csgo-2018-source/game/server/ai_agent.h
2021-07-24 21:11:47 -07:00

642 lines
21 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Base NPC character with AI
//
//=============================================================================//
#ifndef AI_AGENT_H
#define AI_AGENT_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_debug.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_condition.h"
#include "ai_task.h"
#include "ai_namespaces.h"
#include "bitstring.h"
class CAI_Agent;
#ifndef DBGFLAG_STRINGS_STRIP
void DevMsg( CAI_Agent *pAI, unsigned flags, PRINTF_FORMAT_STRING const char *pszFormat, ... ) FMTFUNCTION( 3, 4 );
void DevMsg( CAI_Agent *pAI, PRINTF_FORMAT_STRING const char *pszFormat, ... ) FMTFUNCTION( 2, 3 );
#endif
typedef CBitVec<MAX_CONDITIONS> CAI_ScheduleBits;
//=============================================================================
//
// Constants & enumerations
//
//=============================================================================
//
// Debug bits
//
//-------------------------------------
#ifdef AI_MONITOR_FOR_OSCILLATION
struct AIScheduleChoice_t
{
float m_flTimeSelected;
CAI_Schedule *m_pScheduleSelected;
};
#endif//AI_MONITOR_FOR_OSCILLATION
//=============================================================================
//
// Types used by CAI_Agent
//
//=============================================================================
struct AIAgentScheduleState_t
{
int iCurTask;
TaskStatus_e fTaskStatus;
float timeStarted;
float timeCurTaskStarted;
AI_TaskFailureCode_t taskFailureCode;
int iTaskInterrupt;
bool bScheduleWasInterrupted;
DECLARE_SIMPLE_DATADESC();
};
//=============================================================================
//
// class CAI_Agent
//
//=============================================================================
class CAI_Agent
{
public:
//-----------------------------------------------------
//
// Initialization, cleanup, serialization, identity
//
CAI_Agent();
~CAI_Agent();
//---------------------------------
DECLARE_SIMPLE_DATADESC();
virtual int Save( ISave &save );
virtual int Restore( IRestore &restore );
void SaveConditions( ISave &save, const CAI_ScheduleBits &conditions );
void RestoreConditions( IRestore &restore, CAI_ScheduleBits *pConditions );
//---------------------------------
virtual void Init( void ); // derived calls after Spawn()
// Flaccid implementations to satisfy boilerplate debug code
virtual const char *GetDebugName() { return "CAI_Agent"; }
virtual int entindex() { return -1; }
public:
//-----------------------------------------------------
//
// AI processing - thinking, schedule selection and task running
//
//-----------------------------------------------------
// Thinking, including core thinking, movement, animation
virtual void Think( void );
// Core thinking (schedules & tasks)
virtual void RunAI( void );// core ai function!
// Called to gather up all relevant conditons
virtual void GatherConditions( void );
// Called immediately prior to schedule processing
virtual void PrescheduleThink( void );
// Called immediately after schedule processing
virtual void PostscheduleThink( void ) { return; };
// Notification that the current schedule, if any, is ending and a new one is being selected
virtual void OnScheduleChange( void );
// Notification that a new schedule is about to run its first task
virtual void OnStartSchedule( int scheduleType ) {};
// This function implements a decision tree for the NPC. It is responsible for choosing the next behavior (schedule)
// based on the current conditions and state.
virtual int SelectSchedule( void );
virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
// After the schedule has been selected, it will be processed by this function so child NPC classes can
// remap base schedules into child-specific behaviors
virtual int TranslateSchedule( int scheduleType ) { return scheduleType; }
virtual void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual void ClearTransientConditions();
void ForceGatherConditions() { m_bForceConditionsGather = true; } // Force an NPC out of PVS to call GatherConditions on next think
enum
{
SCHED_NONE = 0,
SCHED_FAIL,
NEXT_SCHEDULE,
TASK_INVALID = 0,
TASK_SET_SCHEDULE,
NEXT_TASK,
COND_NONE = 0, // A way for a function to return no condition to get
COND_TASK_FAILED,
COND_SCHEDULE_DONE,
COND_NO_CUSTOM_INTERRUPTS, // Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility.
