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

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_NAVIGATOR_H
#define AI_NAVIGATOR_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_component.h"
#include "ai_motor.h"
#include "ai_navgoaltype.h"
#include "ai_navtype.h"
#include "simtimer.h"
class CAI_BaseNPC;
class CAI_Motor;
class CAI_Route;
class CAI_Path;
class CAI_Pathfinder;
class CAI_LocalNavigator;
struct AI_Waypoint_t;
class CAI_WaypointList;
class CAI_Network;
struct AIMoveTrace_t;
struct AILocalMoveGoal_t;
typedef int AI_TaskFailureCode_t;
//-----------------------------------------------------------------------------
// Debugging tools
//-----------------------------------------------------------------------------
#define DEBUG_AI_NAVIGATION 1
#ifdef DEBUG_AI_NAVIGATION
extern ConVar ai_debug_nav;
#define DbgNav() ai_debug_nav.GetBool()
#define DbgNavMsg(pAI, pszMsg) \
do { \
if (DbgNav()) \
DevMsg(pAI, "[Nav] %s", static_cast<const char *>(pszMsg)); \
} while (0)
#define DbgNavMsg1(pAI, pszMsg, a) \
DbgNavMsg(pAI, CFmtStr(static_cast<const char *>(pszMsg), (a)))
#define DbgNavMsg2(pAI, pszMsg, a, b) \
DbgNavMsg(pAI, CFmtStr(static_cast<const char *>(pszMsg), (a), (b)))
#else
#define DbgNav() false
#define DbgNavMsg(pAI, pszMsg) ((void)0)
#define DbgNavMsg1(pAI, pszMsg, a) ((void)0)
#define DbgNavMsg2(pAI, pszMsg, a, b) ((void)0)
#endif
//-----------------------------------------------------------------------------
// STRUCTURES & ENUMERATIONS
//-----------------------------------------------------------------------------
DECLARE_POINTER_HANDLE(AI_PathNode_t);
//-------------------------------------
// Purpose: Constants used to specify the properties of a requested navigation
// goal.
//-------------------------------------
// Navigator should use the default or previously set tolerance
const float AIN_DEF_TOLERANCE = -1.0;
// Navigator should use the hull size as the tolerance
const float AIN_HULL_TOLERANCE = -2.0;
// Goal does not specify a new activity
const Activity AIN_DEF_ACTIVITY = ACT_INVALID;
// Goal has no target
CBaseEntity *const AIN_NO_TARGET = NULL;
// Goal does not specify a new target, use the existing one, if any
CBaseEntity *const AIN_DEF_TARGET = (AIN_NO_TARGET + 1);
// Goal does not specify a vector location
extern const Vector AIN_NO_DEST;
// Goal does not specify a node location
#define AIN_NO_NODE ((AI_PathNode_t)-1)
//-------------------------------------
enum AI_NavGoalFlags_t {
// While navigating, try to face the destination point
AIN_YAW_TO_DEST = 0x01,
// If I'm a goal of type GOALTYPE_TARGETENT, update my goal position every
// time I think
AIN_UPDATE_TARGET_POS = 0x02,
// If navigating on a designer placed path, don't use pathfinder between
// waypoints, just do it
AIN_NO_PATHCORNER_PATHFINDING = 0x04,
AIN_DEF_FLAGS = 0,
};
//-------------------------------------
enum AI_NavSetGoalFlags_t {
// Reset the navigator's navigation to the default state
AIN_CLEAR_PREVIOUS_STATE = 0x01,
// Clear out the target entity, while retaining other settings
AIN_CLEAR_TARGET = 0x02,
// If the navigate fails, return navigation to the default state
AIN_DISCARD_IF_FAIL = 0x04,
// Don't signal TaskFail() if the pathfind fails, just return the result
AIN_NO_PATH_TASK_FAIL = 0x08,
};
//-------------------------------------
enum AI_NpcBlockHandling_t {
AISF_BLOCK,
AISF_AVOID,
AISF_IGNORE,
};
//-------------------------------------
enum AI_NavPathProgress_t {
AINPP_NO_CHANGE,
AINPP_ADVANCED,
AINPP_COMPLETE,
AINPP_BLOCKED,
};
//-------------------------------------
// Purpose: Describes a navigation request. The various constructors simply
// allow ease of use in the common cases.
