663 lines
No EOL
28 KiB
C++
663 lines
No EOL
28 KiB
C++
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typedef enum
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{
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DECISION,
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BASE_DECISION,
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PURSUE_DECISION,
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POINTCOMBAT_DECISION,
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SEARCH_DECISION,
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DODGE_DECISION,
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RETREAT_DECISION,
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PATHIDLE_DECISION,
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PATHCOMBAT_DECISION,
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SCRIPTED_DECISION,
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ORDER_DECISION,
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DEKKER1_DECISION,
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DEKKER2_DECISION,
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DEKKER3_DECISION,
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DEKKER4_DECISION,
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};
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#define LEADERFLAG_RECRUIT 0x00000001//leader will look for a new group to lead if he doesn't have one
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#define LEADERFLAG_PHYSICAL 0x00000002//leader physically leads--formations assume leader as front member
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#define ORDER_PRIORITY_ROOT 25
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#define SCRIPTED_PRIORITY_ROOT 25//fixme: script decision shouldn't be worrying about adding its own actions at all usually--should just worry about recovering from actions that didn't work?????
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typedef enum
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{
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NONE = 0,
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ATTACK,
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MOVE,
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FOLLOW,
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WAIT,
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} goal_e;
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typedef enum
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{
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NI_IDEALPOSITION,
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NI_TOOFAR,
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NI_TOOCLOSE,
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NI_NOTCLEAR,
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NI_FLEEING,
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NI_DUCKING, //used in certain fleeing cases
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NI_DODGING, //used in certain fleeing cases
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NI_TOOFAR_SEARCHING, //this one won't attack
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} nonIdealSituation;
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/**********************************************************************************
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**********************************************************************************/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////
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/////// base decision branch
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///////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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class decision_c
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{
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private:
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protected:
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float last_dilution_time;
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//priority is a combination of whether immediate conditions
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//are favorable for this decision, and whether this decision has a track record for working
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int priority;
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int priority_base;
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//validity keeps track of how successful this decision has been in the past;
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//considering monsters won't last too long, this will be weighted pretty heavily toward
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//most recent result, and will slowly edge into neutral territory;
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//range is 0 to 1
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float validity;
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float timeout_time;
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qboolean allow_timeout;
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qboolean ClearShot(ai_c &which_ai, edict_t &monster, vec3_t goalpos, edict_t *ignore, bbox_preset testbbox, float *orgPos = 0, int *blockingGuy = 0);
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float lastClearTime;
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qboolean isClear;
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//errr, not so sure i dig this. --ss
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float GetGroupPosition(ai_c &which_ai, edict_t &monster, vec3_t relativeTo);
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virtual qboolean AtGroupFront(ai_c &which_ai, edict_t &monster, vec3_t dest, vec3_t face);
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virtual void UpdateValidity(float adjustValue){validity = validity*0.75+adjustValue*0.25;}//weight heavily toward new value
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virtual void UpdateValidity(void);
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virtual qboolean IsAdversary(edict_t &monster, edict_t *otherGuy);
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qboolean IsTimedOut(void);
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public:
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virtual mmove_t *GetSequenceForMovement(ai_c &which_ai, edict_t &monster, vec3_t dest, vec3_t face, mmove_t *preferred_move=NULL, int reject_actionflags=0);
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virtual mmove_t *GetSequenceForStand(ai_c &which_ai, edict_t &monster, vec3_t dest=vec3_origin, vec3_t face=vec3_origin, mmove_t *preferred_move=NULL, int reject_actionflags=0);
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virtual mmove_t *GetSequenceForJump(ai_c &which_ai, edict_t &monster, vec3_t dest, vec3_t face, mmove_t *preferred_move=NULL, int reject_actionflags=0);
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virtual mmove_t *GetSequenceForAttack(ai_c &which_ai, edict_t &monster, vec3_t dest, vec3_t face, edict_t *target, mmove_t *preferred_move=NULL, int reject_actionflags=0);
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virtual mmove_t *GetSequenceForDodge(ai_c &which_ai, edict_t &monster, vec3_t dest, vec3_t face, edict_t *target, mmove_t *preferred_move=NULL, int leftSide = 0, int reject_actionflags=0);
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//will return one of the above, depending on the code passed in.
