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

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef AI_TRACKPATHER_H
#define AI_TRACKPATHER_H
#if defined(_WIN32)
#pragma once
#endif
#include "ai_basenpc.h"
class CPathTrack;
//------------------------------------------------------------------------------
class CAI_TrackPather : public CAI_BaseNPC {
DECLARE_CLASS(CAI_TrackPather, CAI_BaseNPC);
DECLARE_DATADESC();
public:
bool IsOnPathTrack() { return (m_pCurrentPathTarget != NULL); }
protected:
void InitPathingData(float flTrackArrivalTolerance, float flTargetDistance,
float flAvoidDistance);
virtual bool GetTrackPatherTarget(Vector *pPos) { return false; }
virtual CBaseEntity *GetTrackPatherTargetEnt() { return NULL; }
const Vector &GetDesiredPosition() const { return m_vecDesiredPosition; }
void SetDesiredPosition(const Vector &v) { m_vecDesiredPosition = v; }
const Vector &GetGoalOrientation() const { return m_vecGoalOrientation; }
void SetGoalOrientation(const Vector &v) { m_vecGoalOrientation = v; }
bool CurPathTargetIsDest() {
return (m_pDestPathTarget == m_pCurrentPathTarget);
}
virtual bool HasReachedTarget(void) {
return (WorldSpaceCenter() - m_vecDesiredPosition).Length() < 128;
}
CPathTrack *GetDestPathTarget() { return m_pDestPathTarget; }
bool IsInForcedMove() const { return m_bForcedMove; }
void ClearForcedMove() { m_bForcedMove = false; }
float GetPathMaxSpeed() const { return m_flPathMaxSpeed; }
void OnSave(IEntitySaveUtils *pUtils);
void OnRestore(void);
protected:
enum PauseState_t {
PAUSE_NO_PAUSE = 0,
PAUSED_AT_POSITION,
PAUSE_AT_NEXT_LOS_POSITION,
PAUSE_FORCE_DWORD = 0xFFFFFFFF,
};
// Sets a track
void SetTrack(string_t strTrackName);
void SetTrack(CBaseEntity *pGoalEnt);
// Fly to a particular track point via the path
virtual void InputFlyToPathTrack(inputdata_t &inputdata);
// Updates the nav target if we've reached it
void UpdateTrackNavigation(void);
// Computes distance + nearest point from the current path..
float ClosestPointToCurrentPath(Vector *pVecPoint) const;
// Computes a "path" velocity at a particular point along the current path
void ComputePathTangent(float t, Vector *pVecTangent) const;
// Computes the *normalized* velocity at which the helicopter should
// approach the final point
void ComputeNormalizedDestVelocity(Vector *pVecVelocity) const;
// Sets the farthest path distance
void SetFarthestPathDist(float flMaxPathDist);
// Returns the next/previous path along our current path
CPathTrack *NextAlongCurrentPath(CPathTrack *pPath) const;
CPathTrack *PreviousAlongCurrentPath(CPathTrack *pPath) const;
// Adjusts a "next"most node based on the current movement direction
CPathTrack *AdjustForMovementDirection(CPathTrack *pPath) const;
// Enemy visibility check
virtual CBaseEntity *FindTrackBlocker(const Vector &vecViewPoint,
const Vector &vecTargetPos);
// Compute a point n units along a path
void ComputePointAlongPath(const Vector &vecStartPoint, float flDistance,
Vector *pTarget);
// Are we leading?
bool IsLeading() const { return m_bLeading && !m_bForcedMove; }
// Leading + leading distance
void EnableLeading(bool bEnable);
void SetLeadingDistance(float flLeadDistance);
float GetLeadingDistance() const;
// Compute a point n units along the current path from our current position
// (but don't pass the desired target point)
void ComputePointAlongCurrentPath(float flDistance, float flPerpDist,
Vector *pTarget);
// Returns the perpendicular distance of the target from the nearest path
// point
float TargetDistanceToPath() const { return m_flTargetDistFromPath; }
// Returns the speed of the target relative to the path
float TargetSpeedAlongPath() const;
// Returns the speed of the target *across* the path
float TargetSpeedAcrossPath() const;
// Compute a path direction
void ComputePathDirection(CPathTrack *pPath, Vector *pVecPathDir);
// What's the current path direction?
void CurrentPathDirection(Vector *pVecPathDir);
// Returns the max distance we can be from the path
float MaxDistanceFromCurrentPath() const;
// true to use farthest, false for nearest
void UseFarthestPathPoint(bool useFarthest);
// Moves to an explicit track point
void MoveToTrackPoint(CPathTrack *pTrack);
// Sets up a new current path target
void SetupNewCurrentTarget(CPathTrack *pTrack);
// Compute the distance to the leading position
float ComputeDistanceToLeadingPosition();
// Compute the distance to the target position
float ComputeDistanceToTargetPosition();
// Set the pause state.
void SetPauseState(PauseState_t pauseState) { m_nPauseState = pauseState; }
// Does this path track have LOS to the target?