//-------------------------------------
struct AI_NavGoal_t {
// Goal is unspecifed, or not a specific location
AI_NavGoal_t(GoalType_t type = GOALTYPE_INVALID,
Activity activity = AIN_DEF_ACTIVITY,
float tolerance = AIN_DEF_TOLERANCE,
unsigned flags = AIN_DEF_FLAGS,
CBaseEntity *pTarget = AIN_DEF_TARGET);
// Goal is a specific location, and GOALTYPE_LOCATION
AI_NavGoal_t(const Vector &dest, Activity activity = AIN_DEF_ACTIVITY,
float tolerance = AIN_DEF_TOLERANCE,
unsigned flags = AIN_DEF_FLAGS,
CBaseEntity *pTarget = AIN_DEF_TARGET);
// Goal is a specific location and goal type
AI_NavGoal_t(GoalType_t type, const Vector &dest,
Activity activity = AIN_DEF_ACTIVITY,
float tolerance = AIN_DEF_TOLERANCE,
unsigned flags = AIN_DEF_FLAGS,
CBaseEntity *pTarget = AIN_DEF_TARGET);
// Goal is a specific node, and GOALTYPE_LOCATION
AI_NavGoal_t(AI_PathNode_t destNode, Activity activity = AIN_DEF_ACTIVITY,
float tolerance = AIN_DEF_TOLERANCE,
unsigned flags = AIN_DEF_FLAGS,
CBaseEntity *pTarget = AIN_DEF_TARGET);
// Goal is a specific location and goal type
AI_NavGoal_t(GoalType_t type, AI_PathNode_t destNode,
Activity activity = AIN_DEF_ACTIVITY,
float tolerance = AIN_DEF_TOLERANCE,
unsigned flags = AIN_DEF_FLAGS,
CBaseEntity *pTarget = AIN_DEF_TARGET);
//----------------------------------
// What type of goal is this
GoalType_t type;
// The destination, either as a vector, or as a path node
Vector dest;
AI_PathNode_t destNode;
// The activity to use, or none if a previosly set activity should be used
Activity activity;
// The predicted activity used after arrival
Activity arrivalActivity;
int arrivalSequence;
// The tolerance of success, or none if a previosly set tolerance should be
// used
float tolerance;
// How far to permit an initial simplification of path
// (will use default if this value is less than the default)
float maxInitialSimplificationDist;
// Optional flags specifying
unsigned flags;
// The target of the navigation, primarily used to ignore the entity in hull
// and line traces
CBaseEntity *pTarget;
};
//-------------------------------------
// Purpose: Used to describe rules for advance on a (fly) path. There's nothing
// specifically "flying" about it, other than it came from an
// attempte
// to consolodate duplicated code in the various fliers. It may
//serve a more general purpose in the future. The constructor takes those
// arguments that can usually be specified just once (as in
//a local static constructor)
//-------------------------------------
struct AI_ProgressFlyPathParams_t {
AI_ProgressFlyPathParams_t(
unsigned _collisionMask, float _strictPointTolerance = 32.0,
float _blockTolerance = 0.0, float _waypointTolerance = 100,
float _goalTolerance = 12,
AI_NpcBlockHandling_t _blockHandling = AISF_BLOCK)
: collisionMask(_collisionMask),
strictPointTolerance(_strictPointTolerance),
blockTolerance(_blockTolerance),
waypointTolerance(_waypointTolerance),
goalTolerance(_goalTolerance),
blockHandling(_blockHandling),
pTarget(NULL),
bTrySimplify(true) {}
void SetCurrent(const CBaseEntity *pNewTarget,
bool bNewTrySimplify = true) {
pTarget = pNewTarget;
bTrySimplify = bNewTrySimplify;
}
//----------------------------------
// Fields that tend to stay constant
unsigned collisionMask;
float strictPointTolerance;
float blockTolerance; // @TODO (toml 07-03-02): rename "blockTolerance".