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virtual mmove_t *GetSequenceForActionCode(ai_c &which_ai, edict_t &monster, action_code the_code, vec3_t dest=vec3_origin, vec3_t face=vec3_origin, edict_t *target=NULL, mmove_t *preferred_move=NULL, int reject_actionflags=0);
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virtual action_c *AddActionForSequence(ai_c &which_ai, edict_t &monster, mmove_t *move, vec3_t dest=vec3_origin, vec3_t face=vec3_origin, edict_t *target=NULL, action_c *owneraction=NULL, bool shouldKill = false, int NullTarget = 0, float timeoutTime = 0.0f);
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virtual action_c *ForceNextActionForSequence(ai_c &which_ai, edict_t &monster, mmove_t *move, vec3_t dest=vec3_origin, vec3_t face=vec3_origin, edict_t *target=NULL, action_c *owneraction=NULL){return NULL;};
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decision_c(int priority_root = 0, float timeout = 0, edict_t* ScriptOwner = NULL);
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virtual ~decision_c(void) {}
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//ScriptEnt is the entity containing a script for use with scripting
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int Priority(void) { return priority+priority_base; }
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virtual qboolean Consider(ai_c &which_ai, edict_t &monster);
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virtual void Perform(ai_c &which_ai, edict_t &monster);
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virtual void ActionCompleted(action_c &which_action, ai_c &which_ai, edict_t &monster, float percent_success) {}
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virtual void FinishScript(){return;};
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virtual qboolean SafeToRemove(edict_t &monster){return true;}
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//HEY!!! THIS BETTER BE FALSE UNLESS YOU'RE A SCRIPTED DECISION!!!!!
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virtual bool MatchScriptEnt(edict_t* Entity){return false;}
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virtual void SetGoalType(goal_e theGoal){};
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virtual void SetGoalTarget(edict_t *theTarget){};
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virtual void SetGoalLocation(vec3_t theLocation){};
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virtual void SetGoalTime(float theTime){};
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virtual goal_e GetGoalType(){return NONE;};
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virtual edict_t* GetGoalTarget(){return NULL;};
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virtual void GetGoalLocattion(vec3_t theLocation){};
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virtual float GetGoalTime(){return 0;};
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virtual void UsePathfinding(ai_c &which_ai, edict_t &monster){};
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virtual void SetInfoForDodge(vec3_t start, vec3_t end){}
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virtual void SetInfoForReply(vec3_t start, vec3_t end){}
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virtual void AddFear(float amount, vec3_t center){}
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decision_c(decision_c *orig);
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void Evaluate(decision_c *orig);
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virtual void Write() { assert(0); }
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virtual void Read() { assert(0); }
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virtual int GetClassCode(void){return DECISION;}//this should be different for everybody in this class family
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static decision_c *NewClassForCode(int code);
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};
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/**********************************************************************************
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**********************************************************************************/
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class base_decision : public decision_c
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{
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public:
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base_decision(int priority_root = 0, float timeout = 0, edict_t* ScriptOwner = NULL)
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:decision_c(priority_root, timeout, ScriptOwner){}
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base_decision(base_decision *orig);
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void Evaluate(base_decision *orig);
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virtual void Write();
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virtual void Read();
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virtual int GetClassCode(void) { return BASE_DECISION; }
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};
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/**********************************************************************************
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**********************************************************************************/
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typedef enum
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{
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//these are just examples...
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USETYPE_PUSH,//push a door open
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USETYPE_FLIP,//flip a switch
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USETYPE_MISC//well? do something, at least...
