226 lines
7.3 KiB
C++
226 lines
7.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#ifndef AI_NETWORK_H
|
|
#define AI_NETWORK_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "ispatialpartition.h"
|
|
#include "utlpriorityqueue.h"
|
|
|
|
// ------------------------------------
|
|
|
|
class CAI_Node;
|
|
class CVarBitVec;
|
|
class INodeListFilter;
|
|
|
|
struct AI_Waypoint_t;
|
|
class CAI_BaseNPC;
|
|
class CAI_Link;
|
|
class CAI_DynamicLink;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CAI_NetworkManager;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#define AI_MAX_NODE_LINKS 30
|
|
#define MAX_NODES 1500
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Utility classes used by CAI_Network
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
abstract_class INearestNodeFilter {
|
|
public:
|
|
virtual bool IsValid(CAI_Node * pNode) = 0;
|
|
virtual bool ShouldContinue() = 0;
|
|
};
|
|
|
|
//-------------------------------------
|
|
|
|
struct AI_NearNode_t {
|
|
AI_NearNode_t() {}
|
|
AI_NearNode_t(int index, float nodedist) {
|
|
dist = nodedist;
|
|
nodeIndex = index;
|
|
}
|
|
float dist;
|
|
int nodeIndex;
|
|
};
|
|
|
|
//-------------------------------------
|
|
|
|
class CNodeList : public CUtlPriorityQueue<AI_NearNode_t> {
|
|
public:
|
|
static bool IsLowerPriority(const AI_NearNode_t &node1,
|
|
const AI_NearNode_t &node2) {
|
|
// nodes with greater distance are lower priority
|
|
return node1.dist > node2.dist;
|
|
}
|
|
static bool RevIsLowerPriority(const AI_NearNode_t &node1,
|
|
const AI_NearNode_t &node2) {
|
|
// nodes with lower distance are lower priority
|
|
return node2.dist > node1.dist;
|
|
}
|
|
|
|
CNodeList(int growSize = 0, int initSize = 0)
|
|
: CUtlPriorityQueue<AI_NearNode_t>(growSize, initSize,
|
|
IsLowerPriority) {}
|
|
CNodeList(AI_NearNode_t *pMemory, int count)
|
|
: CUtlPriorityQueue<AI_NearNode_t>(pMemory, count, IsLowerPriority) {}
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// CAI_Network
|
|
//
|
|
// Purpose: Stores a node graph through which an AI may pathfind
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CAI_Network : public IPartitionEnumerator {
|
|
public:
|
|
CAI_Network();
|
|
~CAI_Network();
|
|
|
|
CAI_Node *AddNode(const Vector &origin,
|
|
float yaw); // Returns a new node in the network
|
|
CAI_Link *CreateLink(int srcID, int destID,
|
|
CAI_DynamicLink *pDynamicLink = NULL);
|
|
|
|
bool IsConnected(int srcID, int destID); // Use during run time
|
|
void TestIsConnected(int startID,
|
|
int endID); // Use only for initialization!