// This is specifically the "simplify" block
// tolerance. See SimplifyFlyPath()
float waypointTolerance;
float goalTolerance; // @TODO (toml 07-03-02): goalTolerance appears to
// have come into existence because noone had set a
// good tolerance in the path itself. It is therefore
// redundant, and more than likely should be excised
AI_NpcBlockHandling_t
blockHandling; // @TODO (toml 07-03-02): rename "blockHandling". This
// is specifically the "simplify" block handling. See
// SimplifyFlyPath()
// Fields that tend to change
const CBaseEntity *pTarget;
bool bTrySimplify;
};
//-----------------------------------------------------------------------------
// CAI_Navigator
//
// Purpose: Implements pathing and path navigaton logic
//-----------------------------------------------------------------------------
class CAI_Navigator : public CAI_Component, public CAI_DefMovementSink {
typedef CAI_Component BaseClass;
public:
// --------------------------------
CAI_Navigator(CAI_BaseNPC *pOuter);
virtual ~CAI_Navigator();
virtual void Init(CAI_Network *pNetwork);
// --------------------------------
void SetPathcornerPathfinding(bool fNewVal) {
m_bNoPathcornerPathfinds = !fNewVal;
}
void SetRememberStaleNodes(bool fNewVal) {
m_fRememberStaleNodes = fNewVal;
}
void SetValidateActivitySpeed(bool bValidateActivitySpeed) {
m_bValidateActivitySpeed = bValidateActivitySpeed;
}
void SetLocalSucceedOnWithinTolerance(bool fNewVal) {
m_bLocalSucceedOnWithinTolerance = fNewVal;
}
// --------------------------------
void Save(ISave &save);
void Restore(IRestore &restore);
// --------------------------------
// Methods to issue movement directives
// --------------------------------
// Simple pathfind
virtual bool SetGoal(const AI_NavGoal_t &goal, unsigned flags = 0);
// Change the target of the path
virtual bool SetGoalTarget(CBaseEntity *pEntity, const Vector &offset);
// Fancy pathing
bool SetRadialGoal(const Vector &destination, const Vector &center,
float radius, float arc, float stepDist, bool bClockwise,
bool bAirRoute = false);
bool SetRandomGoal(float minPathLength, const Vector &dir = vec3_origin);
bool SetRandomGoal(const Vector &from, float minPathLength,
const Vector &dir = vec3_origin);
bool SetDirectGoal(const Vector &goalPos,
Navigation_t navType = NAV_GROUND);
bool SetWanderGoal(float minRadius, float maxRadius);
bool SetVectorGoal(const Vector &dir, float targetDist, float minDist = 0,
bool fShouldDeflect = false);
bool SetVectorGoalFromTarget(const Vector &goalPos, float minDist = 0,
bool fShouldDeflect = false);
bool FindVectorGoal(Vector *pResult, const Vector &dir, float targetDist,
float minDist = 0, bool fShouldDeflect = false);
// Path manipulation
bool PrependLocalAvoidance(float distObstacle,
const AIMoveTrace_t &directTrace);
void PrependWaypoint(const Vector &newPoint, Navigation_t navType,
unsigned waypointFlags = 0);
// Query or change the movement activity
Activity GetMovementActivity() const;
Activity SetMovementActivity(Activity activity);
int GetMovementSequence();
void SetMovementSequence(int sequence);
// Query or change the Arrival activity
Activity GetArrivalActivity() const;
void SetArrivalActivity(Activity activity);
int GetArrivalSequence(int curSequence);
void SetArrivalSequence(int sequence);
// Set the facing direction at arrival
void SetArrivalDirection(const Vector &goalDirection);
void SetArrivalDirection(const QAngle &goalAngle);
void SetArrivalDirection(CBaseEntity *pTarget);
Vector GetArrivalDirection();
// Set the speed to reach at arrival (
void SetArrivalSpeed(float flSpeed);
float GetArrivalSpeed();
// Set the estimated distance to stop before the actual goal
void SetArrivalDistance(float flDistance);
float GetArrivalDistance() const;
// Query or change the goal tolerance
float GetGoalTolerance() const;
void SetGoalTolerance(float tolerance);
GoalType_t GetGoalType() const;
const Vector &GetGoalPos() const;
CBaseEntity *GetGoalTarget();
int GetGoalFlags() const;
const Vector &GetCurWaypointPos() const;
int GetCurWaypointFlags() const;