NEXT_CONDITION,
};
protected:
// Used by derived classes to chain a task to a task that might not be the
// one they are currently handling:
void ChainStartTask( int task, float taskData = 0 ) { Task_t tempTask = { task, taskData }; StartTask( (const Task_t *)&tempTask ); }
void ChainRunTask( int task, float taskData = 0 ) { Task_t tempTask = { task, taskData }; RunTask( (const Task_t *) &tempTask ); }
private:
bool PreThink( void );
void MaintainSchedule( void );
virtual int StartTask ( Task_t *pTask ) { DevMsg( "Called wrong StartTask()\n" ); StartTask( (const Task_t *)pTask ); return 0; } // to ensure correct signature in derived classes
virtual int RunTask ( Task_t *pTask ) { DevMsg( "Called wrong RunTask()\n" ); RunTask( (const Task_t *)pTask ); return 0; } // to ensure correct signature in derived classes
public:
//-----------------------------------------------------
//
// Schedules & tasks
//
//-----------------------------------------------------
void SetSchedule( CAI_Schedule *pNewSchedule );
bool SetSchedule( int localScheduleID );
void SetDefaultFailSchedule( int failSchedule ) { m_failSchedule = failSchedule; }
void ClearSchedule( const char *szReason );
CAI_Schedule * GetCurSchedule() { return m_pSchedule; }
bool IsCurSchedule( int schedId, bool fIdeal = true );
virtual CAI_Schedule *GetSchedule(int localScheduleID);
virtual int GetLocalScheduleId( int globalScheduleID ) { return AI_IdIsLocal( globalScheduleID ) ? globalScheduleID : GetClassScheduleIdSpace()->ScheduleGlobalToLocal( globalScheduleID ); }
virtual int GetGlobalScheduleId( int localScheduleID ) { return AI_IdIsGlobal( localScheduleID ) ? localScheduleID : GetClassScheduleIdSpace()->ScheduleLocalToGlobal( localScheduleID ); }
float GetTimeScheduleStarted() const { return m_ScheduleState.timeStarted; }
//---------------------------------
const Task_t* GetTask( void );
int TaskIsRunning( void );
virtual void TaskFail( AI_TaskFailureCode_t );
void TaskFail( const char *pszGeneralFailText ) { TaskFail( MakeFailCode( pszGeneralFailText ) ); }
void TaskComplete( bool fIgnoreSetFailedCondition = false );
void TaskInterrupt() { m_ScheduleState.iTaskInterrupt++; }
void ClearTaskInterrupt() { m_ScheduleState.iTaskInterrupt = 0; }
int GetTaskInterrupt() const { return m_ScheduleState.iTaskInterrupt; }
void TaskMovementComplete( void );
inline int TaskIsComplete( void ) { return (GetTaskStatus() == TASKSTATUS_COMPLETE); }
virtual const char *TaskName(int taskID);
float GetTimeTaskStarted() const { return m_ScheduleState.timeCurTaskStarted; }
virtual int GetLocalTaskId( int globalTaskId) { return GetClassScheduleIdSpace()->TaskGlobalToLocal( globalTaskId ); }
virtual const char *GetSchedulingErrorName() { return "CAI_Agent"; }
protected:
static bool LoadSchedules(void);
virtual bool LoadedSchedules(void);
virtual void BuildScheduleTestBits( void );
//---------------------------------
// This is the main call to select/translate a schedule
virtual CAI_Schedule *GetNewSchedule( void );
virtual CAI_Schedule *GetFailSchedule( void );
private:
// This function maps the type through TranslateSchedule() and then retrieves the pointer
// to the actual CAI_Schedule from the database of schedules available to this class.
