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2020-08-04 13:13:01 -04:00

254 lines
9.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_MOTOR_H
#define AI_MOTOR_H
#ifdef _WIN32
#pragma once
#endif
#include "AI_Interest_Target.h"
#include "ai_component.h"
#include "ai_movetypes.h"
#include "ai_navtype.h"
#include "simtimer.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
enum Navigation_t;
class CAI_PlaneSolver;
class CAI_MoveProbe;
class CAI_Navigator;
#define AI_CALC_YAW_SPEED -1
#define AI_KEEP_YAW_SPEED -2
//-----------------------------------------------------------------------------
float AI_ClampYaw(float yawSpeedPerSec, float current, float target,
float time);
//-----------------------------------------------------------------------------
// CAI_Motor
//
// Purpose: Implements the primitive locomotion of AIs.
//-----------------------------------------------------------------------------
class CAI_Motor : public CAI_Component, public CAI_ProxyMovementSink {
public:
CAI_Motor(CAI_BaseNPC *pOuter);
virtual ~CAI_Motor();
void Init(IAI_MovementSink *pMovementServices);
// --------------------------------
// The current timestep the motor is working on
// --------------------------------
float GetMoveInterval() { return m_flMoveInterval; }
float SetMoveInterval(float flInterval) {
return (m_flMoveInterval = flInterval);
}
// ----------------------------------------------------
// Translational movement
// ----------------------------------------------------
AIMoveResult_t MoveNormalExecute(const AILocalMoveGoal_t &move);
virtual void MoveClimbStart(const Vector &climbDest, const Vector &climbDir,
float climbDist, float yaw);
virtual AIMoveResult_t MoveClimbExecute(const Vector &climbDest,
const Vector &climbDir,
float climbDist, float yaw,
int climbNodesLeft);
virtual void MoveClimbStop();
//---------------------------------
virtual void MoveJumpStart(const Vector &velocity);
virtual int MoveJumpExecute();
virtual AIMoveResult_t MoveJumpStop();
virtual void ResetMoveCalculations();
virtual void MoveStart();
virtual void MoveStop();
virtual void MovePaused();
//---------------------------------
float GetIdealSpeed() const;
float GetIdealAccel() const;
float GetCurSpeed() const { return m_vecVelocity.Length(); }
const Vector &GetCurVel() const { return m_vecVelocity; }
virtual float OverrideMaxYawSpeed(Activity activity) { return -1; }
bool IsDeceleratingToGoal() const { return false; }
//---------------------------------
// Raw ground step forward to the specifed position
//
AIMotorMoveResult_t MoveGroundStep(const Vector &newPos,
CBaseEntity *pMoveTarget = NULL,
float yaw = -1, bool bAsFarAsCan = true,
bool bTestZ = true,
AIMoveTrace_t *pTraceResult = NULL);
// ----------------------------------------------------
// Rotational movement (yaw); goal and speed
// ----------------------------------------------------
void SetYawSpeed(float yawSpeed) { m_YawSpeed = yawSpeed; }
float GetYawSpeed() const { return m_YawSpeed; }
float GetIdealYaw() const { return m_IdealYaw; }
void SetIdealYaw(float idealYaw) { m_IdealYaw = idealYaw; }
// Set ideal yaw specified as a vector
void SetIdealYaw(const Vector &vecFacing) {
SetIdealYaw(UTIL_VecToYaw(vecFacing));
}
// Set ideal yaw based on a specified target
void SetIdealYawToTarget(const Vector &target, float noise = 0.0,
float offset = 0.0);
// Set the ideal yaw and run the current or specified timestep worth of
// rotation. Note it is not correct to call any "update" variant of these
// methods more than once per think cycle
void SetIdealYawAndUpdate(float idealYaw,
float yawSpeed = AI_CALC_YAW_SPEED);
void SetIdealYawAndUpdate(const Vector &vecFacing,
float yawSpeed = AI_CALC_YAW_SPEED) {
SetIdealYawAndUpdate(UTIL_VecToYaw(vecFacing), yawSpeed);
}
void SetIdealYawToTargetAndUpdate(const Vector &target,
float yawSpeed = AI_CALC_YAW_SPEED);
// Add multiple facing goals while moving/standing still.
