emote ); }
|
|
|
|
virtual void OnCommandAttack( CBaseEntity *victim ) { PROCESS_EVENT_WITH_1_ARG( OnCommandAttack, victim ); }
|
|
virtual void OnCommandApproach( const Vector &pos, float range ) { PROCESS_EVENT_WITH_2_ARGS( OnCommandApproach, pos, range ); }
|
|
virtual void OnCommandApproach( CBaseEntity *goal ) { PROCESS_EVENT_WITH_1_ARG( OnCommandApproach, goal ); }
|
|
virtual void OnCommandRetreat( CBaseEntity *threat, float range ) { PROCESS_EVENT_WITH_2_ARGS( OnCommandRetreat, threat, range ); }
|
|
virtual void OnCommandPause( float duration ) { PROCESS_EVENT_WITH_1_ARG( OnCommandPause, duration ); }
|
|
virtual void OnCommandResume( void ) { PROCESS_EVENT( OnCommandResume ); }
|
|
virtual void OnCommandString( const char *command ) { PROCESS_EVENT_WITH_1_ARG( OnCommandString, command ); }
|
|
|
|
virtual void OnShoved( CBaseEntity *pusher ) { PROCESS_EVENT_WITH_1_ARG( OnShoved, pusher ); }
|
|
virtual void OnBlinded( CBaseEntity *blinder ) { PROCESS_EVENT_WITH_1_ARG( OnBlinded, blinder ); }
|
|
virtual void OnTerritoryContested( int territoryID ) { PROCESS_EVENT_WITH_1_ARG( OnTerritoryContested, territoryID ); }
|
|
virtual void OnTerritoryCaptured( int territoryID ) { PROCESS_EVENT_WITH_1_ARG( OnTerritoryCaptured, territoryID ); }
|
|
virtual void OnTerritoryLost( int territoryID ) { PROCESS_EVENT_WITH_1_ARG( OnTerritoryLost, territoryID ); }
|
|
virtual void OnWin( void ) { PROCESS_EVENT( OnWin ); }
|
|
virtual void OnLose( void ) { PROCESS_EVENT( OnLose ); }
|
|
|
|
#ifdef DOTA_SERVER_DLL
|
|
virtual void OnCommandMoveTo( const Vector &pos ) { PROCESS_EVENT_WITH_1_ARG( OnCommandMoveTo, pos ); }
|
|
virtual void OnCommandMoveToAggressive( const Vector &pos ) { PROCESS_EVENT_WITH_1_ARG( OnCommandMoveToAggressive, pos ); }
|
|
virtual void OnCommandAttack( CBaseEntity *victim, bool bDeny ) { PROCESS_EVENT_WITH_2_ARGS( OnCommandAttack, victim, bDeny ); }
|
|
virtual void OnCastAbilityNoTarget( CDOTABaseAbility *ability ) { PROCESS_EVENT_WITH_1_ARG( OnCastAbilityNoTarget, ability ); }
|
|
virtual void OnCastAbilityOnPosition( CDOTABaseAbility *ability, const Vector &pos ) { PROCESS_EVENT_WITH_2_ARGS( OnCastAbilityOnPosition, ability, pos ); }
|
|
virtual void OnCastAbilityOnTarget( CDOTABaseAbility *ability, CBaseEntity *target ) { PROCESS_EVENT_WITH_2_ARGS( OnCastAbilityOnTarget, ability, target ); }
|
|
virtual void OnDropItem( const Vector &pos, CBaseEntity *item ) { PROCESS_EVENT_WITH_2_ARGS( OnDropItem, pos, item ); }
|
|
virtual void OnPickupItem( CBaseEntity *item ) { PROCESS_EVENT_WITH_1_ARG( OnPickupItem, item ); }
|
|
virtual void OnPickupRune( CBaseEntity *item ) { PROCESS_EVENT_WITH_1_ARG( OnPickupRune, item ); }
|
|
virtual void OnStop() { PROCESS_EVENT( OnStop ); }
|
|
virtual void OnFriendThreatened( CBaseEntity *friendly, CBaseEntity *threat ) { PROCESS_EVENT_WITH_2_ARGS( OnFriendThreatened, friendly, threat ); }
|
|
virtual void OnCancelAttack( CBaseEntity *pTarget ) { PROCESS_EVENT_WITH_1_ARG( OnCancelAttack, pTarget ); }
|
|
virtual void OnDominated() { PROCESS_EVENT( OnDominated ); }
|
|
virtual void OnWarped( Vector vStartPos ) { PROCESS_EVENT_WITH_1_ARG( OnWarped, vStartPos ); }
|
|
#endif
|
|
|
|
friend class Behavior< Actor>; // the containing Behavior class
|
|