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} useType_t;
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typedef struct
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{
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vec3_t usePos;
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vec3_t useDir;
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useType_t useType;
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edict_t *useEnt;
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} brushUseInfo_t;
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typedef struct
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{
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vec3_t pos;//get this value from the raw point info
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vec3_t direction;//ick, this is currently only used by temp use-points
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edict_t *targetEnt;//ick, this is currently only used by temp use-points
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bool valid;
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unsigned temp_type;
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float time;
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} ai_pathpoint_t;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////
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/////// path decision branch
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///////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//also fixme: to change waypoints so they don't have to be ents, temp point stuff has to be changed (all pretty centralized in anticipation)
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class path_decision : public decision_c
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{
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private:
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protected:
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float last_jump_time;
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float path_fail_time;
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vec3_t path_fail_dir;
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ai_pathpoint_t path_nextpoint;//the waypoint i'm currently moving toward
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edict_t *path_goalentity;//the entity i'm trying to reach--a player, generally
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vec3_t path_goalpos;//the place i'm trying to reach--a player's origin, generally
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float path_goal_updatedtime;
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vec3_t newMoveDir;
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float lastCheckTime;
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nonIdealSituation nonIdealReason;
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int blockingEnemy;
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float lastDuckInvalidateTime;
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float lastDuckValidTime;
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vec3_t aimWanderVec;//whilst i'm aiming, i think i'll take a little stroll...
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qboolean stuckNonIdeal;//enemy isn't close enough to be in range, but he has no movement options, so try to shoot anyway (you know, what the hell)
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//HOWEVER - you should probably have crap accuracy because you're so far away, yeah? I say YEAH!
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virtual void RecalcMoveVec(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
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virtual void SetGoalPosition(ai_c &which_ai, edict_t &monster);
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virtual qboolean GetGoalPosition(ai_c &which_ai, edict_t &monster, vec3_t goal);
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virtual qboolean NextPointInPath(ai_c &which_ai, edict_t &monster, vec3_t position);//this sets path_nextpoint (and path_endpoint if path finished), checks path_nextpoint
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qboolean EvaluatePathEndpoint(ai_c &which_ai, edict_t &monster, ai_pathpoint_t endpoint_candidate, vec3_t goalpos);//sets nothing, uses nothing other than inputs
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//returns false if path is not valid,
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//true if path is valid (or if path will be ignored)
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//fixme: when pathfinding in, should totally focus on ent avoidance
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void TempPointCreate(vec3_t position, edict_t &monster);
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void AvoidPointCreate(vec3_t normal, edict_t &monster);
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void PoliteAvoidPointCreate(vec3_t normal, edict_t &monster);
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void UsePointCreate(brushUseInfo_t &useeInfo, edict_t &monster);
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void JumpPointCreate(vec3_t position, edict_t &monster);//subclass of temppoints made specifically for jumping over things
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void FallPointCreate(vec3_t position, edict_t &monster);//subclass of temppoints made specifically for intentional falling
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void PerformAvoidance(ai_c &which_ai, edict_t &monster);
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//use this to adjust movement for groups, and check pathfinding (?) to make sure direction is valid--moveVec comes in uninit'ed
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virtual void GetMovementVector(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
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virtual qboolean IsIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t curPos, vec3_t goalPos, vec3_t moveVec);
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virtual void AddActionIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
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virtual void AddActionNonIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
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virtual void AddAction(ai_c &which_ai, edict_t &monster);
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virtual qboolean AddSpecialPathAction(ai_c &which_ai, edict_t &monster);//called from AddAction--depending on the type of path point path_nextpoint is, add appropriate action
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public:
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path_decision(edict_t *goalent = NULL, int priority_root = 0, float timeout = 0, edict_t* ScriptOwner = NULL);
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virtual ~path_decision(void){}
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virtual qboolean Consider(ai_c &which_ai, edict_t &monster);
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virtual void Perform(ai_c &which_ai, edict_t &monster);
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virtual void ActionCompleted(action_c &which_action, ai_c &which_ai, edict_t &monster, float percent_success);
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virtual void FinishScript(){return;};