virtual void AddFacingTarget(CBaseEntity *pTarget, float flImportance,
float flDuration, float flRamp = 0.0);
virtual void AddFacingTarget(const Vector &vecPosition, float flImportance,
float flDuration, float flRamp = 0.0);
virtual void AddFacingTarget(CBaseEntity *pTarget,
const Vector &vecPosition, float flImportance,
float flDuration, float flRamp = 0.0);
virtual float GetFacingDirection(Vector &vecDir);
// Force the heading to the ideal yaw
void SnapYaw() { UpdateYaw(360); }
// Run the current or specified timestep worth of rotation
virtual void UpdateYaw(int speed = -1);
//
virtual void RecalculateYawSpeed();
// Returns the difference ( in degrees ) between npc's current yaw and
// ideal_yaw
float DeltaIdealYaw();
// Issues turn gestures when needed due to turning
virtual void MaintainTurnActivity(void){};
virtual bool AddTurnGesture(float flYD) { return false; };
// --------------------------------
// Move primitives
// --------------------------------
virtual float MinStoppingDist(
float flMinResult =
10.0); // how far before I can come to a complete stop?
virtual float MinCheckDist(); // how far should I look ahead in my route?
//---------------------------------
CAI_Navigator *GetNavigator(void);
int SelectWeightedSequence(Activity activity);
float GetSequenceGroundSpeed(int iSequence);
float CalcIntervalMove();
// Yaw locking
bool IsYawLocked(void) const { return m_bYawLocked; }
void SetYawLocked(bool state) { m_bYawLocked = state; }
protected:
//
// Common services provided by CAI_BaseNPC, Convenience methods to simplify
// derived code
//
CAI_MoveProbe *GetMoveProbe() { return m_pMoveProbe; }
void SetSmoothedVelocity(const Vector &vecVelocity);
Vector GetSmoothedVelocity();
float CalcIdealYaw(const Vector &vecTarget);
float SetBoneController(int iController, float flValue);
float GetSequenceMoveYaw(int iSequence);
void SetPlaybackRate(float flRate);
float GetPlaybackRate(); // get
float SetPoseParameter(const char *szName, float flValue);
float SetPoseParameter(int iParameter, float flValue);
float GetPoseParameter(const char *szName);
bool HasPoseParameter(int iSequence, const char *szName);
bool HasPoseParameter(int iSequence, int iParameter);
void SetMoveType(MoveType_t val,
MoveCollide_t moveCollide = MOVECOLLIDE_DEFAULT);
float StepHeight() const;
bool CanStandOn(CBaseEntity *pSurface) const;
// ----------------------------------------------------
// Primitives
// ----------------------------------------------------
virtual void MoveFacing(const AILocalMoveGoal_t &move);
virtual AIMotorMoveResult_t MoveGroundExecute(const AILocalMoveGoal_t &move,
AIMoveTrace_t *pTraceResult);
AIMotorMoveResult_t MoveGroundExecuteWalk(const AILocalMoveGoal_t &move,
float speed, float dist,
AIMoveTrace_t *pTraceResult);
virtual AIMotorMoveResult_t MoveFlyExecute(const AILocalMoveGoal_t &move,
AIMoveTrace_t *pTraceResult);
protected: // made protected while animation transition details worked out,
// private:
// --------------------------------
void SetMoveVel(const Vector &velocity) { m_vecVelocity = velocity; }
float IdealVelocity(); // how fast should I be moving in an ideal state?
// --------------------------------
float m_flMoveInterval;
float m_IdealYaw;
float m_YawSpeed;
Vector m_vecVelocity;
Vector m_vecAngularVelocity;
// --------------------------------
int m_nDismountSequence;
Vector m_vecDismount;
// --------------------------------
CAI_InterestTarget m_facingQueue;
// --------------------------------
CAI_MoveProbe *m_pMoveProbe;
bool m_bYawLocked;
//---------------------------------
public:
DECLARE_SIMPLE_DATADESC();
};
//=============================================================================
#endif // AI_MOTOR_H