Behavior< Actor > *m_behavior; // the Behavior this Action is part of
|
|
|
|
Action< Actor > *m_parent; // the Action that contains us
|
|
Action< Actor > *m_child; // the ACTIVE Action we contain, top of the stack. Use m_buriedUnderMe, m_coveringMe on the child to traverse to other suspended children
|
|
|
|
Action< Actor > *m_buriedUnderMe; // the Action just "under" us in the stack that we will resume to when we finish
|
|
Action< Actor > *m_coveringMe; // the Action just "above" us in the stack that will resume to us when it finishes
|
|
|
|
Actor *m_actor; // only valid after OnStart()
|
|
mutable EventDesiredResult< Actor > m_eventResult; // set by event handlers
|
|
bool m_isStarted; // Action doesn't start until OnStart() is invoked
|
|
bool m_isSuspended; // are we suspended for another Action
|
|
|
|
Action< Actor > *GetActionBuriedUnderMe( void ) const // return Action just "under" us that we will resume to when we finish
|
|
{
|
|
return m_buriedUnderMe;
|
|
}
|
|
|
|
Action< Actor > *GetActionCoveringMe( void ) const // return Action just "above" us that will resume to us when it finishes
|
|
{
|
|
return m_coveringMe;
|
|
}
|
|
|
|
/**
|
|
* If any Action buried underneath me has either exited
|
|
* or is changing to a different Action, we're "out of scope"
|
|
*/
|
|
bool IsOutOfScope( void ) const
|
|
{
|
|
for( Action< Actor > *under = GetActionBuriedUnderMe(); under; under = under->GetActionBuriedUnderMe() )
|
|
{
|
|
if ( under->m_eventResult.m_type == CHANGE_TO ||
|
|
under->m_eventResult.m_type == DONE )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Process any pending events with the stack. This is called
|
|
* by the active Action on the top of the stack, and walks
|
|
* through any buried Actions checking for pending event results.
|
|
*/
|
|
ActionResult< Actor > ProcessPendingEvents( void ) const
|
|
{
|
|
// if an event has requested a change, honor it
|
|
if ( m_eventResult.IsRequestingChange() )
|
|
{
|
|
ActionResult< Actor > result( m_eventResult.m_type, m_eventResult.m_action, m_eventResult.m_reason );
|
|
|
|
// clear event result in case this change is a suspend and we later resume this action
|
|
m_eventResult = TryContinue( RESULT_NONE );
|
|
|
|
return result;
|
|
}
|
|
|
|
// check for pending event changes buried in the stack
|
|
Action< Actor > *under = GetActionBuriedUnderMe();
|
|
while( under )
|
|
{
|
|
if ( under->m_eventResult.m_type == SUSPEND_FOR )
|
|
{
|
|
// process this pending event in-place and push new Action on the top of the stack
|
|
ActionResult< Actor > result( under->m_eventResult.m_type, under->m_eventResult.m_action, under->m_eventResult.m_reason );
|
|
|
|
// clear event result in case this change is a suspend and we later resume this action
|
|
under->m_eventResult = TryContinue( RESULT_NONE );
|
|
|
|
return result;
|
|
}
|
|
|
|
under = under->GetActionBuriedUnderMe();
|
|
}
|
|
|
|
return Continue();
|
|
}
|
|
|
|
// given the result of this Action's work, apply the result to potentially cause a state transition
|
|
Action< Actor > * ApplyResult( Actor *me, Behavior< Actor > *behavior, ActionResult< Actor > result );
|
|
|
|
/**
|
|
* The methods below do the bookkeeping of each event, propagate the activity through the hierarchy,
|
|
* and invoke the virtual event for each.