CAI_Schedule * GetScheduleOfType( int scheduleType );
bool FHaveSchedule( void );
bool FScheduleDone ( void );
CAI_Schedule * ScheduleInList( const char *pName, CAI_Schedule **pList, int listCount );
int GetScheduleCurTaskIndex() const { return m_ScheduleState.iCurTask; }
inline int IncScheduleCurTaskIndex();
inline void ResetScheduleCurTaskIndex();
void NextScheduledTask ( void );
bool IsScheduleValid ( void );
// Selecting the ideal state
// Various schedule selections based on NPC_STATE
void OnStartTask( void ) { SetTaskStatus( TASKSTATUS_RUN_MOVE_AND_TASK ); }
void SetTaskStatus( TaskStatus_e status ) { m_ScheduleState.fTaskStatus = status; }
TaskStatus_e GetTaskStatus() const { return m_ScheduleState.fTaskStatus; }
void DiscardScheduleState();
//---------------------------------
CAI_Schedule * m_pSchedule;
int m_IdealSchedule;
AIAgentScheduleState_t m_ScheduleState;
int m_failSchedule; // Schedule type to choose if current schedule fails
public:
//-----------------------------------------------------
//
// Conditions
//
//-----------------------------------------------------
virtual const char* ConditionName(int conditionID);
virtual void RemoveIgnoredConditions ( void );
void SetCondition( int iCondition /*, bool state = true*/ );
bool HasCondition( int iCondition );
bool HasCondition( int iCondition, bool bUseIgnoreConditions );
bool HasInterruptCondition( int iCondition );
bool HasConditionsToInterruptSchedule( int nLocalScheduleID );
void ClearCondition( int iCondition );
void ClearConditions( int *pConditions, int nConditions );
void SetIgnoreConditions( int *pConditions, int nConditions );
void ClearIgnoreConditions( int *pConditions, int nConditions );
bool ConditionInterruptsCurSchedule( int iCondition );
bool ConditionInterruptsSchedule( int schedule, int iCondition );
void SetCustomInterruptCondition( int nCondition );
bool IsCustomInterruptConditionSet( int nCondition );
void ClearCustomInterruptCondition( int nCondition );
void ClearCustomInterruptConditions( void );
bool ConditionsGathered() const { return m_bConditionsGathered; }
const CAI_ScheduleBits &AccessConditionBits() const { return m_Conditions; }
CAI_ScheduleBits & AccessConditionBits() { return m_Conditions; }
private:
CAI_ScheduleBits m_Conditions;
CAI_ScheduleBits m_CustomInterruptConditions; //Bit string assembled by the schedule running, then
//modified by leaf classes to suit their needs
CAI_ScheduleBits m_ConditionsPreIgnore;
CAI_ScheduleBits m_InverseIgnoreConditions;
bool m_bForceConditionsGather;
bool m_bConditionsGathered;
public:
//-----------------------------------------------------
//
// Core mapped data structures
//
// String Registries for default AI Shared by all CBaseNPCs
// These are used only during initialization and in debug
//-----------------------------------------------------
static void InitSchedulingTables();
static CAI_GlobalScheduleNamespace *GetSchedulingSymbols() { return &gm_SchedulingSymbols; }
static CAI_ClassScheduleIdSpace &AccessClassScheduleIdSpaceDirect() { return gm_ClassScheduleIdSpace; }
virtual CAI_ClassScheduleIdSpace * GetClassScheduleIdSpace() { return &gm_ClassScheduleIdSpace; }
static int GetScheduleID (const char* schedName);
static int GetConditionID (const char* condName);
static int GetTaskID (const char* taskName);
private:
friend class CAI_SystemHook;
friend class CAI_SchedulesManager;
static bool LoadDefaultSchedules(void);
static void InitDefaultScheduleSR(void);
static void InitDefaultTaskSR(void);
static void InitDefaultConditionSR(void);
static CAI_GlobalScheduleNamespace gm_SchedulingSymbols;
static CAI_ClassScheduleIdSpace gm_ClassScheduleIdSpace;
public:
//----------------------------------------------------
// Debugging tools
//
// -----------------------------
// Debuging Fields and Methods
// -----------------------------
int m_AgentDebugOverlays;
Vector m_vecAgentDebugOverlaysPos;
const char* m_failText; // Text of why it failed
const char* m_interruptText; // Text of why schedule interrupted
CAI_Schedule* m_failedSchedule; // The schedule that failed last