bool CurWaypointIsGoal() const;
bool GetPointAlongPath(Vector *pResult, float distance,
bool fReducibleOnly = false);
float GetPathDistanceToGoal();
float GetPathTimeToGoal();
// Query if there is a current goal
bool IsGoalSet() const;
// Query if the current goal is active, meaning the navigator has a path in
// can progress on
bool IsGoalActive() const;
// Update the goal position to reflect current conditions
bool RefindPathToGoal(bool fSignalTaskStatus = true,
bool bDontIgnoreBadLinks = false);
bool UpdateGoalPos(const Vector &);
// Wrap up current locomotion
void StopMoving(bool bImmediate = true);
// Discard the current goal, use StopMoving() if just executing a normal
// stop
bool ClearGoal();
// --------------------------------
void SetAllowBigStep(CBaseEntity *pEntToStepOff) {
if (!pEntToStepOff || !pEntToStepOff->IsWorld())
m_hBigStepGroundEnt = pEntToStepOff;
}
// --------------------------------
bool SetGoalFromStoppingPath();
void IgnoreStoppingPath();
// --------------------------------
// Navigation mode
// --------------------------------
Navigation_t GetNavType() const { return m_navType; }
void SetNavType(Navigation_t navType);
bool IsInterruptable() const {
return (m_navType != NAV_CLIMB && m_navType != NAV_JUMP);
}
// --------------------------------
// Pathing
// --------------------------------
AI_NavPathProgress_t ProgressFlyPath(
const AI_ProgressFlyPathParams_t
&params); // note: will not return "blocked"
AI_PathNode_t GetNearestNode();
Vector GetNodePos(AI_PathNode_t);
CAI_Network *GetNetwork() { return m_pAINetwork; }
const CAI_Network *GetNetwork() const { return m_pAINetwork; }
void SetNetwork(CAI_Network *pNetwork) { m_pAINetwork = pNetwork; }
CAI_Path *GetPath() { return m_pPath; }
const CAI_Path *GetPath() const { return m_pPath; }
void AdvancePath();
virtual bool SimplifyPath(bool bFirstForPath = false, float maxDist = -1);
void SimplifyFlyPath(unsigned collisionMask, const CBaseEntity *pTarget,
float strictPointTolerance = 32.0,
float blockTolerance = 0.0,
AI_NpcBlockHandling_t blockHandling = AISF_BLOCK);
bool SimplifyFlyPath(const AI_ProgressFlyPathParams_t &params);
bool CanFitAtNode(int nodeNum,
unsigned int collisionMask = MASK_NPCSOLID_BRUSHONLY);
float MovementCost(int moveType, Vector &vecStart, Vector &vecEnd);
bool CanFitAtPosition(const Vector &vStartPos, unsigned int collisionMask,
bool bIgnoreTransients = false,
bool bAllowPlayerAvoid = true);
bool IsOnNetwork() const { return !m_bNotOnNetwork; }
void SetMaxRouteRebuildTime(float time) { m_timePathRebuildMax = time; }
// --------------------------------
void DrawDebugRouteOverlay(void);
// --------------------------------
// Miscellany
// --------------------------------
float CalcYawSpeed();
float GetStepDownMultiplier();
CBaseEntity *GetNextPathcorner(CBaseEntity *pPathCorner);
virtual void OnScheduleChange();
// --------------------------------
// See comments at CAI_BaseNPC::Move()
virtual bool Move(float flInterval = 0.1);
// --------------------------------
CBaseEntity *GetBlockingEntity() { return m_hLastBlockingEnt; }
protected:
// --------------------------------
//
// Common services provided by CAI_BaseNPC
//
CBaseEntity *GetNavTargetEntity();
void TaskMovementComplete();
float MaxYawSpeed();
void SetSpeed(float);
// --------------------------------
CAI_Motor *GetMotor() { return m_pMotor; }
const CAI_Motor *GetMotor() const { return m_pMotor; }
CAI_MoveProbe *GetMoveProbe() { return m_pMoveProbe; }
const CAI_MoveProbe *GetMoveProbe() const { return m_pMoveProbe; }
CAI_LocalNavigator *GetLocalNavigator() { return m_pLocalNavigator; }
const CAI_LocalNavigator *GetLocalNavigator() const {
return m_pLocalNavigator;
}
CAI_Pathfinder *GetPathfinder();
const CAI_Pathfinder *GetPathfinder() const;
virtual void OnClearPath(void);
// --------------------------------
virtual void OnNewGoal();
virtual void OnNavComplete();
void OnNavFailed(bool bMovement = false);
void OnNavFailed(AI_TaskFailureCode_t code, bool bMovement = false);