|
|
*/
|
|
ActionResult< Actor > InvokeOnStart( Actor *me, Behavior< Actor > *behavior, Action< Actor > *priorAction, Action< Actor > *buriedUnderMeAction );
|
|
ActionResult< Actor > InvokeUpdate( Actor *me, Behavior< Actor > *behavior, float interval );
|
|
void InvokeOnEnd( Actor *me, Behavior< Actor > *behavior, Action< Actor > *nextAction );
|
|
Action< Actor > * InvokeOnSuspend( Actor *me, Behavior< Actor > *behavior, Action< Actor > *interruptingAction );
|
|
ActionResult< Actor > InvokeOnResume( Actor *me, Behavior< Actor > *behavior, Action< Actor > *interruptingAction );
|
|
|
|
/**
|
|
* Store the given event result, attending to priorities
|
|
*/
|
|
void StorePendingEventResult( const EventDesiredResult< Actor > &result, const char *eventName )
|
|
{
|
|
if ( result.IsContinue() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( result.m_priority >= m_eventResult.m_priority )
|
|
{
|
|
if ( m_eventResult.m_priority == RESULT_CRITICAL )
|
|
{
|
|
if ( developer.GetBool() )
|
|
{
|
|
DevMsg( "%3.2f: WARNING: %s::%s() RESULT_CRITICAL collision\n", gpGlobals->curtime, GetName(), eventName );
|
|
}
|
|
}
|
|
|
|
// new result as important or more so - destroy the replaced action
|
|
if ( m_eventResult.m_action )
|
|
{
|
|
delete m_eventResult.m_action;
|
|
}
|
|
|
|
// We keep the most recently processed event because this allows code to check history/state to
|
|
// do custom event collision handling. If we keep the first event at this priority and discard
|
|
// subsequent events (original behavior) there is no way to predict future collision resolutions (MSB).
|
|
m_eventResult = result;
|
|
}
|
|
else
|
|
{
|
|
// new result is lower priority than previously stored result - discard it
|
|
if ( result.m_action )
|
|
{
|
|
// destroy the unused action
|
|
delete result.m_action;
|
|
}
|
|
}
|
|
}
|
|
|
|
char *BuildDecoratedName( char *name, const Action< Actor > *action ) const; // recursive name outMsg for DebugString()
|
|
|
|
void PrintStateToConsole( void ) const;
|
|
};
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
template < typename Actor >
|
|
Action< Actor >::Action( void )
|
|
{
|
|
m_parent = NULL;
|
|
m_child = NULL;
|
|
m_buriedUnderMe = NULL;
|
|
m_coveringMe = NULL;
|
|
m_actor = NULL;
|
|
m_behavior = NULL;
|
|
|
|
m_isStarted = false;
|
|
m_isSuspended = false;
|
|
|
|
m_eventResult = TryContinue( RESULT_NONE );
|
|
|
|
#ifdef DEBUG_BEHAVIOR_MEMORY
|
|
ConColorMsg( Color( 255, 0, 255, 255 ), "%3.2f: NEW %0X\n", gpGlobals->curtime, this );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
template < typename Actor >
|
|
Action< Actor >::~Action()
|
|
{
|
|
#ifdef DEBUG_BEHAVIOR_MEMORY
|
|
ConColorMsg( Color( 255, 0, 255, 255 ), "%3.2f: DELETE %0X\n", gpGlobals->curtime, this );
|
|
#endif
|
|
|
|
if ( m_parent )
|
|
{
|
|
// if I'm my parent's active child, update parent's pointer
|
|
if ( m_parent->m_child == this )
|
|
{
|
|
m_parent->m_child = m_buriedUnderMe;
|
|
}
|
|
}
|
|
|
|
// delete all my children.
|
|
// our m_child pointer always points to the topmost
|
|
// child in the stack, so work our way back thru the
|
|
// 'buried' children and delete them.
|
|
Action< Actor > *child, *next = NULL;
|
|
for( child = m_child; child; child = next )
|
|
{
|
|
next = child->m_buriedUnderMe;
|
|
delete child;
|
|
}
|
|
|
|
if ( m_buriedUnderMe )
|
|
{
|
|
// we're going away, so my buried sibling is now on top
|
|
m_buriedUnderMe->m_coveringMe = NULL;
|
|
}
|
|
|
|
// delete any actions stacked on top of me
|
|
if ( m_coveringMe )
|
|
{
|
|
// recursion will march down the chain
|
|
delete m_coveringMe;
|
|
}
|
|
|
|
// delete any pending event result
|
|
if ( m_eventResult.m_action )
|
|
{
|
|
delete m_eventResult.m_action;
|
|
}
|
|
}
|
|
|
|
|
|
template < typename Actor >
|
|
bool Action< Actor >::IsNamed( const char *name ) const
|
|
{
|
|
return FStrEq( GetName(), name );
|
|
}
|
|
|
|
|
|