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path_decision(path_decision *orig);
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virtual void Evaluate(path_decision *orig);
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};
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/////////////////////////////////////////////////////////////////////////////////////////////
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//pursue decision
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/////////////////////////////////////////////////////////////////////////////////////////////
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class pursue_decision : public path_decision
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{
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public:
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pursue_decision(edict_t *goalent = NULL, int priority_root = 0, float timeout = 0, edict_t* ScriptOwner = NULL)
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:path_decision(goalent, priority_root, timeout, ScriptOwner){}
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pursue_decision(pursue_decision *orig);
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void Evaluate(pursue_decision *orig);
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virtual void Write();
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virtual void Read();
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virtual int GetClassCode(void) { return PURSUE_DECISION; }
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};
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/////////////////////////////////////////////////////////////////////////////////////////////
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//dekker1 decision
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/////////////////////////////////////////////////////////////////////////////////////////////
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class dekker1_decision : public path_decision
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{
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protected:
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virtual void AddAction(ai_c &which_ai, edict_t &monster);
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virtual void AddActionNonIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
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virtual void AddDekkerActionNonIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec, float speed);
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public:
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dekker1_decision(edict_t *goalent = NULL, int priority_root = 10, float timeout = 0, edict_t* ScriptOwner = NULL)
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:path_decision(goalent, priority_root, timeout, ScriptOwner){}
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dekker1_decision(dekker1_decision *orig);
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void Evaluate(dekker1_decision *orig);
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virtual void Write();
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virtual void Read();
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virtual int GetClassCode(void) { return DEKKER1_DECISION; }
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virtual qboolean Consider(ai_c &which_ai, edict_t &monster);
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};
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/////////////////////////////////////////////////////////////////////////////////////////////
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//dekker1 decision
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/////////////////////////////////////////////////////////////////////////////////////////////
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class dekker2_decision : public dekker1_decision
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{
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protected:
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// virtual void GetMovementVector(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
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//ARGHHH!--this was supposed to be a simple override to adjust dekker's speed for the various stages, and now it's a huge bloated mess.
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virtual void AddActionNonIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
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virtual void AddAction(ai_c &which_ai, edict_t &monster);
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public:
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dekker2_decision(edict_t *goalent = NULL, int priority_root = 8, float timeout = 0, edict_t* ScriptOwner = NULL)
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:dekker1_decision(goalent, priority_root, timeout, ScriptOwner){}
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dekker2_decision(dekker2_decision *orig);
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void Evaluate(dekker2_decision *orig);
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virtual void Write();
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virtual void Read();
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virtual int GetClassCode(void) { return DEKKER2_DECISION; }
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virtual qboolean Consider(ai_c &which_ai, edict_t &monster);
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};
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/////////////////////////////////////////////////////////////////////////////////////////////
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//dekker3 decision
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/////////////////////////////////////////////////////////////////////////////////////////////
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class dekker3_decision : public path_decision
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{
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protected:
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qboolean reachedDest;
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virtual void AddActionNonIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
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virtual qboolean IsIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t curPos, vec3_t goalPos, vec3_t moveVec);
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virtual qboolean GetGoalPosition(ai_c &which_ai, edict_t &monster, vec3_t goal);
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virtual void AddAction(ai_c &which_ai, edict_t &monster);
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public:
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dekker3_decision(edict_t *goalent = NULL, int priority_root = 5, float timeout = 0, edict_t* ScriptOwner = NULL)
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:path_decision(goalent, priority_root, timeout, ScriptOwner){reachedDest=false;}
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dekker3_decision(dekker3_decision *orig);
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void Evaluate(dekker3_decision *orig);
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virtual void Write();
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virtual void Read();
