source-engine/game/server/episodic/ai_behavior_passenger_companion.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef AI_BEHAVIOR_PASSENGER_COMPANION_H
#define AI_BEHAVIOR_PASSENGER_COMPANION_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_behavior_passenger.h"
class CNPC_PlayerCompanion;
struct VehicleAvoidParams_t
{
Vector vecStartPos;
Vector vecGoalPos;
Vector *pNodePositions;
int nNumNodes;
int nDirection;
int nStartNode;
int nEndNode;
};
struct FailPosition_t
{
Vector vecPosition;
float flTime;
DECLARE_SIMPLE_DATADESC();
};
class CAI_PassengerBehaviorCompanion : public CAI_PassengerBehavior
{
DECLARE_CLASS( CAI_PassengerBehaviorCompanion, CAI_PassengerBehavior );
DECLARE_DATADESC()
public:
CAI_PassengerBehaviorCompanion( void );
enum
{
// Schedules
SCHED_PASSENGER_RUN_TO_ENTER_VEHICLE = BaseClass::NEXT_SCHEDULE,
SCHED_PASSENGER_RUN_TO_ENTER_VEHICLE_FAILED,
SCHED_PASSENGER_ENTER_VEHICLE_PAUSE,
SCHED_PASSENGER_RANGE_ATTACK1,
SCHED_PASSENGER_RELOAD,
SCHED_PASSENGER_EXIT_STUCK_VEHICLE,
SCHED_PASSENGER_OVERTURNED,
SCHED_PASSENGER_IMPACT,
SCHED_PASSENGER_ENTER_VEHICLE_IMMEDIATELY,
SCHED_PASSENGER_COWER,
SCHED_PASSENGER_FIDGET,
NEXT_SCHEDULE,
// Tasks
TASK_GET_PATH_TO_VEHICLE_ENTRY_POINT = BaseClass::NEXT_TASK,
TASK_GET_PATH_TO_NEAR_VEHICLE,
TASK_PASSENGER_RELOAD,
TASK_PASSENGER_EXIT_STUCK_VEHICLE,
TASK_PASSENGER_OVERTURNED,
TASK_PASSENGER_IMPACT,
TASK_RUN_TO_VEHICLE_ENTRANCE,
NEXT_TASK,
// Conditions
COND_PASSENGER_CAN_LEAVE_STUCK_VEHICLE = BaseClass::NEXT_CONDITION,
COND_PASSENGER_WARN_OVERTURNED,
COND_PASSENGER_WARN_COLLISION,
COND_PASSENGER_VEHICLE_MOVED_FROM_MARK,
COND_PASSENGER_CAN_FIDGET,
COND_PASSENGER_CAN_ENTER_IMMEDIATELY,
NEXT_CONDITION,
};
virtual bool CanSelectSchedule( void );
virtual void Enable( CPropJeepEpisodic *pVehicle, bool bImmediateEnter = false);
virtual void GatherConditions( void );
virtual int SelectSchedule( void );
virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
virtual void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual void AimGun( void );
virtual void EnterVehicle( void );
virtual void ExitVehicle( void );
virtual void FinishEnterVehicle( void );
virtual void FinishExitVehicle( void );
virtual void BuildScheduleTestBits( void );
virtual Activity NPC_TranslateActivity( Activity activity );
virtual bool CanExitVehicle( void );
virtual bool IsValidEnemy( CBaseEntity *pEntity );
virtual void OnUpdateShotRegulator( void );
virtual bool IsNavigationUrgent( void );
virtual bool IsCurTaskContinuousMove( void );
virtual bool IsCrouching( void );
private:
void SpeakVehicleConditions( void );
virtual void OnExitVehicleFailed( void );
bool CanFidget( void );
bool UseRadialRouteToEntryPoint( const Vector &vecEntryPoint );
float GetArcToEntryPoint( const Vector &vecCenterPoint, const Vector &vecEntryPoint, bool &bClockwise );
int SelectScheduleInsideVehicle( void );
int SelectScheduleOutsideVehicle( void );
bool FindPathToVehicleEntryPoint( void );
bool CanEnterVehicleImmediately( int *pResultSequence, Vector *pResultPos, QAngle *pResultAngles );
void EnterVehicleImmediately( void );
// ------------------------------------------
// Passenger sensing
// ------------------------------------------
virtual void GatherVehicleStateConditions( void );
float GetVehicleSpeed( void );
void GatherVehicleCollisionConditions( const Vector &localVelocity );
// ------------------------------------------
// Overturned tracking
// ------------------------------------------
void UpdateStuckStatus( void );
bool CanExitAtPosition( const Vector &vecTestPos );
bool GetStuckExitPos( Vector *vecResult );
bool ExitStuckVehicle( void );
bool UpdateVehicleEntrancePath( void );
bool PointIsWithinEntryFailureRadius( const Vector &vecPosition );
void ResetVehicleEntryFailedState( void );
void MarkVehicleEntryFailed( const Vector &vecPosition );
virtual int FindEntrySequence( bool bNearest = false );
void CalculateBodyLean( void );
float m_flNextJostleTime;
float m_flNextOverturnWarning; // The next time the NPC may complained about being upside-down
float m_flOverturnedDuration; // Amount of time we've been stuck in the vehicle (unable to exit)
float m_flUnseenDuration; // Amount of time we've been hidden from the player's view
float m_flEnterBeginTime; // Time the NPC started to try and enter the vehicle
int m_nExitAttempts; // Number of times we've attempted to exit the vehicle but failed
int m_nVisibleEnemies; // Keeps a record of how many enemies I know about
float m_flLastLateralLean; // Our last lean value
CAI_MoveMonitor m_VehicleMonitor; // Used to keep track of the vehicle's movement relative to a mark
CUtlVector<FailPosition_t> m_FailedEntryPositions; // Used to keep track of the vehicle's movement relative to a mark
protected:
virtual int SelectTransitionSchedule( void );
void ExtendFidgetDelay( float flDuration );
bool CanPlayJostle( bool bLargeJostle );
float m_flEntraceUpdateTime;
float m_flNextEnterAttempt;
float m_flNextFidgetTime;
CHandle< CNPC_PlayerCompanion > m_hCompanion;
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
};
#endif // AI_BEHAVIOR_PASSENGER_COMPANION_H