template < typename Actor >
|
|
Actor *Action< Actor >::GetActor( void ) const
|
|
{
|
|
return m_actor;
|
|
}
|
|
|
|
template < typename Actor >
|
|
ActionResult< Actor > Action< Actor >::Continue( void ) const
|
|
{
|
|
return ActionResult< Actor >( CONTINUE, NULL, NULL );
|
|
}
|
|
|
|
template < typename Actor >
|
|
ActionResult< Actor > Action< Actor >::ChangeTo( Action< Actor > *action, const char *reason ) const
|
|
{
|
|
return ActionResult< Actor >( CHANGE_TO, action, reason );
|
|
}
|
|
|
|
template < typename Actor >
|
|
ActionResult< Actor > Action< Actor >::SuspendFor( Action< Actor > *action, const char *reason ) const
|
|
{
|
|
// clear any pending transitions requested by events, or this SuspendFor will
|
|
// immediately be out of scope
|
|
m_eventResult = TryContinue( RESULT_NONE );
|
|
|
|
return ActionResult< Actor >( SUSPEND_FOR, action, reason );
|
|
}
|
|
|
|
template < typename Actor >
|
|
ActionResult< Actor > Action< Actor >::Done( const char *reason ) const
|
|
{
|
|
return ActionResult< Actor >( DONE, NULL, reason );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
template < typename Actor >
|
|
EventDesiredResult< Actor > Action< Actor >::TryContinue( EventResultPriorityType priority ) const
|
|
{
|
|
return EventDesiredResult< Actor >( CONTINUE, NULL, priority );
|
|
}
|
|
|
|
template < typename Actor >
|
|
EventDesiredResult< Actor > Action< Actor >::TryChangeTo( Action< Actor > *action, EventResultPriorityType priority, const char *reason ) const
|
|
{
|
|
return EventDesiredResult< Actor >( CHANGE_TO, action, priority, reason );
|
|
}
|
|
|
|
template < typename Actor >
|
|
EventDesiredResult< Actor > Action< Actor >::TrySuspendFor( Action< Actor > *action, EventResultPriorityType priority, const char *reason ) const
|
|
{
|
|
return EventDesiredResult< Actor >( SUSPEND_FOR, action, priority, reason );
|
|
}
|
|
|
|
template < typename Actor >
|
|
EventDesiredResult< Actor > Action< Actor >::TryDone( EventResultPriorityType priority, const char *reason /*= NULL*/ ) const
|
|
{
|
|
return EventDesiredResult< Actor >( DONE, NULL, priority, reason );
|
|
}
|
|
|
|
template < typename Actor >
|
|
EventDesiredResult< Actor > Action< Actor >::TryToSustain( EventResultPriorityType priority, const char *reason /*= NULL*/ ) const
|
|
{
|
|
return EventDesiredResult< Actor >( SUSTAIN, NULL, priority, reason );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
template < typename Actor >
|
|
Action< Actor > *Action< Actor >::GetActiveChildAction( void ) const
|
|
{
|
|
return m_child;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
// the Action that I'm running inside of
|
|
template < typename Actor >
|
|
Action< Actor > *Action< Actor >::GetParentAction( void ) const
|
|
{
|
|
return m_parent;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return true if we are currently suspended for another Action
|
|
*/
|
|
template < typename Actor >
|
|
bool Action< Actor >::IsSuspended( void ) const
|
|
{
|
|
return m_isSuspended;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
/**
|
|
* Start this Action.
|
|
* The act of calling InvokeOnStart is the edge case that 'enters' a state.
|
|
*/
|
|
template < typename Actor >
|
|
ActionResult< Actor > Action< Actor >::InvokeOnStart( Actor *me, Behavior< Actor > *behavior, Action< Actor > *priorAction, Action< Actor > *buriedUnderMeAction )
|
|
{
|
|
// debug display
|
|
if ( (me->IsDebugging(NEXTBOT_BEHAVIOR) || NextBotDebugHistory.GetBool()) )
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), " STARTING " );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), GetName() );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
|
|
}
|
|
|
|
// these value must be valid before invoking OnStart, in case an OnSuspend happens
|
|
m_isStarted = true;
|
|
m_actor = me;
|
|
m_behavior = behavior;
|
|
|
|
// maintain parent/child relationship during transitions
|
|
if ( priorAction )