CAI_Schedule* m_interuptSchedule; // The schedule that was interrupted last
int m_nDebugCurIndex; // Index used for stepping through AI
void DumpTaskTimings();
virtual int DrawDebugTextOverlays( int text_offset );
void EntityText( int text_offset, const char *text, float flDuration, int r = 255, int g = 255, int b = 255, int a = 255 );
int GetDebugOverlayFlags() {return m_AgentDebugOverlays;}
string_t GetEntityName() { return NULL_STRING; }
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline int CAI_Agent::IncScheduleCurTaskIndex()
{
m_ScheduleState.iTaskInterrupt = 0;
return ++m_ScheduleState.iCurTask;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline void CAI_Agent::ResetScheduleCurTaskIndex()
{
m_ScheduleState.iCurTask = 0;
m_ScheduleState.iTaskInterrupt = 0;
}
// ============================================================================
// Macros for introducing new schedules in sub-classes
//
// Strings registries and schedules use unique ID's for each item, but
// sub-class enumerations are non-unique, so we translate between the
// enumerations and unique ID's
// ============================================================================
#define AI_BEGIN_AGENT_( derivedClass, baseClass ) \
IMPLEMENT_AGENT(derivedClass, baseClass ) \
void derivedClass::InitCustomSchedules( void ) \
{ \
typedef derivedClass CNpc; \
typedef baseClass CAgentBase; \
const char *pszClassName = #derivedClass; \
\
CUtlVector<char *> schedulesToLoad; \
CUtlVector<AIScheduleLoadFunc_t> reqiredOthers; \
CAI_AgentNamespaceInfos scheduleIds; \
CAI_AgentNamespaceInfos taskIds; \
CAI_AgentNamespaceInfos conditionIds;
#define AI_BEGIN_AGENT( derivedClass ) \
AI_BEGIN_AGENT_( derivedClass, BaseClass )
//-----------------
#define DEFINE_SCHEDULE( id, text ) \
scheduleIds.PushBack( #id, id ); \
char * g_psz##id = \
"\n Schedule" \
"\n " #id \
text \
"\n"; \
schedulesToLoad.AddToTail( (char *)g_psz##id );
//-----------------
#define DECLARE_CONDITION( id ) \
conditionIds.PushBack( #id, id );
//-----------------
#define DECLARE_TASK( id ) \
taskIds.PushBack( #id, id );
//-----------------
// IDs are stored and then added in order due to constraints in the namespace implementation
#define AI_END_AGENT() \
\
int i; \
\
CNpc::AccessClassScheduleIdSpaceDirect().Init( pszClassName, CAgentBase::GetSchedulingSymbols(), &CAgentBase::AccessClassScheduleIdSpaceDirect() ); \
\
scheduleIds.Sort(); \
taskIds.Sort(); \
conditionIds.Sort(); \
\
for ( i = 0; i < scheduleIds.Count(); i++ ) \
{ \
ADD_CUSTOM_SCHEDULE_NAMED( CNpc, scheduleIds[i].pszName, scheduleIds[i].localId ); \
} \
\
for ( i = 0; i < taskIds.Count(); i++ ) \
{ \
ADD_CUSTOM_TASK_NAMED( CNpc, taskIds[i].pszName, taskIds[i].localId ); \
} \
\
for ( i = 0; i < conditionIds.Count(); i++ ) \
{ \
if ( AIAgentValidateConditionLimits( conditionIds[i].pszName ) ) \
{ \
ADD_CUSTOM_CONDITION_NAMED( CNpc, conditionIds[i].pszName, conditionIds[i].localId ); \
} \
} \
\
for ( i = 0; i < reqiredOthers.Count(); i++ ) \
{ \
(*reqiredOthers[i])(); \
} \
\
for ( i = 0; i < schedulesToLoad.Count(); i++ ) \
{ \
if ( CNpc::gm_SchedLoadStatus.fValid ) \
{ \
CNpc::gm_SchedLoadStatus.fValid = g_AI_AgentSchedulesManager.LoadSchedulesFromBuffer( pszClassName, schedulesToLoad[i], &AccessClassScheduleIdSpaceDirect(), GetSchedulingSymbols() ); \
} \
else \
break; \
} \
}
inline bool AIAgentValidateConditionLimits( const char *pszNewCondition )
{
int nGlobalConditions = CAI_Agent::GetSchedulingSymbols()->NumConditions();
if ( nGlobalConditions >= MAX_CONDITIONS )
{
AssertMsg2( 0, "Exceeded max number of conditions (%d), ignoring condition %s\n", MAX_CONDITIONS, pszNewCondition );
DevWarning( "Exceeded max number of conditions (%d), ignoring condition %s\n", MAX_CONDITIONS, pszNewCondition );
return false;
}
return true;
}
//-------------------------------------
struct AI_AgentNamespaceAddInfo_t
{
AI_AgentNamespaceAddInfo_t( const char *pszName, int localId )
: pszName( pszName ),
localId( localId )
{
}
const char *pszName;
int localId;
};
class CAI_AgentNamespaceInfos : public CUtlVector<AI_AgentNamespaceAddInfo_t>
{
public:
void PushBack( const char *pszName, int localId )
{
AddToTail( AI_AgentNamespaceAddInfo_t( pszName, localId ) );
}
void Sort()
{
CUtlVector<AI_AgentNamespaceAddInfo_t>::Sort( Compare );
}
private:
static int __cdecl Compare(const AI_AgentNamespaceAddInfo_t *pLeft, const AI_AgentNamespaceAddInfo_t *pRight )
{
return pLeft->localId - pRight->localId;
}
};
//-------------------------------------
// Declares the static variables that hold the string registry offset for the new subclass
// as well as the initialization in schedule load functions
struct AI_AgentSchedLoadStatus_t
{
bool fValid;
int signature;
};
// Load schedules pulled out to support stepping through with debugger
inline bool AI_DoLoadSchedules( bool (*pfnBaseLoad)(), void (*pfnInitCustomSchedules)(),
AI_AgentSchedLoadStatus_t *pLoadStatus )
{
(*pfnBaseLoad)();
if (pLoadStatus->signature != g_AI_AgentSchedulesManager.GetScheduleLoadSignature())
{
(*pfnInitCustomSchedules)();
pLoadStatus->fValid = true;
pLoadStatus->signature = g_AI_AgentSchedulesManager.GetScheduleLoadSignature();
}
return pLoadStatus->fValid;
}
//-------------------------------------
typedef bool (*AIScheduleLoadFunc_t)();
// @Note (toml 02-16-03): The following class exists to allow us to establish an anonymous friendship
// in DEFINE_AGENT. The particulars of this implementation is almost entirely
// defined by bugs in MSVC 6.0
class AgentScheduleLoadHelperImpl
{
public:
template <typename T>
static AIScheduleLoadFunc_t AccessScheduleLoadFunc(T *)
{
return (&T::LoadSchedules);
}
};
//-------------------------------------
#define DEFINE_AGENT()\
static AI_AgentSchedLoadStatus_t gm_SchedLoadStatus; \
static CAI_ClassScheduleIdSpace gm_ClassScheduleIdSpace; \
static const char * gm_pszErrorClassName;\
\
static CAI_ClassScheduleIdSpace & AccessClassScheduleIdSpaceDirect() { return gm_ClassScheduleIdSpace; } \
virtual CAI_ClassScheduleIdSpace * GetClassScheduleIdSpace() { return &gm_ClassScheduleIdSpace; } \
virtual const char * GetSchedulingErrorName() { return gm_pszErrorClassName; } \
\
static void InitCustomSchedules(void);\
\
static bool LoadSchedules(void);\
virtual bool LoadedSchedules(void); \
\
friend class AgentScheduleLoadHelperImpl; \
\
class CScheduleLoader \
{ \
public: \
CScheduleLoader(); \
} m_ScheduleLoader; \
\
friend class CScheduleLoader;
//-------------------------------------
#define IMPLEMENT_AGENT(derivedClass, baseClass)\
AI_AgentSchedLoadStatus_t derivedClass::gm_SchedLoadStatus = { true, -1 }; \
CAI_ClassScheduleIdSpace derivedClass::gm_ClassScheduleIdSpace; \
const char * derivedClass::gm_pszErrorClassName = #derivedClass; \
\
derivedClass::CScheduleLoader::CScheduleLoader()\
{ \
derivedClass::LoadSchedules(); \
} \
\
/* --------------------------------------------- */ \
/* Load schedules for this type of NPC */ \
/* --------------------------------------------- */ \
bool derivedClass::LoadSchedules(void)\
{\
return AI_DoLoadSchedules( derivedClass::baseClass::LoadSchedules, \
derivedClass::InitCustomSchedules, \
&derivedClass::gm_SchedLoadStatus ); \
}\
\
bool derivedClass::LoadedSchedules(void) \
{ \
return derivedClass::gm_SchedLoadStatus.fValid;\
}
//-------------------------------------
#define ADD_CUSTOM_SCHEDULE_NAMED(derivedClass,schedName,schedEN)\
if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddSchedule( schedName, schedEN, derivedClass::gm_pszErrorClassName ) ) return;
#define ADD_CUSTOM_SCHEDULE(derivedClass,schedEN) ADD_CUSTOM_SCHEDULE_NAMED(derivedClass,#schedEN,schedEN)
#define ADD_CUSTOM_TASK_NAMED(derivedClass,taskName,taskEN)\
if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddTask( taskName, taskEN, derivedClass::gm_pszErrorClassName ) ) return;
#define ADD_CUSTOM_TASK(derivedClass,taskEN) ADD_CUSTOM_TASK_NAMED(derivedClass,#taskEN,taskEN)
#define ADD_CUSTOM_CONDITION_NAMED(derivedClass,condName,condEN)\
if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddCondition( condName, condEN, derivedClass::gm_pszErrorClassName ) ) return;
#define ADD_CUSTOM_CONDITION(derivedClass,condEN) ADD_CUSTOM_CONDITION_NAMED(derivedClass,#condEN,condEN)
#endif // AI_AGENT_H