|
|
|
|
Vector GetNodePosition(CBaseCombatCharacter *pNPC, int nodeID);
|
|
Vector GetNodePosition(Hull_t hull, int nodeID);
|
|
float GetNodeYaw(int nodeID);
|
|
|
|
static int FindBSSmallest(CVarBitVec *bitString, float *float_array,
|
|
int array_size);
|
|
|
|
int NearestNodeToPoint(CAI_BaseNPC *pNPC, const Vector &vecOrigin,
|
|
bool bCheckVisiblity, INearestNodeFilter *pFilter);
|
|
int NearestNodeToPoint(CAI_BaseNPC *pNPC, const Vector &vecOrigin,
|
|
bool bCheckVisiblity = true) {
|
|
return NearestNodeToPoint(pNPC, vecOrigin, bCheckVisiblity, NULL);
|
|
}
|
|
int NearestNodeToPoint(const Vector &vPosition,
|
|
bool bCheckVisiblity = true);
|
|
|
|
int NumNodes() const { return m_iNumNodes; }
|
|
CAI_Node *GetNode(int id, bool bHandleError = true) {
|
|
if (id >= 0 && id < m_iNumNodes) {
|
|
return m_pAInode[id];
|
|
}
|
|
|
|
if (bHandleError) {
|
|
static int warningCount = 0;
|
|
if (++warningCount < 10) {
|
|
AssertMsg2(0, "Node (%i) out of range (%i total)\n", id,
|
|
m_iNumNodes);
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
CAI_Node **AccessNodes() const { return m_pAInode; }
|
|
|
|
private:
|
|
friend class CAI_NetworkManager;
|
|
|
|
virtual IterationRetval_t EnumElement(IHandleEntity *pHandleEntity);
|
|
|
|
int GetCachedNearestNode(const Vector &checkPos, CAI_BaseNPC *pNPC,
|
|
int *pCachePos);
|
|
void SetCachedNearestNode(const Vector &checkPos, int nodeID, Hull_t nHull);
|
|
int GetCachedNode(const Vector &checkPos, Hull_t nHull, int *pCachePos);
|
|
|
|
int ListNodesInBox(CNodeList &list, int maxListCount, const Vector &mins,
|
|
const Vector &maxs, INodeListFilter *pFilter);
|
|
|
|
//---------------------------------
|
|
|
|
enum {
|
|
NEARNODE_CACHE_SIZE = 32,
|
|
NEARNODE_CACHE_LIFE = 10,
|
|
};
|
|
|
|
struct NearNodeCache_T {
|
|
Vector vTestPosition;
|
|
float expiration; // Time tested
|
|
int node; // Nearest Node to position
|
|
int hull; // Hull type tested (or HULL_NONE is only visibility
|
|
// tested)
|
|
};
|
|
|
|
int m_iNumNodes; // Number of nodes in this network
|
|
CAI_Node **m_pAInode; // Array of all nodes in this network
|
|
|
|
enum { PARTITION_NODE = (1 << 0) };
|
|
|
|
NearNodeCache_T
|
|
m_NearestCache[NEARNODE_CACHE_SIZE]; // Cache of nearest nodes
|
|
int m_iNearestCacheNext; // Oldest record in the cache
|
|
|
|
#ifdef AI_NODE_TREE
|
|
ISpatialPartition *m_pNodeTree;
|
|
CUtlVector<int> m_GatheredNodes;
|
|
#endif
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// CAI_NetworkEditTools
|
|
//
|
|
// Purpose: Provides the operations used when building levels, whether in-game
|
|
// debugging tools or editor related items.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// ------------------------------------
|
|
// Debug overlay bits
|
|
|
|
enum DebugNetOverlayBits_e {
|
|
bits_debugOverlayNodes = 0x00000001, // show node
|
|
bits_debugOverlayNodesLev2 = 0x00000002, // show nodes and text
|
|
|
|
bits_debugOverlayHulls = 0x00000004, // show hulls
|
|
bits_debugOverlayConnections = 0x00000008, // show connections
|
|
bits_debugOverlayVisibility = 0x00000010, // show visibility
|
|
bits_debugOverlayGraphConnect = 0x00000020, // show graph connectivity
|
|
bits_debugOverlayGrid = 0x00000040, // show grid
|
|
bits_debugOverlayHints = 0x00000080, // show hints
|
|
bits_debugOverlayJumpConnections = 0x00000100, // show jump connections
|
|
bits_debugOverlayFlyConnections = 0x00000200, // show fly connections
|
|
|
|
bits_debugNeedRebuild = 0x10000000, // network needs rebuilding
|
|
};
|
|
|
|
// ------------------------------------
|
|
|
|
// ----------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Useful utility function defined by AI_network.cpp
|
|
Vector PointOnLineNearestPoint(const Vector &vStartPos, const Vector &vEndPos,
|
|
const Vector &vPoint);
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// For now just using one big AI network
|
|
extern CAI_NetworkManager *g_pAINetworkManager;
|
|
extern CAI_Network *g_pBigAINet;
|
|
|
|
//=============================================================================
|
|
|
|
#endif // AI_NETWORK_H
|