|
|
{
|
|
m_parent = priorAction->m_parent;
|
|
}
|
|
|
|
if ( m_parent )
|
|
{
|
|
// child pointer of an Action always points to the ACTIVE child
|
|
// parent pointers are set when child Actions are instantiated
|
|
m_parent->m_child = this;
|
|
}
|
|
|
|
// maintain stack pointers
|
|
m_buriedUnderMe = buriedUnderMeAction;
|
|
if ( buriedUnderMeAction )
|
|
{
|
|
buriedUnderMeAction->m_coveringMe = this;
|
|
}
|
|
|
|
// we are always on top of the stack. if our priorAction was buried, it cleared
|
|
// everything covering it when it ended (which happens before we start)
|
|
m_coveringMe = NULL;
|
|
|
|
// start the optional child action
|
|
m_child = InitialContainedAction( me );
|
|
if ( m_child )
|
|
{
|
|
// define initial parent/child relationship
|
|
m_child->m_parent = this;
|
|
|
|
m_child = m_child->ApplyResult( me, behavior, ChangeTo( m_child, "Starting child Action" ) );
|
|
}
|
|
|
|
// start ourselves
|
|
ActionResult< Actor > result = OnStart( me, priorAction );
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
template < typename Actor >
|
|
ActionResult< Actor > Action< Actor >::InvokeUpdate( Actor *me, Behavior< Actor > *behavior, float interval )
|
|
{
|
|
// an explicit "out of scope" check is needed here to prevent any
|
|
// pending events causing an out of scope action to linger
|
|
if ( IsOutOfScope() )
|
|
{
|
|
// exit self to make this Action active and allow result to take effect on its next Update
|
|
return Done( "Out of scope" );
|
|
}
|
|
|
|
if ( !m_isStarted )
|
|
{
|
|
// this Action has not yet begun - start it
|
|
return ChangeTo( this, "Starting Action" );
|
|
}
|
|
|
|
// honor any pending event results
|
|
ActionResult< Actor > eventResult = ProcessPendingEvents();
|
|
if ( !eventResult.IsContinue() )
|
|
{
|
|
return eventResult;
|
|
}
|
|
|
|
// update our child action first, since it has the most specific behavior
|
|
if ( m_child )
|
|
{
|
|
m_child = m_child->ApplyResult( me, behavior, m_child->InvokeUpdate( me, behavior, interval ) );
|
|
}
|
|
|
|
// update ourselves
|
|
ActionResult< Actor > result;
|
|
{
|
|
VPROF_BUDGET( GetName(), "NextBot" );
|
|
|
|
result = Update( me, interval );
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
/**
|
|
* This method calls the virtual OnEnd() method for the Action, its children, and Actions
|
|
* stacked on top of it.
|
|
* It does NOT delete resources, or disturb pointer relationships, because this Action
|
|
* needs to remain valid for a short while as an argument to OnStart(), OnSuspend(), etc for
|
|
* the next Action.
|
|
* The destructor for the Action frees memory for this Action, its children, etc.
|
|
*/
|
|
template < typename Actor >
|
|
void Action< Actor >::InvokeOnEnd( Actor *me, Behavior< Actor > *behavior, Action< Actor > *nextAction )
|
|
{
|
|
if ( !m_isStarted )
|
|
{
|
|
// we are not started (or never were)
|
|
return;
|
|
}
|
|
|
|
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() )
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), " ENDING " );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), GetName() );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
|
|
}
|
|
|
|
// we are no longer started
|
|
m_isStarted = false;
|
|
|
|
// tell child Action(s) to leave (but don't disturb the list itself)
|
|
Action< Actor > *child, *next = NULL;
|
|
for( child = m_child; child; child = next )
|
|
{
|
|
next = child->m_buriedUnderMe;
|
|
child->InvokeOnEnd( me, behavior, nextAction );
|
|
}
|
|
|
|
// leave ourself
|
|
OnEnd( me, nextAction );
|
|
|
|
// leave any Actions stacked on top of me
|
|
if ( m_coveringMe )
|
|
{
|
|
m_coveringMe->InvokeOnEnd( me, behavior, nextAction );
|
|
}
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
/**
|
|
* Just invoke OnSuspend - when the interrupting Action is started it will
|
|
* update our buried/covered pointers.
|
|
* OnSuspend may cause this Action to exit.