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virtual int GetClassCode(void) { return DEKKER3_DECISION; }
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virtual qboolean Consider(ai_c &which_ai, edict_t &monster);
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};
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/////////////////////////////////////////////////////////////////////////////////////////////
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//dekker4 decision
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/////////////////////////////////////////////////////////////////////////////////////////////
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class dekker4_decision : public path_decision
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{
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protected:
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qboolean reachedDest;
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virtual void AddActionNonIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
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virtual qboolean IsIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t curPos, vec3_t goalPos, vec3_t moveVec);
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virtual qboolean GetGoalPosition(ai_c &which_ai, edict_t &monster, vec3_t goal);
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virtual void AddAction(ai_c &which_ai, edict_t &monster);
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public:
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dekker4_decision(edict_t *goalent = NULL, int priority_root = 2, float timeout = 0, edict_t* ScriptOwner = NULL)
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:path_decision(goalent, priority_root, timeout, ScriptOwner){reachedDest=false;}
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dekker4_decision(dekker4_decision *orig);
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void Evaluate(dekker4_decision *orig);
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virtual void Write();
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virtual void Read();
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virtual int GetClassCode(void) { return DEKKER4_DECISION; }
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virtual qboolean Consider(ai_c &which_ai, edict_t &monster);
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};
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/////////////////////////////////////////////////////////////////////////////////////////////
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//path decision refitted to use combat points
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/////////////////////////////////////////////////////////////////////////////////////////////
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class pointcombat_decision : public path_decision
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{
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protected:
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int current_point;
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vec3_t current_point_pos;
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vec3_t current_point_dest;
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int current_point_type;
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int current_point_subtype;
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vec3_t current_point_dir;
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int last_point_trans;//time of the last transition for points that oscillate
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int last_consider_time;//some guys don't think to do this all that often
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virtual void SetGoalPosition(ai_c &which_ai, edict_t &monster);
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virtual qboolean GetGoalPosition(ai_c &which_ai, edict_t &monster, vec3_t goal);
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virtual qboolean IsIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t curPos, vec3_t goalPos, vec3_t moveVec);
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// virtual void AddActionNonIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
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virtual void AddActionIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
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public:
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pointcombat_decision(edict_t *goalent = NULL, int priority_root = 0, float timeout = 0, edict_t* ScriptOwner = NULL);
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// virtual ~pointcombat_decision(void){path_decision::~path_decision();}
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virtual qboolean Consider(ai_c &which_ai, edict_t &monster);
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void GetMovementVector(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
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pointcombat_decision(pointcombat_decision *orig);
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void Evaluate(pointcombat_decision *orig);
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virtual void Write();
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virtual void Read();
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virtual int GetClassCode(void) { return POINTCOMBAT_DECISION; }
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};
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/**********************************************************************************
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**********************************************************************************/
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//approach takes precedence over pursuit, pursuit takes precedence over wandering
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//approach==go to where target last was, stop when i get there
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//pursuit==go the direction that target was last seen going, stop when i hit something
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class search_decision : public path_decision
|
|
{
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|
protected:
|
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qboolean pursuit_search, approach_search;
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vec3_t pursuit_dir;
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float last_fired_time;
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|
vec3_t firedSpot;
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vec3_t trail1, trail2, trail3;
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virtual void SetGoalPosition(ai_c &which_ai, edict_t &monster);
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virtual qboolean GetGoalPosition(ai_c &which_ai, edict_t &monster, vec3_t goal);
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virtual void AddActionNonIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
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virtual qboolean IsIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t curPos, vec3_t goalPos, vec3_t moveVec);
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public:
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search_decision(edict_t *goalent = NULL, int priority_root = 0, float timeout = 0);
