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

251 lines
9.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_PATHFINDER_H
#define AI_PATHFINDER_H
#include "ai_component.h"
#include "ai_navtype.h"
#if defined(_WIN32)
#pragma once
#endif
struct AIMoveTrace_t;
struct OverlayLine_t;
struct AI_Waypoint_t;
class CAI_Link;
class CAI_Network;
class CAI_Node;
//-----------------------------------------------------------------------------
// The type of route to build
enum RouteBuildFlags_e {
bits_BUILD_GROUND = 0x00000001, //
bits_BUILD_JUMP = 0x00000002, //
bits_BUILD_FLY = 0x00000004, //
bits_BUILD_CLIMB = 0x00000008, //
bits_BUILD_GIVEWAY = 0x00000010, //
bits_BUILD_TRIANG = 0x00000020, //
bits_BUILD_IGNORE_NPCS = 0x00000040, // Ignore collisions with NPCs
bits_BUILD_COLLIDE_NPCS = 0x00000080, // Use collisions with NPCs
// (redundant for argument clarity)
bits_BUILD_GET_CLOSE = 0x00000100, // the route will be built even if it
// can't reach the destination
};
//-----------------------------------------------------------------------------
// CAI_Pathfinder
//
// Purpose: Executes pathfinds through an associated network.
//
//-----------------------------------------------------------------------------
class CAI_Pathfinder : public CAI_Component {
public:
CAI_Pathfinder(CAI_BaseNPC *pOuter)
: CAI_Component(pOuter),
m_flLastStaleLinkCheckTime(0),
m_pNetwork(NULL) {}
void Init(CAI_Network *pNetwork);
//---------------------------------
int NearestNodeToNPC();
int NearestNodeToPoint(const Vector &vecOrigin);
AI_Waypoint_t *FindBestPath(int startID, int endID);
AI_Waypoint_t *FindShortRandomPath(int startID, float minPathLength,
const Vector &vDirection = vec3_origin);
// --------------------------------
bool IsLinkUsable(CAI_Link *pLink, int startID);
// --------------------------------
AI_Waypoint_t *BuildRoute(const Vector &vStart, const Vector &vEnd,
CBaseEntity *pTarget, float goalTolerance,
Navigation_t curNavType = NAV_NONE,
bool bLocalSucceedOnWithinTolerance = false);
void UnlockRouteNodes(AI_Waypoint_t *);
// --------------------------------
void SetIgnoreBadLinks() {
m_bIgnoreStaleLinks = true;
} // lasts only for the next pathfind
// --------------------------------
virtual AI_Waypoint_t *BuildNodeRoute(const Vector &vStart,
const Vector &vEnd, int buildFlags,
float goalTolerance);
virtual AI_Waypoint_t *BuildLocalRoute(const Vector &vStart,
const Vector &vEnd,
CBaseEntity const *pTarget,
int endFlags, int nodeID,
int buildFlags, float goalTolerance);
virtual AI_Waypoint_t *BuildRadialRoute(
const Vector &vStartPos, const Vector &vCenterPos,
const Vector &vGoalPos, float flRadius, float flArc, float flStepDist,
bool bClockwise, float goalTolerance, bool bAirRoute);
virtual AI_Waypoint_t *BuildTriangulationRoute(
const Vector &vStart, const Vector &vEnd, CBaseEntity const *pTarget,
int endFlags, int nodeID, float flYaw, float flDistToBlocker,
Navigation_t navType);
virtual AI_Waypoint_t *BuildOBBAvoidanceRoute(
const Vector &vStart, const Vector &vEnd,
const CBaseEntity *pObstruction, const CBaseEntity *pTarget,
Navigation_t navType);
// --------------------------------
bool Triangulate(Navigation_t navType, const Vector &vecStart,
const Vector &vecEnd, float flDistToBlocker,
CBaseEntity const *pTargetEnt, Vector *pApex);
// --------------------------------
void DrawDebugGeometryOverlays(int m_debugOverlays);
protected:
virtual bool CanUseLocalNavigation() { return true; }
private:
friend class CPathfindNearestNodeFilter;
//---------------------------------
AI_Waypoint_t *RouteToNode(const Vector &vecOrigin, int buildFlags,