|
|
*/
|
|
template < typename Actor >
|
|
Action< Actor > * Action< Actor >::InvokeOnSuspend( Actor *me, Behavior< Actor > *behavior, Action< Actor > *interruptingAction )
|
|
{
|
|
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() )
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 255, 255 ), " SUSPENDING " );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), GetName() );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
|
|
}
|
|
|
|
// suspend child Action
|
|
if ( m_child )
|
|
{
|
|
m_child = m_child->InvokeOnSuspend( me, behavior, interruptingAction );
|
|
}
|
|
|
|
// suspend ourselves
|
|
m_isSuspended = true;
|
|
ActionResult< Actor > result = OnSuspend( me, interruptingAction );
|
|
|
|
if ( result.IsDone() )
|
|
{
|
|
// we want to be replaced instead of suspended
|
|
InvokeOnEnd( me, behavior, NULL );
|
|
|
|
Action< Actor > * buried = GetActionBuriedUnderMe();
|
|
|
|
behavior->DestroyAction( this );
|
|
|
|
// new Action on top of the stack
|
|
return buried;
|
|
}
|
|
|
|
// we are still on top of the stack at this moment
|
|
return this;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
template < typename Actor >
|
|
ActionResult< Actor > Action< Actor >::InvokeOnResume( Actor *me, Behavior< Actor > *behavior, Action< Actor > *interruptingAction )
|
|
{
|
|
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() )
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 255, 255 ), " RESUMING " );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), GetName() );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
|
|
}
|
|
|
|
if ( !m_isSuspended )
|
|
{
|
|
// we were never suspended
|
|
return Continue();
|
|
}
|
|
|
|
if ( m_eventResult.IsRequestingChange() )
|
|
{
|
|
// this Action is not actually being Resumed, because a change
|
|
// is already pending from a prior event
|
|
return Continue();
|
|
}
|
|
|
|
// resume ourselves
|
|
m_isSuspended = false;
|
|
m_coveringMe = NULL;
|
|
|
|
if ( m_parent )
|
|
{
|
|
// we are once again our parent's active child
|
|
m_parent->m_child = this;
|
|
}
|
|
|
|
// resume child Action
|
|
if ( m_child )
|
|
{
|
|
m_child = m_child->ApplyResult( me, behavior, m_child->InvokeOnResume( me, behavior, interruptingAction ) );
|
|
}
|
|
|
|
// actually resume ourselves
|
|
ActionResult< Actor > result = OnResume( me, interruptingAction );
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
/**
|
|
* Given the result of this Action's work, apply the result to potentially create a new Action
|
|
*/
|
|
template < typename Actor >
|
|
Action< Actor > *Action< Actor >::ApplyResult( Actor *me, Behavior< Actor > *behavior, ActionResult< Actor > result )
|
|
{
|
|
Action< Actor > *newAction = result.m_action;
|
|
|
|
switch( result.m_type )
|
|
{
|
|
//-----------------------------------------------------------------------------------------------------
|
|
// transition to new Action
|
|
case CHANGE_TO:
|
|
{
|
|
if ( newAction == NULL )
|
|
{
|
|
DevMsg( "Error: Attempted CHANGE_TO to a NULL Action\n" );
|
|
AssertMsg( false, "Action: Attempted CHANGE_TO to a NULL Action" );
|
|
return this;
|
|
}
|
|
|
|
// debug display
|
|
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() )
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
|
|
|
|
if ( this == newAction )
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), "START " );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), newAction->GetName() );
|
|
}
|
|
else
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), this->GetName() );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 0, 255 ), " CHANGE_TO " );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), newAction->GetName() );
|
|
}
|
|
|
|
if ( result.m_reason )
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 150, 255, 150, 255 ), " (%s)\n", result.m_reason );
|
|
}
|
|
else
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
|
|
}
|
|
}
|
|
|
|
// we are done
|
|
this->InvokeOnEnd( me, behavior, newAction );
|
|
|
|
// start the new Action
|
|
ActionResult< Actor > startResult = newAction->InvokeOnStart( me, behavior, this, this->m_buriedUnderMe );
|
|
|
|
// discard ended action
|
|
if ( this != newAction )
|
|
{
|
|
behavior->DestroyAction( this );
|
|
}
|
|
|
|
// debug display
|
|
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) )
|
|
{
|
|
newAction->PrintStateToConsole();
|
|
}
|
|
|
|
// apply result of starting the Action
|
|
return newAction->ApplyResult( me, behavior, startResult );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------------------------------
|
|
// temporarily suspend ourselves for the newAction, covering it on the stack
|
|
case SUSPEND_FOR:
|
|
{
|
|
// interrupting Action always goes on the TOP of the stack - find it
|
|
Action< Actor > *topAction = this;
|
|
while ( topAction->m_coveringMe )
|
|
{
|
|
topAction = topAction->m_coveringMe;
|
|
}
|
|
|
|
// debug display
|
|
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() )
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
|
|
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), this->GetName() );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 255, 255 ), " caused " );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), topAction->GetName() );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 0, 255, 255 ), " to SUSPEND_FOR " );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), newAction->GetName() );
|
|
|
|
if ( result.m_reason )
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 150, 255, 150, 255 ), " (%s)\n", result.m_reason );
|
|
}
|
|
else
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
|
|
}
|
|
}
|
|
|
|
// suspend the Action we just covered up
|
|
topAction = topAction->InvokeOnSuspend( me, behavior, newAction );
|
|
|
|
// begin the interrupting Action.