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virtual ~search_decision(void){}
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virtual void ActionCompleted(action_c &which_action, ai_c &which_ai, edict_t &monster, float percent_success);
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|
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search_decision(search_decision *orig);
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void Evaluate(search_decision *orig);
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virtual void Write();
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virtual void Read();
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virtual int GetClassCode(void) { return SEARCH_DECISION; }
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|
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virtual qboolean Consider(ai_c &which_ai, edict_t &monster);
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virtual void SetInfoForDodge(vec3_t start, vec3_t end);
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virtual void SetInfoForReply(vec3_t start, vec3_t end){SetInfoForDodge(start, end);}
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};
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|
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/**********************************************************************************
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**********************************************************************************/
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//this is a path_decision that should look for cover & hop around sideways
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class dodge_decision : public path_decision
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|
{
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|
private:
|
|
int prev_health;
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|
protected:
|
|
float last_dodge_time;
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|
float last_shotat_time;
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|
int dodgeSide;
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|
vec3_t shotStart;//need this info to determine which way to dodge
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|
vec3_t shotEnd;//need this info to determine which way to dodge
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|
virtual void AddAction(ai_c &which_ai, edict_t &monster);
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|
public:
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|
dodge_decision(int priority_root = 0, float timeout = 0);
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|
virtual ~dodge_decision(void){}
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|
|
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virtual qboolean Consider(ai_c &which_ai, edict_t &monster);
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|
virtual void ActionCompleted(action_c &which_action, ai_c &which_ai, edict_t &monster, float percent_success);
|
|
|
|
dodge_decision(dodge_decision *orig);
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|
void Evaluate(dodge_decision *orig);
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|
virtual void Write();
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|
virtual void Read();
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|
virtual int GetClassCode(void) { return DODGE_DECISION; }
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|
virtual void SetInfoForDodge(vec3_t start, vec3_t end);
|
|
};
|
|
|
|
|
|
/**********************************************************************************
|
|
**********************************************************************************/
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|
//this is a path_decision that should look for a path Away from target
|
|
class retreat_decision : public path_decision
|
|
{
|
|
private:
|
|
int prev_health;
|
|
float fearIndex;
|
|
bool haveFleeDest;
|
|
|
|
int spookStyle;
|
|
int spookTime;
|
|
vec3_t spookCenter;
|
|
|
|
protected:
|
|
virtual qboolean GetGoalPosition(ai_c &which_ai, edict_t &monster, vec3_t goal);
|
|
virtual qboolean IsIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t curPos, vec3_t goalPos, vec3_t moveVec);
|
|
virtual void AddActionIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
|
|
virtual qboolean IsAdversary(edict_t &monster, edict_t *otherGuy);
|
|
public:
|
|
retreat_decision(int priority_root = 0, float timeout = 0);
|
|
virtual ~retreat_decision(void){}
|
|
|
|
virtual qboolean Consider(ai_c &which_ai, edict_t &monster);
|
|
virtual void AddFear(float amount, vec3_t center);
|
|
virtual void SetInfoForDodge(vec3_t start, vec3_t end);
|
|
|
|
|
|
retreat_decision(retreat_decision *orig);
|
|
void Evaluate(retreat_decision *orig);
|
|
virtual void Write();
|
|
virtual void Read();
|
|
virtual int GetClassCode(void) { return RETREAT_DECISION; }
|
|
};
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
///////
|
|
/////// pathcorner-traversing decision branch
|
|
///////
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////////
|
|
//path decision refitted to follow path_corner trail--gets rid of itself if path_corner trail ends.
|
|
/////////////////////////////////////////////////////////////////////////////////////////////
|
|
class pathcorner_decision : public path_decision
|
|
{
|
|
protected:
|
|
float reactivate_time;
|
|
edict_t *oldTarget;
|
|
int curWaitActionNum;
|
|
qboolean firstActionAtWait;
|
|
qboolean isAtCorner;
|
|
mmove_t *curMoveAction;//store off the moveAction for path_corners when i pass them
|
|
|
|
virtual void SetGoalPosition(ai_c &which_ai, edict_t &monster);
|
|
virtual qboolean GetGoalPosition(ai_c &which_ai, edict_t &monster, vec3_t goal);
|
|
|
|
virtual void GetMovementVector(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
|
|
|
|
virtual qboolean IsIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t curPos, vec3_t goalPos, vec3_t moveVec);
|
|
virtual void AddActionNonIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
|
|
virtual void AddActionIdealPosition(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
|
|
virtual void FinishPathPoint(ai_c &which_ai, edict_t &monster);
|
|
public:
|
|
pathcorner_decision(edict_t *goalent=NULL, int priority_root=0, float timeout=0, edict_t* ScriptOwner=NULL);
|
|
virtual ~pathcorner_decision(void){path_decision::~path_decision();}
|
|
|
|
virtual void ActionCompleted(action_c &which_action, ai_c &which_ai, edict_t &monster, float percent_success);
|
|
|
|
virtual qboolean Consider(ai_c &which_ai, edict_t &monster);
|
|
|
|
pathcorner_decision(pathcorner_decision *orig);
|
|
virtual void Evaluate(pathcorner_decision *orig);
|
|
};
|
|
|
|
class pathidle_decision : public pathcorner_decision
|
|
{
|
|
public:
|
|
pathidle_decision(edict_t *goalent=NULL, int priority_root=0, float timeout=0, edict_t* ScriptOwner=NULL)
|
|
:pathcorner_decision(goalent, priority_root, timeout, ScriptOwner){}
|
|
|
|
pathidle_decision(pathidle_decision *orig);
|
|
void Evaluate(pathidle_decision *orig);
|
|
virtual void Write();
|
|
virtual void Read();
|
|
virtual int GetClassCode(void) { return PATHIDLE_DECISION; }
|
|
};
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////////
|
|
//path_corner decision refitted to follow point_combat trail--gets rid of itself if point_combat trail ends.