int nodeID, float goalTolerance);
AI_Waypoint_t *RouteFromNode(const Vector &vecOrigin, int buildFlags,
int nodeID, float goalTolerance);
AI_Waypoint_t *BuildNearestNodeRoute(const Vector &vGoal, bool bToNode,
int buildFlags, float goalTolerance,
int *pNearestNode);
//---------------------------------
AI_Waypoint_t *MakeRouteFromParents(int *parentArray, int endID);
AI_Waypoint_t *CreateNodeWaypoint(Hull_t hullType, int nodeID,
int nodeFlags = 0);
AI_Waypoint_t *BuildRouteThroughPoints(Vector *vecPoints, int nNumPoints,
int nDirection, int nStartIndex,
int nEndIndex, Navigation_t navType,
CBaseEntity *pTarget);
bool IsLinkStillStale(int moveType, CAI_Link *nodeLink);
// --------------------------------
// Builds a simple route (no triangulation, no making way)
AI_Waypoint_t *BuildSimpleRoute(Navigation_t navType, const Vector &vStart,
const Vector &vEnd,
const CBaseEntity *pTarget, int endFlags,
int nodeID, int nodeTargetType,
float flYaw);
// Builds a complex route (triangulation, making way)
AI_Waypoint_t *BuildComplexRoute(Navigation_t navType, const Vector &vStart,
const Vector &vEnd,
const CBaseEntity *pTarget, int endFlags,
int nodeID, int buildFlags, float flYaw,
float goalTolerance,
float maxLocalNavDistance);
AI_Waypoint_t *BuildGroundRoute(const Vector &vStart, const Vector &vEnd,
CBaseEntity const *pTarget, int endFlags,
int nodeID, int buildFlags, float flYaw,
float goalTolerance);
AI_Waypoint_t *BuildFlyRoute(const Vector &vStart, const Vector &vEnd,
CBaseEntity const *pTarget, int endFlags,
int nodeID, int buildFlags, float flYaw,
float goalTolerance);
AI_Waypoint_t *BuildJumpRoute(const Vector &vStart, const Vector &vEnd,
CBaseEntity const *pTarget, int endFlags,
int nodeID, int buildFlags, float flYaw);
AI_Waypoint_t *BuildClimbRoute(const Vector &vStart, const Vector &vEnd,
CBaseEntity const *pTarget, int endFlags,
int nodeID, int buildFlags, float flYaw);
// Computes the link type
Navigation_t ComputeWaypointType(CAI_Node **ppNodes, int parentID,
int destID);
// --------------------------------
bool TestTriangulationRoute(Navigation_t navType, const Vector &vecStart,
const Vector &vecApex, const Vector &vecEnd,
const CBaseEntity *pTargetEnt,
AIMoveTrace_t *pStartTrace);
// --------------------------------
bool CheckStaleRoute(const Vector &vStart, const Vector &vEnd,
int moveTypes);
bool CheckStaleNavTypeRoute(Navigation_t navType, const Vector &vStart,
const Vector &vEnd);
// --------------------------------
bool CanGiveWay(const Vector &vStart, const Vector &vEnd,
CBaseEntity *pNPCBlocker);
// --------------------------------
bool UseStrongOptimizations();
// --------------------------------
// Debugging fields and functions
class CTriDebugOverlay {
public:
CTriDebugOverlay() : m_debugTriOverlayLine(NULL) {}
void AddTriOverlayLines(const Vector &vecStart, const Vector &vecApex,
const Vector &vecEnd,
const AIMoveTrace_t &startTrace,
const AIMoveTrace_t &endTrace, bool bPathClear);
void ClearTriOverlayLines(void);
void FadeTriOverlayLines(void);
void Draw(int npcDebugOverlays);
private:
void AddTriOverlayLine(const Vector &origin, const Vector &dest, int r,
int g, int b, bool noDepthTest);
OverlayLine_t **m_debugTriOverlayLine;
};
CTriDebugOverlay m_TriDebugOverlay;
//---------------------------------
float m_flLastStaleLinkCheckTime; // Last time I check for a stale link
bool m_bIgnoreStaleLinks;
//---------------------------------
CAI_Network *GetNetwork() { return m_pNetwork; }
const CAI_Network *GetNetwork() const { return m_pNetwork; }
CAI_Network *m_pNetwork;
public:
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
#endif // AI_PATHFINDER_H