|
|
ActionResult< Actor > startResult = newAction->InvokeOnStart( me, behavior, topAction, topAction );
|
|
|
|
// debug display
|
|
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) )
|
|
{
|
|
newAction->PrintStateToConsole();
|
|
}
|
|
|
|
return newAction->ApplyResult( me, behavior, startResult );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------------------------------
|
|
case DONE:
|
|
{
|
|
// resume buried action
|
|
Action< Actor > *resumedAction = this->m_buriedUnderMe;
|
|
|
|
// we are finished
|
|
this->InvokeOnEnd( me, behavior, resumedAction );
|
|
|
|
// debug display
|
|
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) || NextBotDebugHistory.GetBool() )
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 150, 255 ), "%3.2f: %s:%s: ", gpGlobals->curtime, me->GetDebugIdentifier(), behavior->GetName() );
|
|
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), this->GetName() );
|
|
|
|
if ( resumedAction )
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), " DONE, RESUME " );
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), resumedAction->GetName() );
|
|
}
|
|
else
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 0, 255, 0, 255 ), " DONE." );
|
|
}
|
|
|
|
if ( result.m_reason )
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 150, 255, 150, 255 ), " (%s)\n", result.m_reason );
|
|
}
|
|
else
|
|
{
|
|
me->DebugConColorMsg( NEXTBOT_BEHAVIOR, Color( 255, 255, 255, 255 ), "\n" );
|
|
}
|
|
}
|
|
|
|
if ( resumedAction == NULL )
|
|
{
|
|
// all Actions complete
|
|
behavior->DestroyAction( this );
|
|
return NULL;
|
|
}
|
|
|
|
// resume uncovered action
|
|
ActionResult< Actor > resumeResult = resumedAction->InvokeOnResume( me, behavior, this );
|
|
|
|
// debug display
|
|
if ( me->IsDebugging( NEXTBOT_BEHAVIOR ) )
|
|
{
|
|
resumedAction->PrintStateToConsole();
|
|
}
|
|
|
|
// discard ended action
|
|
behavior->DestroyAction( this );
|
|
|
|
// apply result of OnResume()
|
|
return resumedAction->ApplyResult( me, behavior, resumeResult );
|
|
}
|
|
|
|
case CONTINUE:
|
|
case SUSTAIN:
|
|
default:
|
|
{
|
|
// no change, continue the current action next frame
|
|
return this;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
/**
|
|
* Propagate events to sub actions
|
|
*/
|
|
template < typename Actor >
|
|
INextBotEventResponder *Action< Actor >::FirstContainedResponder( void ) const
|
|
{
|
|
return GetActiveChildAction();
|
|
}
|
|
|
|
template < typename Actor >
|
|
INextBotEventResponder *Action< Actor >::NextContainedResponder( INextBotEventResponder *current ) const
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return a temporary string describing the current action stack for debugging
|
|
*/
|
|
template < typename Actor >
|
|
const char *Action< Actor >::DebugString( void ) const
|
|
{
|
|
static char str[ 256 ];
|
|
|
|
str[0] = '\000';
|
|
|
|
// find root
|
|
const Action< Actor > *root = this;
|
|
while ( root->m_parent )
|
|
{
|
|
root = root->m_parent;
|
|
}
|
|
|
|
return BuildDecoratedName( str, root );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
template < typename Actor >
|
|
char *Action< Actor >::BuildDecoratedName( char *name, const Action< Actor > *action ) const
|
|
{
|
|
const int fudge = 256;
|
|
|
|
// add the name of the given action
|
|
Q_strcat( name, action->GetName(), fudge );
|
|
|
|
// add any contained actions
|
|
const Action< Actor > *child = action->GetActiveChildAction();
|
|
if ( child )
|
|
{
|
|
Q_strcat( name, "( ", fudge );
|
|
BuildDecoratedName( name, child );
|
|
Q_strcat( name, " )", fudge );
|
|
}
|
|
|
|
// append buried actions
|
|
const Action< Actor > *buried = action->GetActionBuriedUnderMe();
|
|
if ( buried )
|
|
{
|
|
Q_strcat( name, "<<", fudge );
|
|