void OnNavFailed(const char *pszGeneralFailText, bool bMovement = false);
// --------------------------------
virtual AIMoveResult_t MoveNormal();
// Navigation execution
virtual AIMoveResult_t MoveClimb();
virtual AIMoveResult_t MoveJump();
// --------------------------------
virtual AIMoveResult_t MoveEnact(const AILocalMoveGoal_t &baseMove);
protected:
// made this virtual so strider can implement hover behavior with a
// navigator
virtual void MoveCalcBaseGoal(AILocalMoveGoal_t *pMoveGoal);
private:
virtual bool OnCalcBaseMove(AILocalMoveGoal_t *pMoveGoal, float distClear,
AIMoveResult_t *pResult);
virtual bool OnObstructionPreSteer(AILocalMoveGoal_t *pMoveGoal,
float distClear,
AIMoveResult_t *pResult);
virtual bool OnFailedSteer(AILocalMoveGoal_t *pMoveGoal, float distClear,
AIMoveResult_t *pResult);
virtual bool OnFailedLocalNavigation(AILocalMoveGoal_t *pMoveGoal,
float distClear,
AIMoveResult_t *pResult);
virtual bool OnInsufficientStopDist(AILocalMoveGoal_t *pMoveGoal,
float distClear,
AIMoveResult_t *pResult);
virtual bool OnMoveStalled(const AILocalMoveGoal_t &move);
virtual bool OnMoveExecuteFailed(const AILocalMoveGoal_t &move,
const AIMoveTrace_t &trace,
AIMotorMoveResult_t fMotorResult,
AIMoveResult_t *pResult);
virtual bool OnMoveBlocked(AIMoveResult_t *pResult);
void ResetCalculations();
// Methods shared between ground and fly movement
bool PreMove();
virtual bool MoveUpdateWaypoint(AIMoveResult_t *pResult);
bool IsMovingOutOfWay(const AILocalMoveGoal_t &moveGoal, float distClear);
bool DelayNavigationFailure(const AIMoveTrace_t &trace);
static void CalculateDeflection(const Vector &start, const Vector &dir,
const Vector &normal, Vector *pResult);
// --------------------------------
// Pathfinding
// --------------------------------
public:
float GetPathDistToCurWaypoint() const;
float GetPathDistToGoal() const;
float BuildAndGetPathDistToGoal();
// --------------------------------
int GetNavFailCounter() const;
void ClearNavFailCounter();
float GetLastNavFailTime() const;
bool TeleportAlongPath();
private:
bool DoFindPath(void); // Find a route
bool DoFindPathToPathcorner(CBaseEntity *pPathCorner);
protected:
virtual bool DoFindPathToPos(void);
virtual bool ShouldOptimizeInitialPathSegment(AI_Waypoint_t *) {
return true;
}
private:
void ClearPath(void);
void SaveStoppingPath(void);
protected:
virtual bool GetStoppingPath(CAI_WaypointList *pClippedWaypoints);
private:
bool FindPath(const AI_NavGoal_t &goal, unsigned flags);
bool FindPath(bool fSignalTaskStatus = true,
bool bDontIgnoreBadLinks = false);
bool MarkCurWaypointFailedLink(void); // Call when route fails
struct SimplifyForwardScanParams {
float scanDist;
float radius;
float increment;
int maxSamples;
};
bool ShouldAttemptSimplifyTo(const Vector &pos);
bool ShouldSimplifyTo(bool passedDetour, const Vector &pos);
bool SimplifyPathForwardScan(
const CAI_Navigator::SimplifyForwardScanParams &params);
bool SimplifyPathForwardScan(const SimplifyForwardScanParams &params,
AI_Waypoint_t *pCurWaypoint,
const Vector &curPoint, float distRemaining,
bool skip, bool passedDetour, int *pTestCount);
bool SimplifyPathForward(float maxDist = -1);
bool SimplifyPathBacktrack();
bool SimplifyPathQuick();
void SimplifyPathInsertSimplification(AI_Waypoint_t *pSegmentStart,
const Vector &point);
// ---------------------------------
static bool ActivityIsLocomotive(Activity);
// ---------------------------------
Navigation_t m_navType; // My current navigation type (walk,fly)
bool m_fNavComplete;
bool m_bLastNavFailed;
// Cached pointers to other components, for efficiency
CAI_Motor *m_pMotor;
CAI_MoveProbe *m_pMoveProbe;
CAI_LocalNavigator *m_pLocalNavigator;
// ---------------------------------
CAI_Network *m_pAINetwork; // My current AINetwork
CAI_Path *m_pPath; // My current route
CAI_WaypointList *m_pClippedWaypoints;
float m_flTimeClipped;
Activity m_PreviousMoveActivity;
Activity m_PreviousArrivalActivity;
bool m_bValidateActivitySpeed;
bool m_bCalledStartMove;
bool m_bNotOnNetwork; // This NPC has no reachable nodes!