|
|
/////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
class pathcombat_decision : public pathcorner_decision
|
|
{
|
|
protected:
|
|
virtual void GetMovementVector(ai_c &which_ai, edict_t &monster, vec3_t goalPos, vec3_t moveVec);
|
|
virtual void FinishPathPoint(ai_c &which_ai, edict_t &monster);
|
|
public:
|
|
virtual qboolean Consider(ai_c &which_ai, edict_t &monster);
|
|
pathcombat_decision(edict_t *goalent=NULL, int priority_root=0, float timeout=0, edict_t* ScriptOwner=NULL):pathcorner_decision(goalent,priority_root,timeout,ScriptOwner){}
|
|
|
|
pathcombat_decision(pathcombat_decision *orig);
|
|
void Evaluate(pathcombat_decision *orig);
|
|
virtual void Write();
|
|
virtual void Read();
|
|
virtual int GetClassCode(void) { return PATHCOMBAT_DECISION; }
|
|
};
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
///////
|
|
/////// scripted/queued order decision branch
|
|
///////
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
/**********************************************************************************
|
|
**********************************************************************************/
|
|
//this is a path_decision that doesn't necessarily use any path stuff
|
|
//although, it Could use the path stuff to attack a civilian, run to an elevator, etc.
|
|
|
|
class scriptOrder_c
|
|
{
|
|
public:
|
|
mmove_t *preferredMove;//NULL if no preference...
|
|
float holdTime;//time to hold (for idles, static stuff)
|
|
vec3_t turnVec;
|
|
vec3_t destVec;
|
|
qboolean absoluteDest;//whether the destination is absolute or relative.
|
|
bool kill;//whether an attack order should be an automatic kill
|
|
action_code actionType;//what do i want to be doing here?
|
|
int flags;
|
|
Event *SignalEvent;
|
|
float speed;
|
|
edict_t *target;
|
|
int NullTarget; // targeted null in a script
|
|
int Emotion;
|
|
|
|
scriptOrder_c(void);
|
|
scriptOrder_c(scriptOrder_c *orig);
|
|
void Evaluate(scriptOrder_c *orig);
|
|
void Write(void);
|
|
void Read(void);
|
|
};
|
|
|
|
class scripted_decision : public path_decision
|
|
{
|
|
private:
|
|
protected:
|
|
qboolean scriptDone;
|
|
edict_t *self;
|
|
qboolean ignorePreferred;
|
|
float orderStartTime;
|
|
vec3_t oldPosition;//where i should be at the start of current order
|
|
vec3_t actDest;
|
|
vec3_t actDestDir;//for more reliable testing of whether i've gotten close enough to destination--this is the vector to actDest when I start out;
|
|
//when the vector to the actDest is closer to the inverse of this than to this, i've passed my destination
|
|
mmove_t *lastMove;
|
|
|
|
edict_t *ScriptEnt;
|
|
#define SCRIPTED_DECISION_END (offsetof(scripted_decision, ScriptEnt) + sizeof(ScriptEnt))
|
|
|
|
list<scriptOrder_c *> orders;
|
|
// virtual void AddAction(ai_c &which_ai, edict_t &monster);
|
|
public:
|
|
scripted_decision(edict_t *goalent = NULL, int priority_root = SCRIPTED_PRIORITY_ROOT, float timeout = 0, edict_t* ScriptOwner = NULL);
|
|
virtual ~scripted_decision(void);
|
|
|
|
virtual void Perform(ai_c &which_ai, edict_t &monster);
|
|
virtual void FinishScript(){scriptDone = true;};
|
|
virtual qboolean Consider(ai_c &which_ai, edict_t &monster){priority=15; return scriptDone;};
|
|
virtual bool MatchScriptEnt(edict_t* Entity);
|
|
|
|
virtual void AddOrder(ai_c &which_ai, edict_t &monster, scriptOrder_c &this_order);
|
|
|
|
virtual void ActionCompleted(action_c &which_action, ai_c &which_ai, edict_t &monster, float percent_success);
|
|
|
|
scripted_decision(scripted_decision *orig);
|
|
void Evaluate(scripted_decision *orig);
|
|
virtual void Read();
|
|
virtual void Write();
|
|
virtual int GetClassCode(void) { return SCRIPTED_DECISION; }
|
|
};
|
|
|
|
// end
|