BuildDecoratedName( name, buried );
|
|
}
|
|
|
|
return name;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return a temporary string showing the full lineage of this one action
|
|
*/
|
|
template < typename Actor >
|
|
const char *Action< Actor >::GetFullName( void ) const
|
|
{
|
|
const int fudge = 256;
|
|
static char str[ fudge ];
|
|
|
|
str[0] = '\000';
|
|
|
|
const int maxStack = 64;
|
|
const char *nameStack[ maxStack ];
|
|
int stackIndex = 0;
|
|
|
|
for( const Action< Actor > *action = this;
|
|
stackIndex < maxStack && action;
|
|
action = action->m_parent )
|
|
{
|
|
nameStack[ stackIndex++ ] = action->GetName();
|
|
}
|
|
|
|
// assemble name
|
|
for( int i = stackIndex-1; i > 0; --i )
|
|
{
|
|
Q_strcat( str, nameStack[ i ], fudge );
|
|
Q_strcat( str, "/", fudge );
|
|
}
|
|
|
|
Q_strcat( str, nameStack[ 0 ], fudge );
|
|
|
|
/*
|
|
for( int i = 0; i < stackIndex-1; ++i )
|
|
{
|
|
Q_strcat( str, " )", fudge );
|
|
}
|
|
*/
|
|
|
|
return str;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
template < typename Actor >
|
|
void Action< Actor >::PrintStateToConsole( void ) const
|
|
{
|
|
// emit the Behavior name
|
|
//ConColorMsg( Color( 255, 255, 255, 255 ), "%s: ", m_behavior->GetName() );
|
|
|
|
// build the state string
|
|
const char *msg = DebugString();
|
|
|
|
const int colorCount = 6;
|
|
Color colorTable[ colorCount ];
|
|
colorTable[ 0 ].SetColor( 255, 150, 150, 255 );
|
|
colorTable[ 1 ].SetColor( 150, 255, 150, 255 );
|
|
colorTable[ 2 ].SetColor( 150, 150, 255, 255 );
|
|
colorTable[ 3 ].SetColor( 255, 255, 150, 255 );
|
|
colorTable[ 4 ].SetColor( 50, 255, 255, 255 );
|
|
colorTable[ 5 ].SetColor( 255, 150, 255, 255 );
|
|
|
|
// output the color-coded state string
|
|
const int maxBufferSize = 256;
|
|
char buffer[ maxBufferSize ];
|
|
|
|
int colorIndex = 0;
|
|
int buriedLevel = 0;
|
|
|
|
char *outMsg = buffer;
|
|
for( const char *c = msg; *c != '\000'; ++c )
|
|
{
|
|
*outMsg = *c;
|
|
++outMsg;
|
|
|
|
if ( *c == '(' )
|
|
{
|
|
*outMsg = '\000';
|
|
|
|
Color color = colorTable[ colorIndex ];
|
|
|
|
if ( buriedLevel )
|
|
{
|
|
// draw buried labels darkly
|
|
color.SetColor( color.r() * 0.5, color.g() * 0.5, color.b() * 0.5, 255 );
|
|
++buriedLevel;
|
|
}
|
|
|
|
//ConColorMsg( color, "%s", buffer );
|
|
DevMsg( "%s", buffer );
|
|
|
|
colorIndex = ( colorIndex + 1 ) % colorCount;
|
|
|
|
outMsg = buffer;
|
|
}
|
|
else if ( *c == ')' )
|
|
{
|
|
// emit the closing paren with next batch
|
|
--outMsg;
|
|
*outMsg = '\000';
|
|
|
|
Color color = colorTable[ colorIndex ];
|
|
|
|
if ( buriedLevel )
|
|
{
|
|
// draw buried labels darkly
|
|
color.SetColor( color.r() * 0.5, color.g() * 0.5, color.b() * 0.5, 255 );
|
|
|
|
--buriedLevel;
|
|
}
|
|
|
|
//ConColorMsg( color, "%s", buffer );
|
|
DevMsg( "%s", buffer );
|
|
|
|
--colorIndex;
|
|
if ( colorIndex < 0 )
|
|
colorIndex = colorCount-1;
|
|
|
|
outMsg = buffer;
|
|
|
|
*outMsg = ')';
|
|
++outMsg;
|
|
}
|
|
else if ( *c == '<' && buriedLevel == 0 )
|
|
{
|
|
// caught a "<<" stack push
|
|
++c;
|
|
|
|
*outMsg = '<';
|
|
++outMsg;
|
|
*outMsg = '\000';
|
|
|
|
// output active substring at full brightness
|
|
//ConColorMsg( colorTable[ colorIndex ], "%s", buffer );
|
|
DevMsg( "%s", buffer );
|
|
|
|
outMsg = buffer;
|
|
|
|
// from here until end of Action, use dim colors
|
|
buriedLevel = 1;
|
|
}
|
|
|
|
}
|
|
|
|
*outMsg = '\000';
|
|
//ConColorMsg( colorTable[ colorIndex ], "%s", buffer );
|
|
DevMsg( "%s", buffer );
|
|
|
|
//ConColorMsg( colorTable[ colorIndex ], "\n\n" );
|
|
DevMsg( "\n\n" );
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}
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#endif // _BEHAVIOR_ENGINE_H_
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