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

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: "Force-field" obstacle avoidance & steering
//
// @Note (toml 06-18-02): Currently only controls direction. Ultimately could
// also incorporate body facing (yaw), speed, and translational/rotational
// acceleration.
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_MOVESOLVER_H
#define AI_MOVESOLVER_H
#if defined(_WIN32)
#pragma once
#endif
#include "ai_obstacle_type.h"
#include "utlvector.h"
//-----------------------------------------------------------------------------
inline float NormalizeAngle(float angle) {
if (angle < 0.0)
angle += 360.0;
else if (angle >= 360.0)
angle -= 360.0;
return angle;
}
//-----------------------------------------------------------------------------
// ENUMERATIONS
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// STRUCTURES
//-----------------------------------------------------------------------------
//-------------------------------------
// AI_Arc_t
//
// Purpose: Represents an arc.
//
//-------------------------------------
struct AI_Arc_t {
AI_Arc_t() : center(0), span(0) {}
// Set by center and span
void Set(float newCenter, float newSpan);
// Set by the right and left extremes (coordinates run counter clockwise)
void SetByLimits(float yawRight, float yawLeft);
// Center of the arc (as "yaw")
float center;
// Span of the arc (in degrees)
float span;
};
//-------------------------------------
// AI_MoveSuggestion_t
//
// Purpose: Suggests a possible move/avoidance, with a range of acceptable
// alternatives
//
// @Note (toml 06-20-02): this probably will eventually want to incorporate
// facing and destination of the motivating goal.
//
//-------------------------------------
enum AI_MoveSuggestionFlags_t {
AIMS_FAVOR_LEFT = 0x01,
AIMS_FAVOR_RIGHT = 0x02
};
//-----------------
struct AI_MoveSuggestion_t {
AI_MoveSuggestion_t();
AI_MoveSuggestion_t(AI_MoveSuggType_t newType, float newWeight,
float newDir, float newSpan,
CBaseEntity *pEntity = NULL);
AI_MoveSuggestion_t(AI_MoveSuggType_t newType, float newWeight,
const AI_Arc_t &arc, CBaseEntity *pEntity = NULL);
void Set(AI_MoveSuggType_t newType, float newWeight, float newDir,
float newSpan, CBaseEntity *pEntity = NULL);
void Set(AI_MoveSuggType_t newType, float newWeight, const AI_Arc_t &arc,
CBaseEntity *pEntity = NULL);
//---------------------------------
// The kind of suggestion
AI_MoveSuggType_t type;
// The unadjusted weight of the suggestion [0..1], although [-1..1] within
// the solver
float weight;
// The desired direction to move/avoid
AI_Arc_t arc;
// The causing entity, if any
EHANDLE hObstacleEntity;
// Flags
unsigned flags;
};
//-----------------
typedef CUtlVector<AI_MoveSuggestion_t> CAI_MoveSuggestions;
//-------------------------------------
// AI_MoveSolution_t
//
// Purpose: The result of resolving suggestions
//
// @Note (toml 06-18-02): Currently, this is a very dopey little structure.
// However, it will probably eventually incorporate much of the info
// passed or calculated piecemeal between Move...() and Move...Execute()
// functions. Once suggestions incorprate more information, the solution
// may want to include a copy of the winning suggestion, so that the
// caller need retain less state. If this is not the case, reduce it to just
// a yaw.
//
//-------------------------------------
struct AI_MoveSolution_t {
AI_MoveSolution_t() : dir(0) {}
// The direction to move
float dir;
};
//-----------------------------------------------------------------------------
// class CAI_MoveSolver
//
// Purpose: Given a set of precalculated "regulations" (typically negative),
// and a set of instantaneous suggestions (usually
//positive)
//-----------------------------------------------------------------------------
class CAI_MoveSolver {
public:
CAI_MoveSolver();
//---------------------------------
// Purpose: A regulation is a suggestion that is kept around as a rule until
// cleared. They are generally negative suggestions.