bool HasLOSToTarget(CPathTrack *pTrack);
// FIXME: Work this back into the base class
virtual bool ShouldUseFixedPatrolLogic() { return false; }
// Deal with teleportation
void Teleported();
private:
CPathTrack *BestPointOnPath(CPathTrack *pPath, const Vector &targetPos,
float avoidRadius, bool visible,
bool bFarthestPointOnPath);
// Input methods
void InputSetTrack(inputdata_t &inputdata);
void InputChooseFarthestPathPoint(inputdata_t &inputdata);
void InputChooseNearestPathPoint(inputdata_t &inputdata);
void InputStartBreakableMovement(inputdata_t &inputdata);
void InputStopBreakableMovement(inputdata_t &inputdata);
void InputStartPatrol(inputdata_t &inputdata);
void InputStopPatrol(inputdata_t &inputdata);
void InputStartLeading(inputdata_t &inputdata);
void InputStopLeading(inputdata_t &inputdata);
// Obsolete, for backward compatibility
void InputStartPatrolBreakable(inputdata_t &inputdata);
// Flies to a point on a track
void FlyToPathTrack(string_t strTrackName);
// Selects a new destination target
void SelectNewDestTarget();
// Makes sure we've picked the right position along the path if we're
// chasing an enemy
void UpdateTargetPosition();
// Moves to the track
void UpdateCurrentTarget();
void UpdateCurrentTargetLeading();
// Track debugging info
void VisualizeDebugInfo(const Vector &vecNearestPoint,
const Vector &vecTarget);
// Moves to the closest track point
void MoveToClosestTrackPoint(CPathTrack *pTrack);
// Are the two path tracks connected?
bool IsOnSameTrack(CPathTrack *pPath1, CPathTrack *pPath2) const;
// Is pPathTest in "front" of pPath on the same path? (Namely, does
// GetNext() get us there?)
bool IsForwardAlongPath(CPathTrack *pPath, CPathTrack *pPathTest) const;
// Purpose:
void UpdateTargetPositionLeading(void);
// Compute a point n units along a path
CPathTrack *ComputeLeadingPointAlongPath(const Vector &vecStartPoint,
CPathTrack *pFirstTrack,
float flDistance, Vector *pTarget);
// Finds the closest point on the path, returns a signed perpendicular
// distance
CPathTrack *FindClosestPointOnPath(CPathTrack *pPath,
const Vector &targetPos,
Vector *pVecClosestPoint,
Vector *pVecPathDir,
float *pDistanceFromPath);
// Methods to find a signed perp distance from the track
// and to compute a point off the path based on the signed perp distance
float ComputePerpDistanceFromPath(const Vector &vecPointOnPath,
const Vector &vecPathDir,
const Vector &vecPointOffPath);
void ComputePointFromPerpDistance(const Vector &vecPointOnPath,
const Vector &vecPathDir,
float flPerpDist, Vector *pResult);
// Returns the direction of the path at the closest point to the target
const Vector &TargetPathDirection() const;
const Vector &TargetPathAcrossDirection() const;
// Returns distance along path to target, returns -1 if there's no path
float ComputePathDistance(CPathTrack *pStart, CPathTrack *pDest,
bool bForward) const;
// Compute the distance to a particular point on the path
float ComputeDistanceAlongPathToPoint(CPathTrack *pStartTrack,
CPathTrack *pDestTrack,
const Vector &vecDestPosition,
bool bMovingForward);
private:
//---------------------------------
Vector m_vecDesiredPosition;
Vector m_vecGoalOrientation; // orientation of the goal entity.
// NOTE: CurrentPathTarget changes meaning based on movement direction
// For this *after* means the "next" (m_pnext) side of the line segment
// and "before" means the "prev" (m_pprevious) side of the line segment
// CurrentPathTarget is *after* the desired point when moving forward,
// and *before* the desired point when moving backward.
// DestPathTarget + TargetNearestPath always represent points
// *after* the desired point.
CHandle<CPathTrack> m_pCurrentPathTarget;
CHandle<CPathTrack> m_pDestPathTarget;
CHandle<CPathTrack> m_pLastPathTarget;
CHandle<CPathTrack>
m_pTargetNearestPath; // Used only by leading, it specifies the path
// point *after* where the target is
string_t m_strCurrentPathName;
string_t m_strDestPathName;
string_t m_strLastPathName;
string_t m_strTargetNearestPathName;
Vector
m_vecLastGoalCheckPosition; // Last position checked for moving towards
float m_flEnemyPathUpdateTime; // Next time to update our enemies position
bool m_bForcedMove; // Means the destination point must be reached
// regardless of enemy position
bool m_bPatrolling; // If set, move back and forth along the current track
// until we see an enemy
bool m_bPatrolBreakable; // If set, I'll stop patrolling if I see an enemy
bool m_bLeading; // If set, we can lead our enemies
// Derived class pathing data
float m_flTargetDistanceThreshold; // Distance threshold used to determine
// when a target has moved enough to
// update our navigation to it
float m_flAvoidDistance; //
float m_flTargetTolerance; // How far from a path track do we need to be
// before we 'reached' it?
Vector m_vecSegmentStartPoint; // Starting point for the current segment
Vector m_vecSegmentStartSplinePoint; // Used to define a spline which is
// used to compute path velocity
bool m_bMovingForward;
bool m_bChooseFarthestPoint;
float m_flFarthestPathDist; // How far from a path track do we need to be
// before we 'reached' it?
float m_flPathMaxSpeed;
float m_flTargetDistFromPath; // How far is the target from the closest
// point on the path?
float m_flLeadDistance;
Vector m_vecTargetPathDir;
Vector m_vecTargetPathPoint; // What point on the path is closest to the
// target?
PauseState_t m_nPauseState;
};
//------------------------------------------------------------------------------
#endif // AI_TRACKPATHER_H