float
m_flNextSimplifyTime; // next time we should try to simplify our route
bool m_bForcedSimplify;
float m_flLastSuccessfulSimplifyTime;
float m_flTimeLastAvoidanceTriangulate;
// --------------
float m_timePathRebuildMax; // How long to try rebuilding path before
// failing task
float m_timePathRebuildDelay; // How long to wait before trying to rebuild
// again
float m_timePathRebuildFail; // Current global time when should fail
// building path
float m_timePathRebuildNext; // Global time to try rebuilding again
// --------------
bool m_fRememberStaleNodes;
bool m_bNoPathcornerPathfinds;
bool m_bLocalSucceedOnWithinTolerance;
// --------------
bool m_fPeerMoveWait;
EHANDLE m_hPeerWaitingOn;
CSimTimer m_PeerWaitMoveTimer;
CSimTimer m_PeerWaitClearTimer;
CSimTimer m_NextSidestepTimer;
// --------------
EHANDLE m_hBigStepGroundEnt;
EHANDLE m_hLastBlockingEnt;
// --------------
Vector m_vPosBeginFailedSteer;
float m_timeBeginFailedSteer;
// --------------
int m_nNavFailCounter;
float m_flLastNavFailTime;
public:
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
// AI_NavGoal_t inline methods
//-----------------------------------------------------------------------------
inline AI_NavGoal_t::AI_NavGoal_t(GoalType_t type, Activity activity,
float tolerance, unsigned flags,
CBaseEntity *pTarget)
: type(type),
dest(AIN_NO_DEST),
destNode(AIN_NO_NODE),
activity(activity),
tolerance(tolerance),
maxInitialSimplificationDist(-1),
flags(flags),
pTarget(pTarget),
arrivalActivity(AIN_DEF_ACTIVITY),
arrivalSequence(ACT_INVALID) {}
inline AI_NavGoal_t::AI_NavGoal_t(const Vector &dest, Activity activity,
float tolerance, unsigned flags,
CBaseEntity *pTarget)
: type(GOALTYPE_LOCATION),
dest(dest),
destNode(AIN_NO_NODE),
activity(activity),
tolerance(tolerance),
maxInitialSimplificationDist(-1),
flags(flags),
pTarget(pTarget),
arrivalActivity(AIN_DEF_ACTIVITY),
arrivalSequence(ACT_INVALID) {}
inline AI_NavGoal_t::AI_NavGoal_t(GoalType_t type, const Vector &dest,
Activity activity, float tolerance,
unsigned flags, CBaseEntity *pTarget)
: type(type),
dest(dest),
destNode(AIN_NO_NODE),
activity(activity),
tolerance(tolerance),
maxInitialSimplificationDist(-1),
flags(flags),
pTarget(pTarget),
arrivalActivity(AIN_DEF_ACTIVITY),
arrivalSequence(ACT_INVALID) {}
inline AI_NavGoal_t::AI_NavGoal_t(AI_PathNode_t destNode, Activity activity,
float tolerance, unsigned flags,
CBaseEntity *pTarget)
: type(GOALTYPE_LOCATION),
dest(AIN_NO_DEST),
destNode(destNode),
activity(activity),
tolerance(tolerance),
maxInitialSimplificationDist(-1),
flags(flags),
pTarget(pTarget),
arrivalActivity(AIN_DEF_ACTIVITY),
arrivalSequence(ACT_INVALID) {}
inline AI_NavGoal_t::AI_NavGoal_t(GoalType_t type, AI_PathNode_t destNode,
Activity activity, float tolerance,
unsigned flags, CBaseEntity *pTarget)
: type(type),
dest(AIN_NO_DEST),
destNode(destNode),
activity(activity),
tolerance(tolerance),
maxInitialSimplificationDist(-1),
flags(flags),
pTarget(pTarget),
arrivalActivity(AIN_DEF_ACTIVITY),
arrivalSequence(ACT_INVALID) {}
//-----------------------------------------------------------------------------
#endif // AI_NAVIGATOR_H