//---------------------------------
void AddRegulation(const AI_MoveSuggestion_t &suggestion);
void AddRegulations(const AI_MoveSuggestion_t *pSuggestion,
int nSuggestions);
bool HaveRegulations() const;
void ClearRegulations();
//---------------------------------
// Purpose: Solve the move, picking the best direction from a set of
// suggestions,
// after applying the regulations
//---------------------------------
bool Solve(const AI_MoveSuggestion_t *pSuggestions, int nSuggestions,
AI_MoveSolution_t *pResult);
bool Solve(const AI_MoveSuggestion_t &suggestion,
AI_MoveSolution_t *pResult);
//---------------------------------
bool HaveRegulationForObstacle(CBaseEntity *pEntity);
//---------------------------------
// Visualization
void VisualizeRegulations(const Vector &origin);
private:
enum {
REGS_RESERVE = 8,
};
//---------------------------------
void NormalizeSuggestions(AI_MoveSuggestion_t *pBegin,
AI_MoveSuggestion_t *pEnd);
//---------------------------------
CAI_MoveSuggestions m_Regulations;
};
//-----------------------------------------------------------------------------
// AI_Arc_t inline methods
//-----------------------------------------------------------------------------
inline void AI_Arc_t::Set(float newCenter, float newSpan) {
center = NormalizeAngle(newCenter);
span = NormalizeAngle(newSpan);
}
//-------------------------------------
inline void AI_Arc_t::SetByLimits(float yawRight, float yawLeft) {
// Yaw runs counter-clockwise
span = yawLeft - yawRight;
if (span < 0) span += 360;
center = yawRight + span * 0.5;
if (center >= 360) center -= 360;
}
//-----------------------------------------------------------------------------
// AI_MoveSuggestion_t inline methods
//-----------------------------------------------------------------------------
inline void AI_MoveSuggestion_t::Set(AI_MoveSuggType_t newType, float newWeight,
float newDir, float newSpan,
CBaseEntity *pEntity) {
type = newType;
weight = newWeight;
hObstacleEntity = pEntity;
flags = 0;
arc.Set(newDir, newSpan);
}
//-------------------------------------
inline AI_MoveSuggestion_t::AI_MoveSuggestion_t()
: type(AIMS_INVALID), weight(0), flags(0) {}
//-------------------------------------
inline AI_MoveSuggestion_t::AI_MoveSuggestion_t(AI_MoveSuggType_t newType,
float newWeight, float newDir,
float newSpan,
CBaseEntity *pEntity) {
Set(newType, newWeight, newDir, newSpan, pEntity);
}
//-------------------------------------
inline AI_MoveSuggestion_t::AI_MoveSuggestion_t(AI_MoveSuggType_t newType,
float newWeight,
const AI_Arc_t &arc,
CBaseEntity *pEntity) {
Set(newType, newWeight, arc.center, arc.span, pEntity);
}
//-------------------------------------
inline void AI_MoveSuggestion_t::Set(AI_MoveSuggType_t newType, float newWeight,
const AI_Arc_t &arc,
CBaseEntity *pEntity) {
Set(newType, newWeight, arc.center, arc.span, pEntity);
}
//-----------------------------------------------------------------------------
// CAI_MoveSolver inline methods
//-----------------------------------------------------------------------------
inline CAI_MoveSolver::CAI_MoveSolver() {
m_Regulations.EnsureCapacity(REGS_RESERVE);
}
//-------------------------------------
inline void CAI_MoveSolver::AddRegulation(
const AI_MoveSuggestion_t &suggestion) {
m_Regulations.AddToTail(suggestion);
}
//-------------------------------------
inline void CAI_MoveSolver::AddRegulations(
const AI_MoveSuggestion_t *pSuggestions, int nSuggestions) {
for (int i = 0; i < nSuggestions; ++i) {
m_Regulations.AddToTail(pSuggestions[i]);
}
}
//-------------------------------------
inline bool CAI_MoveSolver::HaveRegulations() const {
return (m_Regulations.Count() > 0);
}
//-------------------------------------
inline void CAI_MoveSolver::ClearRegulations() { m_Regulations.RemoveAll(); }
//-------------------------------------
inline bool CAI_MoveSolver::Solve(const AI_MoveSuggestion_t &suggestion,
AI_MoveSolution_t *pResult) {
return Solve(&suggestion, 1, pResult);
}
//=============================================================================
#endif // AI_MOVESOLVER_H